McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
Hey, there are some interesting comments here.
Locarnus wrote: ↑Mon Jul 19, 2021 5:35 pm
But seeing the statement on the previous page about 2.3 being the last version for a while,
perhaps there is some wider interest into what started as a private experimental mod standing on the shoulders of this giant mod?
And maybe some parts can be considered for future versions, especially if the big mod is not being worked on for the time being?
Yes, development is currently in limbo, and I do not know when I will have the time to work on in again, but I think the current 2.3 version is stable enough that it may not be necessary to rush with it. However, some tweaks may be possible later.
It is a fantastic mod! No hurry, perhaps this limbo allows some discussion of my experimental changes? Due to the all in one map and scenario and scripting structure of PzC, it would be extremely hard for me to adjust them to new versions on the fly (I would have to essentially redo them). Better to have them discussed before a new version supersedes them.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
map/scenario changes, eg important raillines like Baku-Poti/Batumi and the ones through the Alps to reinforce Italy
The Baku-Batumi railway line could indeed be added, however, as far as I know it was a single line railroad in the 1940's therefore it could really handle high traffic. And at this map and time scale all railroad traffic is supposed to be high.
I am not so sure about the railroads through the Alps, I mean how developed they were in this era, as far as I am aware most tunnels were built after the war.
Baku-Batumi/Poti was important enough for the oil transport to be electrified before WW2. I originally wanted to test a "Black Sea seaborne/airborne invasion strategy" to get to the oil fields on the route south of the Caucasus, thats what pushed me to look into this map aspect.
The "Brennerbahn" from Innsbruck to Verona was probably the most important North-South transit link "through" the Alps, since it did not require tunnels. I added some additional East-West lines, but those are more about testing a "maximum viable transitlines" in the Alps scenario.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
Locarnus wrote: ↑Mon Jul 19, 2021 5:35 pm
eastern Prussian topography
I am not sure what you mean by this, are there any errors in the map in this area?
Nothing wrong, just personal preference, since I looked at this area soo much and I'm trying out different ways. The whole thing started very experimental.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
4) In one recent playthrough while having all of england but not scotland I had a unreal massive wave of large numbers of air including bombers which experienced 88mm's COULD NOT DAMAGE!!! (even on dice chess) dominate play despite the fact I have a full strength, maximum latest model and numerous airforce. (part of mystyle has always been air dominance first - I dont usually lose ANY german fighters).
The Allies produced several times more aircraft than the Axis in WW2 and it is reflected in the mod.
By mid 1944 the limitations of the German 8.8 cm AA gun had started to become obvious as the US heavy bombers flew at the limit of its effective vertical firing range. Therefore the Germans started to prioritize the 10.5 cm and 12.8 cm AA guns instead, and used them for the defense of the most important objectives.
Losing units is part of this mod. I am perfectly aware that most players hate to lose even a single unit of their own but in reality all the nations in WW2 suffered heavy losses, including the fighter arm of the German Luftwaffe.
About the flak, in the recent episode of goose_2, he has a 2cm Flakvierling strongly outperforming a 8.8cm Flak due to their rate of fire differences. I commented on that with a timestamp. Not sure how that can be balanced without also nerfing the Flakvierling a lot.
Yeah, the inofficial Dwarf Fortress slogan of "losing is fun" is very different to the way PzC is typically played. Requires quite a bit of adjustment on the player side and is not for everyone. This mod goes a bit against the PzC grain. It would probably have a lot more players if it was known about in circles where the "losing is fun" slogan is more prominent.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
6) The extra level of difficulty makes it evenmore probable to run out of time to do all the things you want to do. If you take out uk first you run out of time to finish off russia and take all the middle eat, any chance of a 'completely unrealistic' version with extra time/turns?
If you load the scenario in the editor you can edit the number of turns to whatever you want. However the game will only show the last two digits of the turn number so turn 101 will be shown as turn 1 again, but it should not affect the game in any way. The other issue is that no more per turn prestige will be given after turn 99 as that's how I set the prestige in the editor. Changing this may require some more editing, but I think it is possible to increase the number of turns by a few extra and just live with the lack of prestige in the last turns after turn 99, if this is what someone really wants.
Very interesting, I'll have to tinker with that sometime.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
Locarnus wrote: ↑Sun Jul 25, 2021 1:54 pm
Without good weather (airforce) the mines are pretty hard to dislodge. Do the minekiller and minesweeper traits work against naval mines (both moored and bottom)? Would it make sense to add a new minesweeper shiptype or give some other ships such a trait?
Naval mines can also be attacked by destroyers, they have a 50% chance for reducing the strength of a bottom mine by 1 in each attack and a naval mine can be attacked by several destroyers in the same turn.
The minesweeper trait would only work against bottom mines I think, but I would not add it to the mod as it would make it too easy in my opinion. Additionally the AI would be unable to use these minesweeper units properly and effectively, just as it does not use recon move or massed attacks. Which means it would further increase the disparity between the human player and the AI. There would be yet another unit that the human player can use effectively but the AI cannot.
Perhaps the problem is that coming from PzC without BE, fleet handling is not a strength of new players (myself included). Coupled with the inability to buy new ships at will and the Italian fleet being not the most reliable, there might be some lack of destroyers (or air superiority) to handle mines for a late Sealion. Also looking at the playthrough by goose_2.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
Locarnus wrote: ↑Sun Jul 25, 2021 1:54 pm
Unit stat balance was the main reason why I started looking into mods for this game back in the day and recently started modding this mod in particular. Imho there are quite a few inconsistencies, which can not be totally avoided considering game engine limitations and the size of the mod.
I would be interested to learn what inconsistencies you have found so far. So that perhaps I can fix or explain them.
Locarnus wrote: ↑Sun Jul 25, 2021 1:54 pm
But some stuff could be tweaked, like similar calibers having widely different characteristics for some units.
I wonder what you mean by this, it would be nice to learn what the specific issue is.
Or cost comparisons between eg Stugs and PzIII and PzIV, or Panzers and infantry and such.
Again, it is hard to react to this without knowing the specific issue. Unit prices in the mod in general are affected by the historical unit price (where available) and historical production numbers. Vehicles which were produced in larger numbers are usually cheaper than similar ones that were produced in small numbers.
My equipment file is a bit messy at the moment, due to trying out different ways to do some stuff (especially unit upgrade paths) while also experimenting with some balancing changes. I'll try to bring some order into it during the next weekend or so.
I somewhat remember tinkering with the hard attack values of the various 150/152mm guns (also the self-propelled versions) of the Germans and Russians, in arty mode. I'll have to check that next weekend. Afair the German Brummbär had relatively high hard attack value compared to Russian arty of essentially the same caliber.
McGuba wrote: ↑Mon Jul 26, 2021 9:29 pm
Or the early T-34 models being unrealistically overpowered.
Most sources seem to agree that the T-34 and KV-1 ruled until the Germans introduced the long 75 mm AT guns in numbers from mid/late 1942. The effect of these tanks were so significant that they forced to Germans to introduce a new generation of tanks (which interfered with the production of the well proven but less effective Pz.III and Pz.IV models) and to start to improvise until the Panthers and Tigers arrived by creating the Marder series and using all kinds of captured guns in AT role until enough Pak 40s could be produced.
Nevertheless, in the mod even the T-34 and KV-1 can be defeated in early war by using the right tactics i.e. using combined arms and massed attacks as it is nicely shown in goose_2's youtube videos. And historically the Germans used similar tactics to overcome these.
I agree that the T-34 was a shock to the Germans in 1941 and was far superior in terms of gun, armor (even though the armor quality had issues) and ground pressure. Which translates well to the 3 traditional "rating aspects" of firepower, protection and mobility. So on paper, the superior T-34s of 1941 should have wiped the floor with their German counterparts or the German army in general. But except for ambush occasions, that was not the case. Quite the opposite actually, the T-34s were wiped in astonishing numbers.
The problem of the early T-34s was, (until finally the great T34-85 variant showed up), that they were really bad as a "weapon system". Field of view, 2-man turret, bad optics, generally bad ergonomics, pretty much no communication between vehicles and so on, the list is pretty long. Essentially they were far behind on nearly everything that really mattered in a dynamic, combined arms engagement, or any engagement aside from static ambushes or literally driving over the enemy. Additionally, the 1941 T-34s were pretty unreliable compared to the much more reliable Pz IIIs and Pz IVs and even the shorter German 50mm gun was enough to defeat the somewhat "blind" T-34 with shots to the turret sides and so on.
The T-34s could go to more places, were hard to crack and they hit hard, when they hit. But they were really bad at situational awareness, and then hitting stuff. And just like the on paper superior French tanks from 1940, the results show what really mattered. So when I tinkered with their stats, I kept them hard to kill for the German tanks, but also tried to somewhat limit their ability to kill stuff on the battlefield. The KV-1 was a different beast though, with its superior 3-man turret.