Re: ***[MOD] RUSSIA AT WAR:1941 [DEMO]
Posted: Thu Apr 13, 2017 4:09 pm
sent


I sent you a link to download the version in 49 turns.hugh2711 wrote:"...From the version for 49 turns..."
is this downloadable yet? thanks

Больше похожа эта ставка на Брестская крепость , а в Москве лучше кремль нарисовать ?Intenso82 wrote:STAVKA HQ
What do you think, looks ok or too gloomy?

As the Brest Fortress is good, but then we need to paint in the color of red brick. The fact is that this unit can be moved by train.uzbek2012 wrote:More like this rate on the fortress Brestintourist., and in Moscow the Kremlin to draw ?
Intenso82 wrote:As the Brest Fortress is good, but then we need to paint in the color of red brick. The fact is that this unit can be moved by train.uzbek2012 wrote:More like this rate on the fortress Brestintourist., and in Moscow the Kremlin to draw ?
With the Kremlin icon it's hard to do
And if so ?

Intenso82 wrote:The fact is that this unit can be moved by train.
With the Kremlin icon it's hard to do
Yes, I also found these very interesting. Especially the fact that even though the USSR almost always suffered heavier losses, it still managed to gradually increase the number of its tanks, guns, aircraft, etc. compared to the Germans, who only struggled to maintain their original strength. Which made me think that the outcome of the war was decided in the factories and not on the battlefields.Intenso82 wrote:Now I'm studying military production rate during this period of the war.
By years and by months. And the number of units for Soviet mobilization.
We are still in search of a solution for HQ.McGuba wrote: Well, to be honest, I do not really understand how could anyone transfer a large concrete bunker to anywhere.If you really want to add a HQ which can be transfered it should be a more mobile one, I think. Seeing a concrete bunker unit in the middle of Moscow looks a bit off, by the way.
Yes I agree.McGuba wrote:I think the main problem with HQ units in PzC is that they can add very little bonus to the surrounding units. Really, 'radar' is the only trait that can have some meaningful effect, but it is very insignificant. Some other bonus effects can be added by scripts, of course, but it is limited to certain AI zones which does not really help the mobile HQ unit concept as AI zones are fixed throughout the scenario.
Yes.McGuba wrote:Yes, I also found these very interesting. Especially the fact that even though the USSR almost always suffered heavier losses, it still managed to gradually increase the number of its tanks, guns, aircraft, etc. compared to the Germans, who only struggled to maintain their original strength. Which made me think that the outcome of the war was decided in the factories and not on the battlefields.
Personally, I did not really feel the German units too strong when I test played 1941. As you wrote, if they are weaker, they cannot reach Moscow by December. My only concern was the relative weakness of the T-34, I think it should have a bit stronger GD (like 13-15) - but we have already discussed it in detail. I think the infantry and other units are well balanced for 1941. In later war years the Soviets can get some improved units for better balance. But in 1941 the Axis side has to be significantly stronger as they captured more territory than in any other year of the war.Intenso82 wrote:Yes.
And i have a difficult task.
I have feedback that the Germans are too strong in RAW mod.
Now I put GD 13 for T34/41 (although I still think that this is a lot, but not on the technical characteristics of the tank, but on the training of crews and the tactical capabilities of the command in 41year).McGuba wrote: Personally, I did not really feel the German units too strong when I test played 1941. As you wrote, if they are weaker, they cannot reach Moscow by December. My only concern was the relative weakness of the T-34, I think it should have a bit stronger GD (like 13-15) - but we have already discussed it in detail. I think the infantry and other units are well balanced for 1941. In later war years the Soviets can get some improved units for better balance. But in 1941 the Axis side has to be significantly stronger as they captured more territory than in any other year of the war.

McGuba wrote: I think the real challange with a Soviet campaign is how to make your players to keep playing even after suffering huge losses and lands in the first months. It is easy to understand that most people would lose enthusiasm after suffering the historical losses. The player has to be a little Stalin in order to keep the faith after all the setbacks, but for most people Stalin is not a good idol to follow.
Sure, I think it will be good, especially if you add some German reinforcements as well, like Pz.IIIJ units for 1941.Intenso82 wrote:Now I put GD 13 for T34/41 (although I still think that this is a lot, but not on the technical characteristics of the tank, but on the training of crews and the tactical capabilities of the command in 41year).
But we will test it
I think this upgrade system is a good idea and will work nicely in RAW. I will do something similar with the Pz.II/Pz.38 to Marder cross class upgrades in my mod. I would only suggest you to make the upgrade area a bit less off - I do not really like the idea to have hexes in the tactical map which look way too different from the normal terrain. I think these orange and dark shaded stripes are not necessary to mark this upgrade area. It would be enough to have only the tent and maybe some sign post with cyrillic letters or a guard tower or something like that. I think there was the same problem with the original yellow square border markers and that's why I suggested to use the border poles instead. The best practise should be to have something which fits in well with the terrain but also easy to spot.Also, in order to preserve the historical correspondence of the number of T34 tanks, I decided to use special zones for upgrading BT tanks in T34.
Like this, but this one will be used to upgrade to the Guards.