Yrfin wrote:I doubt that AI can enough supress heaviest arty, becoz heaviest arty stand far away from front line. So, i can't see problem with move 0 for H.Arty.
The other problem is if you want to start the siege of an enemy frotress. It has range 3, so in order to move in your heavy artillery with the same range but with 0 movement, you have to do so by moving it in its land transport which typically has a very low defense. Then in the AI turn the enemy heavy fortress will decimate your heavy artillery, still in land transport mode, before it could even make a shot. If you are unlucky, the AI has another arty in range and/or some bombers, which can also attack your unlucky heavy arty in transport. In some cases it might even get totally destroyed without making a single shot. Even if not, in the next human turn you have to give it a reinforcement to make it back to full strength instead of making a shot thus giving the initiative back to the AI which will only rinse-and-repeat. Therefore, I think movement 1 is a must for all arty units in PzC due to the current mechanics, even though movement 0 would be much more accurate historically for anything above 75-100 mm.
Yes, im understand difference between ST and HT.
But what call ST or HT ?
Opel Blits - ST, but SdKfz 7 - HT. Strange, both don't have armor.
Or situation with SdKfz 250/251. Is it HT or ST ? In few modes i seen SdKfz 250/251 as ST.
I guess a half-tracked SdKfz is supposedly more sturdy than a truck. They did the same with the fully tracked Voroshilovets, added by Soviet Corps, and it also normally did not have armour.
Ceek wrote:I've just been thinking of some other ideas for continuing to improve the scenario in 1.9 and wanted to run them by you, McGuba.
1. Simulating espionage activities (and helping the "stupid AI")
It is an interesting suggestion and I am thinking about it. However, not many players have reported that they want to make the 42/43 Soviet offensive even more stronger as it is quite devastating already. Also, while one might think that the reduced visibility in bad weather generally hampers the AI, it has some positive effects as well: since it cannot see what lies ahead it will attack more boldly in a reckless manner without making any kill-to-loss calculations. And since PzC AI only attacks if it has a favourable kill-to-loss ratio (more precisely a favourable gain-to-lose unit prestige value) in some cases it can be stopped by setting up a strong defense: entrenched infantry and AT backed by arty behind, all visible to the AI. If the ratio is unfavourable to the AI it will never attempt to attack a defensive line like that. But the ratio is only an estimate and can be quite the opposite, especially if played on dice roll. So, in bad weather and with limited spotting the AI will attempt to break such a line, and in some cases will be able to break it, especially if there are multiple attempts (which may result in the defenders running out of ammo and/or slowly lose strength points even if causing innumerable losses to the AI units) or if the AI gets some lucky dice rolls. Even if not, the low visibility reckless winter offensives can create a sense of thrill that now the enemy really tries to break through no matter the human and material cost, which was exatly the case with the Red Army.
I am under the impression that the Soviet winter offensives are so feared by most players mainly because of the above recklessness and unpredictability of the AI. In the end, I think while this suggestion has some merit and might worth a try, I think I will only add some extra partisans for now.
2. A bettter Bagration
The main problem with Bagration is that I ran out of AI zones by than so I could not make it as territory specific as with Kursk, for example. Also, after three years of constant fighting, by mid 1944 the frontline in the East can be just about anywhere and again, due to the lack of AI zones it is impossible to prepare the AI for further ramdom late war scenarios. So, yes, I am aware that Bagration unfortunately lacks the same treatment as other major offensives, but I cannot really do anything about it on the strategic level. There is no way I can even slightly simulate the same amount of planning and coordination that went to it as the frontline can be really anywhere by that time. However, since it happens during the summer it could benefit from the proposed lifting of fog of war at a tactical level. But usually at that time the Soviets have quite a lot of air units on the map and they can offer the same extra spotting at a more natural way. So I think I tend to add some more scouting partisans again.
I also think these reveals would help prevent the still-present issue of mounted units driving headlong into German AT and Panzer units.
Unfortunately this is indeed a big issue and can only be fixed by removing the land transports. Which would result in them reaching the frontline much later. And sometimes causing traffic jams in the hinterland with slow moving units getting piled up and stuck by terrain or fixed unit obstacles. It happened quite often in the early versions of the mod and in the end those units never reached frontline due to the AI's non-existing path finding routine.
Also, I think the AI would move units in land transports to the very forward wheter or not it sees the enemy ahead. I will run some tests, though, to figure it out.
3. A pay-to-play option for Sealion..
...
By moving a particular unit to a trigger city (say, Kiel), 1000-2000 prestige will be deducted for an couple extra destroyers (maybe one with a special mine elimination trait, like engineers?) and a small increase to naval transports? (say, lowering the scenario default to 5 and increasing to 10 if this option is taken by the player).
Unfortunately the number of naval/rail/air transports cannot be changed during the scenario by any script or anything like that. It can only be specified for the beginning of the scenario and if the player loses some, they are gone for good.
Other than that, I understand the suggestion, there could be some more strategic options like that and I will think about it. The only problem is, the program does not check if a player has that 1000-2000 prestige or not. Thus it could be triggered even if the player has only 500 prestige - the game is told to reduce the prestige by 2000 and then the prestige will just drop to 0 as it cannot be -1500. That would be somewhat unfair. So I can only imagine it in with smaller 100-200 deductions at the beginning of each turn as normally players get 300-500 prestige at least for most of the time, especially in the early years. However, if there are partisan or strategic bomber raid penalties it can go down further. And it limits the number of such possible strategic options as players with low prestige could take benefit of all without actually paying for them.
4. Defending the Reich prestige boost
Again, the number of transports cannot be reduced by a script.

However, maybe some active naval units could be traded for an additional AA gun or Fort unit. Historically, some warships (e.g. Gneisenau) were deactivated at some point with their main guns removed and built into coastal fortifications. But I am not so sure that it would be a good deal and many players would choose to do so.
Intenso82 wrote:For a unit to retreat, do you need a move greater than zero or should it be able to make a move?
If the unit has move 1 and is in a difficult terrain in winter weather. Effective move = 0. But stats move = 1.
Will he always surrender or retreat?
I think it will surrender but I am not 100% sure. Has to be tested.
JimmyC wrote:I landed some Italian artillery on the Bocage north of Cairo to bombard the enemy there. It was only after subsequently attempting to move them that i realised that the artillery was now trapped there for the rest of the game! Uber annoying. I think it was because it had transport, but there is no way to disband transport unless you "upgrade" to no transport whilst in a friendly city. And here i thought i was being clever in landing it there...
What transport it has? I can look into its movent stats.