empedocles wrote:
One thing that bugged me hard was the bombers in '43. They spammed out of the blue just when I was going for the last victory point and delayed me some months.
Any chance they do not spam all at once but in stages?
I made it like that deliberately. It is supposed to simulated the so-called bomber stream, a tactic developed by the British Bomber Command to overwhelm the German defenders. Originally they sent in their bombers individually or in smaller numbers, but many of those were hunted down by well placed single night fighters. However, when the bombers were sent in by the hundreds at the same time, the German fighters had less chance to cause them significant losses:
https://en.wikipedia.org/wiki/Bomber_stream
Unfortunately though, the AI is not always cooperative and do not fully use the power of mass attacks with lots of units. But sometimes, it kinda does.
yeah that bomber spamming across the channel is a bit bizarre if you have most but not all of england.
On the one hand it is true, but on the other hand it can be regarded as a last ditch effort from them to turn the tide. Also, in reality investing in heavy bombers takes a lot of time: you need to produce the planes and the bombs and train the crews and the ground crews, etc. I can imagine that they made this investment just before the invasion and the bomber force only became ready by the last stage of the invasion. So why not use it?
empedocles wrote:@Mcguba, small suggestion. What about removing the sea mines by script after conquering England? Maybe wait a couple of turns to simulate the fact that it is not an easy task.
Yes, it was suggested by others as well earlier so probably I will look into it. However, in reality it took a few years to clear all the WW2 minefields, after all more than half a million naval mines were laid. And they continued took their toll for years even after the seas were claimed clear. More suprisingly: "parts of some World War II naval minefields still exist because they are too extensive and expensive to clear."
http://www.bluebird-electric.net/submar ... asures.htm
I think it would be unrealistic to have all the naval mines disappear once England is captured. However, maybe some could disappear or at least become weaker to illustrate mine clearing efforts. Then the player's destroyers could finish the job in some turns.
Adolf Galland wrote:i have play a new game the last was to early 42 and bug by turning Ki !
The new game is turn 30 and the bug is again in turning Ki turn
If I understand it correctly, the game crashed in turn 30 during the AI turn. I guess it might be because you do not use the "no cache" switch as described in the first page of this topic. Or maybe some other memory problem. No one else has reported such a problem so far.
notice: the cant 1007 have the name is hs 129
the Marder 2 d have no picture the marder 2 d Trop have a picture
can not see the landminefields on the map
can not see the trade routes
can not see the a and b etc... by kiew and leningrad etc...
Again, I checked these and could not replicate them like that. The name of the CANT Z.1007bis unit in my version is "4ª Sqd. Aer. BT" which stands for 4. Squadra Aerea Bombardamento (roughly: 4th Area Bomber Command). The Marder IID has proper photo and the Marder IID has no tropicalized version.
Maybe there is some installation problem here.
JimmyC wrote:After defeating Torch and moving to recapture North Africa, I noticed that there is a significant force in Morocco just sitting there (west of the neutral territory). I’m guessing that you deliberately put it there to make recapturing NA a bit harder, but wanted to confirm (as it could be that they just got stuck by a bugged AI script).
I did not want these units to stay there (it is some AI misbehaviour), but to be honest, I do not really mind. They can act like garrison units defending the western part of North Africa and making it harder for players to easily capture all the towns there which would be empty otherwise.
I noticed you made some changes to Overlord. It seems there are more bunkers provided to the Axis player and the additional city on the Loire west of Orleans adds some extra dynamic to the defence. There is also the feeling (true or not I don’t know) that Allied air power is increased. I had the strongest air defence yet of any of my playthroughs (more AA of which some was upgraded, 4 FW 190’s, 2 Ju 88G) and yet I am overwhelmed. The mustangs are just so powerful – I foolishly left one of my FW 190’s out of wurzburg radar range and saw it annihilated by 2 mustangs (my Fw was at full strength, had 2 stars and a +1 defence hero!).
I think it is quite correct as the Allies had complete air superiority in the west, even though the Luftwaffe sent more and more units there from the east and by mid 1944 something like 70-80 percent of the single engine day fighters were stationed in the west. Only 3 Jagdgeschwaders remained in the east: JG 51, 52 and 54, the rest operated in the the West or in Germany or North Italy. Even this concentration was not enough as the Luftwaffe was largely defeated by early 1945.
Also the Allied strat and tactical bombers are often overstrength and use the tactic of attacking and suppressing my AA first, before attacking by troops. Very hard to combat and it really restricts mobility as any troops outside of AA cover will be punished (although they are sometimes punished regardless!).
Sure, the AI has a tendency to only attack if it gets at least a favourable 0:1 loss to kill combat prediction. However with 10 stength strategic bombers it often only gets 0:0 or even worse against FlaK so it does not attack ground units at all as for that the nearby FlaK should be suppressed first.
I think it is also realistic that Allied air power restricts Axis ground unit movements as it really was like that. Axis motorized units were only allowed to move at night and even then they had serious shortage of fuel, again, largely caused by the air campaign.