"So, some naval units will now have an AA mode... 10/10, best update ever.

"
- a wanabe sailor
There are so many new features that you can add a 4th level to the tutorial campaign.
Some suggestions/ideas/feedback :
1- The amount of content to play in your mod is now huge. 4 big campaigns (15 to 22 scenarios each), 2 smaller, 4 grand scenarii (including the European one, that is particularly long), 8 regular scenarii... Moreover, the more passionate can play some add-on made by me, Tobi, and I've heard that some users are also on their way to release something sooner or later

...
Any player now need hours to try everything, and there is a chance that said player may get bored to heard the same musics for days and days... Even if some are certainly playing while they listen their own musics
I'd like to suggest to add more themes to the already existing "Europe", "Desert" and "Far East" ones. What about something for "Northern" scenarii, happening in Finland, Kola Peninsula, etc... or for "historic Iraqi campaigns" (after all, there are 2 grand scenarii about it + 2 regular ones now), etc...
Another option would be to extend the existing track from the current 20-25 minutes to 30-35 minutes. The loop will be longer.
Honestly, trying the chinese campaign with its new audio file was like fresh air; same with the custom audio track for Tobi's 80s Afghanistan campaign. So, send the beat, please
2- I'm playing the chinese campaign, and I generally think that you can decrease the difficulty a little bit.
My first playthrought of a campaign are usually played on colonel (default difficulty, not sure of the name) to try the new content without worrying too much before having the real challenge in highest difficulties; but I'm already holding on to my cap in colonel
Other than that, I think that a script in mission 2 is broken.
- if the player destroy two depots ONE AFTER ANOTHER, ennemy units in most of the map will be depleted until destroyed. The scripts happen each turns ;
- if the player destroy both depots AT THE SAME TIME, ennemy units will just lost 4HP and their ammo, but will be back at full strenght the next turn and then act normally. The scripts happen just one turn.
I guess there is a problem somewhere.
Unrelated to the topic : 5th mission is epic. Classical push on the left, naval battle on the right, an air bridge on the center to help a trapped North Korean group that desperately hold a hill... Perfection
3- If naval combat is improved... could you think about a naval mini-campaign?
I need to see what the change will be, but I already plan something about it myself
Update 2.15 is just announced, and I already can't wait to see more
