Rudankort wrote: ↑Wed Aug 01, 2018 4:00 pm
Hello All!
Here is an experimental version of the game which should be able to handle 256 zones.
This is of course some excellent news! On behalf of the players of this and other similar mods here comes a massive thank you for this!
It is indeed very rare that a 7 years old game gets this level of follow up and maintenance from the main developer, so two thumbs up!!!
If all goes well, this will definitely help to make the mod more stable and to potentially give it more content. Due to the limited number of AI zones I had to add more than one function to most AI zones, which in some cases lead to unwanted AI behaviour. On the other hand, it was a lot of fun to squeeze the maximum out of it with this limitation, so part of the fun is gone now.
However, since I have just basically finished the next version and about to start some initial testing, I think I will look into the new possibilites later. The next release will bring some significant changes and some of them may not even stay. Some of them will make the mod possibly harder, while others easier. It is impossible to say now how they will affect the overall difficulty. I would like to see first how these current changes affect the mod before making any further changes being made possible by this new exe. So the actual Road Map looks like this:
1. intial testing of the new version by me, followed by a (possibly limited) release, while keeping the current v1.9 as the recommended stable version for new and casual players
2. after any necessary changes and fixes are made to the next version followed by extensive testing it can become the new stable version
3. looking into further changes made possible by this new exe:
- first I would eliminate all those double-triple-multiple use AI zones to make the mod as it is more stable
- then add some more zones to make the AI even more responsive to the actions of the player, thereby improving its effectiveness at the strategic level
- then look into other possible uses like adding more historical events, potentially more alternative history events as well
- investigate further uses: for example a potential Allied version of the mod - with this increased number of AI zones it might be possible to make the AI play effectively from the Axis side as well
4. a lot of testing, of course. I expect that AI turns will become even longer as the AI will have to calculate even more variables and possiblities. But AI turn should be kept reasonably short. For some players it is already too long.

So again, there has to be a compromise in the end.
Yrfin wrote: ↑Tue Jul 31, 2018 2:15 pm
Tanks need Fuel, Infantry need Rest.
What do you think about "Fuel for Infantry". I think about 24.
At "Fuel" i mean "Maintenance".
I was thinking about this ealier and also about giving "fuel" ("oats" or food) to cavalry and horse transports. It would certainly make some sense, but it would also have disadvantages. For example currently a fundamental element of this mod, the so-called fuel crisis only affects ground units which use fuel by reducing it by a small amount in each turn. I would like to keep infantry, cavalry and horse transports unaffected by this crisis so that the players can act accordingly: potentially downgrade some of their mechanised units to horse drawn ones, and use trains as primary longer range transports of mechanized units as it historically happened to the Wehrmacht in 44-45. Another disadvantage would be player reaction: this mod has already introduced a lot of gameplay changes that by now it should have its own rule book. And more changes are to come with the next version. And I am pretty sure that a lot of players would not like the idea that infantry units now have fuel. Also it would further slow down gameplay as infantry is slower than motorized units anyway, and now they would also need to stop sometimes for "rest". That way for example reaching Moscow in 1941 would become even harder, if not impossible.