Borsook wrote:
I have to say this mod is amazing, it's actually much more interesting and fun than the vanilla game! Great job! I've not played enough to know how well the AI fares, but if it manages alright then this is a dream come true

Dziekuje bardzo!
Na dobra, I tried to make the AI as good as it can be without making it a kurwa cheater so I added more than a hundred script lines to make it "behave" in a fairly reasonable and human like way in certain situations. Still, I could not prepare it for every possible human strategies so if you (or anyone else) encounter some erratic or strange AI behaviour please report it back by giving the turn number and describing the general situation. It may or may not behave as intended.
Dzieki!
iceFlame wrote:
But before I head east, one last idea for now. A bit of a takeoff on the push pin only more 'martial' in appearance. I haven't finalized the size and position yet, so is this is just a beta look for style purposes. It's kind of a sword in the stone idea, e.g. do you have what it takes to hoist the mighty Excalibur?
Hm, so we are going back in time now? I am afraid there would be just too many Excaliburs on the map - taking out all of these would certainly exhaust our poor King Arthur, how would you explain it to a fairly disappointed Guinevere?
But, seriously, the medieval theme is a bit out of place here IMO and I liked the red push pins more. And in the meantime I had an idea to explain why the flag is glowing:
The thing is that if we can provide a reasonable explanation to the seemingly unreal glowing of the flag than it would help a lot, I guess. So I will try to add one or two of these stylish WWII search lights pointed at the flag to see how it works. It may or may not help to blend that glowing flag with the other more real terrain objects of the map. Hopefully creating yet another win-win situation.
Anyway, I do not want you to spend the rest of your life making alternative graphics (do not forget that the Kremlin is waiting for you visit, and I heard they have a nice Mausoleum nearby

), so I think the pin with the glowing flag would do for now unless someone comes up with a really really great and original idea.

Very true. I hear the Kremlin tour books up fast, so I don't want to keep Uncle Joe waiting.
I have some good news for you: I have managed to arrange a free V.I.P. ticket for you! All you have to do is to
get there by early December as they are
closing down early this year. I hear they are packing up in a hurry to move to the Ural Mountains for some reason.
By the way, the ticket includes a private V.I.P. behind-the-scenes guided tour with Natasha (last year's Miss Moscow), and unlimited eating and drinking at the buffet.
Here it is:
Have fun!
Uhu wrote:
- Fallschirmjäger actions should be restricted to not let the player make from every normal inf a flying hero with than he captures all far objective and than buy everything in a distant and unconnected town and than advance forward as it would be realistic... I know there is the 3 air transporting limit but if the 3 guys are on the ground another 3 can make an operation.
OK, it's just an anticipation I didn't want to try that method.
(Maybe making the FJ's extreme expensive or give a few FJ's by default and not let by more. But ground-FJ's - which cannot fly - can be inserted for late war times.)
I think you are quite right in this: I cannot expect everyone to approach the mod in a noble way - there might be guys out there who are more evil than me (even though it is hard to imagine).
I think the best would be to have only 2-3 fallshirrmjumperguys on the map in turn 1 and do not let the player buy more. Late war grounded paratroopers is a good idea as well, all we need is to remove the parachute from the icon. It would definitely make the mod more expectable and harder to beat.
- Because the Hungarian Mobile Corps disappears (gone home) in nov. 1941 I tended to sacrifice them - "let them sacrifice, they anyway disappear soon"...

Oh, my, oh my! I did not even hear this! And I just wrote it is hard to imagine anyone more evil than me! Did you forget that my granddad was with them? It would mean that I was not even born! (Well, not really, but almost...)
- My strategy of "I don't capture Soviet objectives just eliminate it's defenders" to not let trigger the Russian Bear's responses sounds for me a little cheating type. Maybe you could prevent such actions that you set the trigger not about who occupies them (or which flag is active) but if the units of the player touches an 1 hex radius around them it will already trigger the alarm.
There is no "alarm" in that sense - there would be just more enemy units appearing and earlier. But, anyway, I think it makes more sense to prepare a strong defense line and entrench than to run around only to capture nothing. What is the gain in that? If the player just sends out his units without taking objectives they would only be too vulnerable in the open when the inevitable Soviet offensives start. And all for nothing, as they do not actually take the objectives.
- A warning message would be useful that in the winter season when rain or snow falls it effects also the Mediterranean theatre too - it is logical from the game mechanic (one map) but maybe it is not cleat for everyone - and it is also a good notifying message to the others too to plan the operations in the Mediterranean accordingly.
True. Will do that.