McGuba wrote: ↑Sat Jan 23, 2021 7:32 am
guille1434 wrote: ↑Sat Jan 23, 2021 1:04 am
I had some ideas about how to (possibly?) improve or at least make more fun your already very perfected mod, and I would like to know your thoughts about them...
Yes, most of these are already in for some time: 100 prestige points penalty for Allied bombing of each of the German cities in a turn up to a maximum of 300 (also if the Soviets manage to bomb Berlin in 1941 as in reality), "night" fighters for both Axis and Allies, etc. Railway gun is considered to be a part of the Karl siege gun. This unit is supposed to contain all the heavy siege artillery of which there were several different calibers ranging from 15 to 42-48 cm. At this unit scale it would not make a lot of sense to have a different unit for each of them because there were too few of these in reality. In this mod a full strength towed artillery unit represents 1,000 actual guns. There were much less siege guns so even the Karl unit is understrength and cannot be fully replenished. Thanks anyway, much appreciated!
Maybe it is time for you to finally try the mod and see those nice unit icons in action that you made for it?
Thanks Mac and Pete for your detailed answers...
It is a great thing that the struggle for the night skies over occupied Europe is treated in a complete way (i.e. not just the bombing attacks, but also the specialized units that put a defense against them, like night fighters, radars, flak units). Looking to the mod's equipment file and unit graphic folder, I just could pinpoint the Ju-88 night fighter unit... Aren´t there some N.F. Bf-110 out there?
About the 1000 actual units for one in-game unit rule, I think it is a good measure to balance the things out... And it is not that I pretent to rienvent the wheel here, as the mod, as we all can read here is one of the most realistic and well balanced in the PzCorps "universe". But anyway here are some thoughts:
- For some specific type units this "fixed number scale" don´t work accurately, some examples: it is not the same, in terms of firepower (and also resources needed to manufacture such heavy guns): one thousand field howitzers than 1000 railroad guns and siege artillery pieces. In their own specialized roles, a relatively low number of very heavy pieces can achieve what it would not be possible with a thousand lighter guns. As an example, I don´t think it would have been possible to cause the same damage to the heavy Soviet fortifications around Sebastopol using a thousand light or heavy field guns/howitzers, that it could be done using the 80 cm Dora and some other various siege guns, which totalled much less than one tousand individual pieces.
Also, if we adhere to this rule, there should be very low limits to the number of other very relevant (but manufactured in relatively very low numbers) German heavy units:
- Tiger I: 1350 built (1 or, if rounding up, 2 units max. allowed)
- Jagdpanther: less than 400 built.
- King Tiger: Aprox. 500 built.
- Panther (all variants): Just 6000 units built... (six BE units equivalent)
(Except for the Panther figure, that I checked with some sources, all other figures came from my rather flawed memory, so they can be less that accurate)
I saw that the Elephant/Ferdinand SPAT got the same type of limitation that the Karl Gerat in terms af availabilty (just one unit, 4 strenght points), but not the others... Which is a good thing, because if we suppose that in the mod´s "alternate history" development the Germans were making much better than in real life for the late part of the war, they would have been able to achieve higher production numbers for their weapon factories.
If, on the other hand, the player just "writes the alternate history" in a way that it is more in line to the real one, well, the very own limitig factors present in the mod will give him all the constraints that were also present in the real history to the Germans for their production complex: loss of prestige caused by bombing of their cities, low fuel availability which cause experience loss for air (and land also?) units, etc... Which, again, speaks a lot about how much thinking was put into this marvellous mod balance and design.
Agian, please, don´t take me as a "party crasher" who came in to try to change everything or reinvent the wheel here, I am just giving some though fodder for the reasons about why not in all cases the "1000 units" rule works so correctly.
And best of all, and this is one of the things that make me love so much this game: I can pretend that I am a VERY wealthy general in a high command position and I can arrange a "private purchase" with the Krupp firm and take with me to the front those beautiful 28cm K5(e) guns that I want so much!!

I just have to add some characters in the correct cells of the equipment table, and it´s done!
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Maybe it is time for you to finally try the mod and see those nice unit icons in action that you made for it?

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Well, yes, I am now feeling a strong case of "PzCorps" itching... The problem is that I am now using an old netbook as my "service computer" which is not able to handle the PzCorps program, So first, I would have to build my new desktop rig, I bought the new necessary components, but I need to have the time and feel right for doing it, heheh).
Again, I would never get tired to said thanks to you an all the community that gave me so much for so long!!