Rimski_One wrote: ↑Mon Oct 10, 2022 5:21 pm
In the most recent video of BE by Goose l talked about the possibility of the minesweeper. He commented that you'd have thought that it would be "too easy" with one.
Yes, that's correct, I believe it would make the mod much easier. When it looks like most veteran players are actually asking to make it even harder. So perhaps the best would be to add a few such units to the easier versions of the mod and leave the multiplayer and the hardest one as it is.
Ships can do 1 damage to it, which is redundant a bit, and its a 1v1 damage with 0 hex range ships
Actually tactical bombers can do 1 damage as well. (Against the moored mines.)
The idea was to make it relatively slow to remove a naval minefield unit. And to force the player to commit a significant number of units if he wants to do it faster. For example normally a naval minefield can be attacked by 2 tactical bombers and at least 5-6 destroyers in a single turn. Then with some luck even a 10 strength minefield can be destroyed in 2-3 turns max. I think it is not that long, given that the player is willing to commit the required forces. If there was a minesweeper unit the same could be achieved by one single unit in one turn. Then all the existing naval minefields would become near meaningless as they could be breached immediately.
Also, what is your opinion on turning the ships into core units as well? It would be interesting, l have seen very few mods use it and having a naval hero is kinda interesting. It could, theoretically, make some subs more powerful that have no heroes, as some people would have lost the subs with heroes.
It was intentional on my side that only the early war u-boat units have heroes. As it was like that historically. All the famous German u-boat aces achieved their successes between 1940-43. In fact by June 1941, the start of the main scenario, most of the highest scoring u-boat aces were either dead, captured or transfered to a desk job. After May 1943 it was only about survival and no more aces emerged. From mid 1943 it was considered a success even if a u-boat managed to return from its patrol. Of all the military branches of WW2, u-boat crews suffered the highest losses by far. 3 out of 4 Germans who served on a u-boat did not survive it. Also from 1942 the general quality of the new u-boat crews was much lower because of the reduced training time. From 1942 the Germans produced u-boats faster than they could sufficiently train their crews.
Also l am currently playing BE 2.4 reaching 1942 in one save. l made 3 parallel saves, in 2 of them l use different cheats to test the limit and difficulty of the game. l can return the information l find out from them if you desire so.
Yes, for sure I am very interested in any feedback. It helps me greatly to improve the mod. Every player can have a different perspective that I did not think about.
By the way, if you desire the info on the cheat experimental runs, l would prefer to hold a conversation over email or something else
You can send me a private message through this forum. If you click on my name you can choose "Send private message". Or click on "Private messages" on the top of the this page. Or you can send me an e-mail. My address can be found in the readme files of the mod.
faos333 wrote: ↑Mon Oct 10, 2022 8:09 pm
17 August, perhaps went in spam folder, I re send it
Ah, ok, yes, that's possible. I will check it again. I was quite busy during the summer, I might have missed it.
Duedman wrote: ↑Mon Oct 10, 2022 6:12 pm
Can the scripts be seen somewhere actually? Like "Date xx.xx.xx Axis Navy loses fuel capacity" or "Date xx.xx.xx Allied Troops spawn in Egypt" ?
They can be checked in the editor that comes with the game. But there are hundreds of them and probably it can be quite confusing to check them for someone who is not familiar with PzC modding. They are confusing even for me because I added them over the course of several years and I did not make notes about their content. Whenever I make some fundamental change and I have to find and edit a certain script it takes quite a bit of time to find what I am looking for.
But now in the current version, there is a text file enclosed in the zip named "BE24_Events.txt" that lists many of the more important game events. The file was originally compiled by Uhu, I just updated it for the latest version a bit. However, it is not 100% accurate.
And, what I always wondered: If you manage to shoot down Allied planes - will they just immediatly get replaced endlessly?
Or is there a chance to at least temporarily weaken their numbers?
They can certainly be weakened for a time, there are only a few Allied units which appear as a direct replacement of a destroyed unit. New Allied units tend to appear continuously though, but this fequency can be reduced by the capture of main objectives like Moscow or the oil fields.
As for the minesweeper: I'd also love to have such units. Maybe have them do 5 dmg to a minefield per attack.
Unfortunately this feature of the game cannot be modded, as far as I know. Minesweeper units will destroy minefield units in one attack. So it is all or nothing. (All or 1 strenght point, to be precise.)
But with just Destroyers it is nigh impossible (and frustrating) to stage a late Sea Lion even if you conquered the rest of the map. I only managed it because the AI is... the AI
Goose_2 managed to stage a late Sea Lion in his first (blind) youtube playthrough and achieve a total victory. I suggest watching that for hints. Other than that, I think it is good that generally it is quite hard to invade Britain. In reality it would have been very difficult as well. The existing naval minefields in the mod might be a bit stronger than they should be, but they nicely compensate for the weakness or the AI. Hence the naval minefields are weaker in the multiplayer version of the mod, since a human Allied player does not need such extra help.