So I started making some fixes:
Delta66 wrote:
- There are two cities named Stavropol in Russia (this may be intentional though), one in the Caucasus (143,56) this one seems correct, and one on the mid Volga river (149,28) this one may be Tolyatti instead.
Actually the one in the Caucasus was renamed as Voroshilovsk in 1935 in honour of Vorshilov Marshal and was only named back to Stavropol in 1943. So in the 1941 map it should be named Voroshilovsk. If I was a real perfectionist with a hapless obsession for expertism I could even add a hex action sometime in 1943 which changes the name of that city to Stavropol, but since I am becoming lazy these days, for now I just leave it. Maybe in the v8.99 version of this mod, when there will be nothing else to change.
http://en.wikipedia.org/wiki/Stavropol
The other one on the Volga is even more interesting as originally it was a fortress called Stavropol, and it was a rather small town, but during the construction of a large dam on the Volga in the 1950's the town was submerged under the artificial lake, created by the dam and so the whole town was re-built on a higher flat area. And this new city, which had grown bigger was renamed as Tolyatti in 1964 after an Italian (!) communits party leader, Palmiro Togliatti. And it is still known as such nowdays. But, before that it was known as Stavropol or Stavropol-on-Volga to differentiate from the other Stavropol in the Caucasus.
http://en.wikipedia.org/wiki/Tolyatti
http://www.tgl.ru/history-and-geography-en/
Not an error, just a suggestion, the town of Abbeville (52,43) in France is a rather small town for the size of the mod, today population is 20 000, and probably less than 10 000 in 1940.
I suggest adding the much larger city of 'Le Havre' (49,44) which has today a population close to 200 000, and which was, and still is, a major port.
Abbeville is mainly on the map due to its importance in the 1940 campaign as the Germans reached the Channel and cut off the Allied forces at that town hence it is a victory objective in scenario 2. But, you are right it should not be a major port as it is rather inland and Le Havre should be there, so I will just move Abbeville one hex inland and add Le Havre. However, due to the scale of the map I cannot make Le Havre a port properly at its geographically correct position.
If it was a port ships could move through it like this, unless I add some more landmass to the north of it, but that would distort and reduce the Channel:
So, maybe I should add Le Havre a bit south where the Seine meets the sea.
Uhu wrote:
- as it is a good idea to have the Hetzer in the Marder II family, I would put the Jagdpanzer IV and IV/70 in the StuG family, so they will be used too and strengthen the assault guns line, because with the arrival of the T-34/85's, they get butchered. I would put the Marder III's also in the Marder II family, plus the Hornisse too - maybe somebody will use them... (I never).
OK, so basically there should be two mobile AT families the Marder and the Stug: a cheaper and lighter but less effective and the more sophisticated StuG class. The Marder family ATs use the light Pz.II/Pz.38 chassis and the StuG family class uses the Pz.III/IV chassis. Historically the Wehrmacht used more and more fixed turret tank hunters, in some cases even one or more tank battalions of certain armoured divisions were equipped with Stugs instead of tanks, so I support any change that make the player deploy more of these. The end of the Marder class family would be the Hetzer and the end of the StuG family class would be the Jagdpanzer IV/70. And maybe the Hornesse and Ferdinand could be in the same family as well. These latter two have little tactical value, but if they can be upgraded for reduced price some might do.
Romanian T-4. I think, it should have the same price, as the German late Pz IVH: the Romanians got many Pz IV's, so it was not so rare, in the other hand, since the Pz III - Panther upgrade option, it is simply not interesting to pay almost 300 prestige for a - in 44 more and more - obsolote machine, if you can have a Panther for just 150 prestige more.
OK. But then same goes for the Hungarian one.
- Why have the Fw 190's so high fuel level? I'm not an aviation expert, but Wikipedia writes a range of 800 km and 850 km for Bf 109G-6. So, fuel level for Fw 190's shall be between 50-60?
OK, I have revised the ranges of the German piston engine fighters. However, for gameplay reasons I cannot be fully consistent with these ranges: earlier I had to reduce the range of the Spitfires to prevent them from reaching German airspace from Britain and the German fighters had even shorter range, but in game it would mean less than 30 hexes which is way too short IMO. So I gave the German fighters 35-53 max fuel starting with the Bf 109 E and ending with the Fw 190 versions.
- The same thing with Ju 87D - also too high fuel level
I have reduced this one as well a bit, however the Ju 87 D had 300 litres more fuel capacity than the R so it should have longer range and probably that's why deducter gave them 71 and 53 max fuel respectively.
boehel73 wrote:Hi Guys, i'm new in this Forum.
First of all, i have to thank the creators of this really wonderful mod. Many, many lovely ideas and changes make playing this mod an adventure. For example the Lilli Marlen Song after the victory is one of this lovely ideas.
Hi, and welcome!
Thanks, I also like the little things like that, unfortunately nowdays game developers seem to forget to add them.
- after i upgraded my Fallschirmjäger into 44 Fallis, i can't drop them. Only unloading over an airfield is possible. Any Reason?
The historical reason is that while at least 10 Fallschirmjäger divisions were raised in 1944, they were not trained as paratroopers and fought like ordinary infantrymen due to the strategic situation and also due to the High Command's reluctance to use paratroopers after the heavy losses suffered during the invasion of Crete in 1941.
http://en.wikipedia.org/wiki/Fallschirmj%C3%A4ger
There is another gameplay affecting reason, though: paratroopers could be used by the player to take far away cities and airfields and the AI is not capable of handling such unexpected invasions at any place on the map. The map is just too huge for the AI to tackle such dirty tricks by the human player. That's why the number of Axis paratroopers is maximazed at 2.
Note that in the unit purchase screen Fall44 units have the full name "Fallschirmjäger 44 (No paradrop!!!)" to warn the player. Also there is no parachute on their unit icon. That's all I could do to prevent this unpleasant surprise. Sorry about that.
The underlying problem here is that unit traits (like bridge engineer, para, fortkiller, etc) are not displayed in the game, but they should. So it is up to the player to guess which units have which trait.
- spawning fighters somewhere in the middle of Germany aren't really realistic
Allied fighters do not spawn in the middle of Germany. Spawning points for Allied aircraft: England, North Africa, Malta and the Ural. Probably they just moved there unseen covered by the fog of war.
- even spawning partisans adjacent axis units/spawning in controlled, spotted areas aren't good
I agree, but in WWII partisans had a bad habit to "spawn" and make trouble in occupied countries and territories. And in the editor it is not possible (without having more AI zones) to prevent them from spawning near Axis units.

Thus they just spawn randomly at random time and place in certain territories.
- why can naval mines evade from my tactical bombers?
Tactical bombers were rarely used in minesweeping operations in WWII, maybe they should not even be able to attack naval mines. I am thinking about making it impossible.
- i think too, naval mines should be handled similar to land mines or fortifications, if once spotted they should be permanent visible. Like marked in the sea/naval maps of Admiral Dönitz.
Yeah, sure, I will try to do it like that, but it might have some side effects which have to be tested.