JimmyC wrote:I agree with upping the movement of recon to make their scout function more useful. Regarding keeping them alive longer, i thought that you get free scouts when you lose too many of your existing ones? Certainly i recall getting a message saying that i was being given a free scout due to losses incurred.
Yes, it happens, and not only with recon units, but only up to 1-2 units lost. It is mainly due to the fact that the player cannot purchase new units for a while.
I have a question regarding transport/supply ships. Usually you see these in the atlantic, but i have also seen them in the med and black sea. Do the allies get some benefit if these vessels reach their destination? If so, should i be actively hunting these units to stop this happening?
It should be like that, but it would require a few more AI zones (designated hexes to tell the game what script to run under certain circumstancies) and some more work to script it properly. And I ran out of AI zones ages ago. So, basically no, however currently there is one example, if the British carriers cannot reach Malta there might be a few less fighters appearing there as reinforcements. More precisely, the more time turns those carriers spend adjacent to Malta, the higher the chance that an extra plane appears so it is best to sink them as soon a possible. Later I might add some more tricks like this, where I can. (If there is a seperate AI zone to trigger such events as Malta has its on AI zone.)
Delta66 wrote:Not related to the mod, but IMO, motorcycle are ridiculously powerful in the vanilla game with those two traits, high Movement and low price, this is clearly visible in Multi Player.
Agreed.
You talked above about making naval mines similar to land mines. I understand that the difference in rules is currently surprising, however the in game effect of naval mine is pretty good. Giving naval mines the ability to attack adjacent hex, may seems weird rule wise, but the end effect is more natural, and cause more surprise attacks, instead of carefully mapping all minefields which should be really hard, or probabl impossible IRL. You are certainly aware of this, but as far as gameplay and balance is concerned, it would requires adding a lot of more 'static' naval mines. For examples around Leningrad if the Kriegsmarine can move one hex closer to the east, it would be much easier to shell Leningrad with battleships.
I wonder what effect on the game engine would such a large number of units increase will have (for a similar result).
Hm, I think you are right with the increased number of units on the map, they might cause some problem (e.g. AI turns would be even longer), which needs testing. Actually I am still undecided.
Anyway, I found a very interesing article on British defensive naval minefields in WW2 wirtten by a RN officer.
http://www.naval-history.net/xGM-Ops-Minelaying.htm
Contrary to popular belief it claims half of all the mines were deployed in the so-called Northern Barrage (92,000) and not in East Coast UK (32,000). In fact, it seems that defensive naval minefields were mostly ineffective as they only caused minimal losses, while offensive mines, especially the ones dropped into the major rivers from aircraft claimed much more casualties. So in effect defensive naval mines naval mines with no active attack should largely act like barriers, rather than invisible deadly foes which would be more in accordance with historical account IMO. My real issue is that the 'minefield' trait also removes the zone of control and I just cannot give it back. Even though I think it would make sense that moving around minefields is a slow and hazardous operation so it would be much better to have it here.
Other than that the idea would be that more and more mines would appear on the map to reflect continuous British efforts year-by-year well into 1943, and also to create an uncertainty: even if the player finds a mine free path other mines could appear at any time to represent newly deployed mines. So to make naval mines more of an annoyance than a real threat. As a compensation they would be invulnerable to air attacks. Still I am undecided a bit.
For my mod, I have completed the Big Unit black and white pictures database for Germans ground units, finding a different pic for every single unit variants. I you are interested to get them for your mod, just ask for it.
Sure, I would like it.
1. It was bad enough when short-ranged Spitfires were zooming all over central Germany and taking on my fighters (not to mention Mosquitoes that are more than a match for Messerschmitts), but when P-47s join the fray and it becomes nigh impossible to keep anything except Fw-190's alive, there probably needs to be an adjustment. I'm not sure what it would do to the computer's ability to transfer units, but I'd urge revisiting the range of a number of fighters on both sides.
I will try to further reduce the range of those allied fighters a bit as in my previous test play the AI did fairly well with the current (reduced) ranges. However, they will still have somewhat longer range than historically.
2. Holy smokes, but the late-war allied strategic bombers are powerful ground unit killers, even the Russian ones. The stats are off so much that they're willingly attacking high-level AA units on a regular basis since the kill/loss ratio is in their favor. This should not be. I'm not sure what the intended effect here was, but what's happening is far from historic.
I took all those stats from deducter's Grand Campaign Unit Revisions v1.11 mod. I really like the idea that strat bombers have higher ground defense thanks to their higher level of flight. I guess the aim was to make them more resistant to AA fire and not to make them AA killers, which must be a side effect. But, an acceptable one in my opinion. Still I did not feel that they only attack AAs during my test play. They did attack just about everything else on the ground as well, which is right.
3. In the original build of Panzer Corps, prestige was also supposed to reflect the costs of maintaining more complex equipment. The Tiger is now prohibitively expensive
Price changes are also taken from deducter's mod. Prestige itself is a very complex idea in PG/PzC and especially in this mod. Especially in this mod, I believe that prestige is not just the prestige of the player but a combination of money (funds), industrial output, available raw materials (especially oil), and the general morale of the population and the army.
When it comes to the Tiger, it was a very expensive tank, each cost 250,000 Reichmark without armament and radio, and it cost some 400,000 RM when combat ready, which is quite high when compared to the 115,000 RM cost of a Panzer III/IV. And even if we say that money was not a real concern for the Reich, the production of the Tiger required many more working hours and it was much heavier so it required more high quality steel and other strategic materials. So I think deducter was right when he nearly doubled its price.
Price of some other German equipment in Reichmarks here:
http://www.panzerworld.com/product-prices
Are there more Tiger units to be delivered, or is this something that needs to be looked at, perhaps putting the Tiger in the PZ IV upgrade family (if the Panther is in the PZ III family...)?
In this mod one tank unit represents 150-200 tanks and historically there were never more than 250 available Tiger Is at any given time on the eastern front (and most of the time there were even less), which means only one unit. I think it is right to have only one of this overpowered unit in most games as it was indeed very rare compared to the much more common Panzer IVs and Panthers.
http://www.kbismarck.org/forum/viewtopic.php?t=3722