Country roads and other thoughts
Posted: Thu Feb 06, 2020 2:38 am
Hello everybody.
I am creating my own modification of the game. Due to lack of time, work is slow and I can’t test some ideas carefully. Therefore, I ask everyone to express their opinion or point out errors that I did not notice.
1) It is planned to add new types of terrain. The main difficulty is the creation of a second type of road (dirt roads). I failed to create another "terrain features". My option is to change the existing terrain features - Railroad, and create new terrain types for the movement of trains (Clear railroad, Forest railroad, Hills railroad and so on). I conducted a little testing - everything works as intended. This will make drawing maps more difficult, but not impossible.
2) The size of most units will be at the "regiment-battalion" level. Hex size - 3 kilometers (affects the movement and range of artillery fire)
3) The radius of view for many units will be 0 (artillery, transport, bombers, heavy tanks and others). In my opinion, this will strengthen the role of recon units and make AI more aggressive in attack. I did some tests on different cards and found no errors.
4) A new class of "heavy artillery" will be created. The goal is to deprive the large caliber of the ability to provide fire support. This class will replace armored trains (18) which are likely to go into the artillery class (4)
5) Overstrength will not be tied to experience (OverstrengthDependsOnExp = 0). This will help make the replenishment process more flexible (the cost of Overstrength will be significantly reduced). Can someone explain to me what the "OverstrengthCost" (not "OverstrengthCostPerPoint") parameter in gamerules.pzdat affects?
It is also planned to ban replenishment during the mission (maximize the value of ScnReplaceCost and ScnReplaceCost)
6) The classes "Recon" and "Anti-Air" will be substantially revised.
This is just a small part of the planned changes. If all this is interesting to anyone, I will write in more detail.
I am creating my own modification of the game. Due to lack of time, work is slow and I can’t test some ideas carefully. Therefore, I ask everyone to express their opinion or point out errors that I did not notice.
1) It is planned to add new types of terrain. The main difficulty is the creation of a second type of road (dirt roads). I failed to create another "terrain features". My option is to change the existing terrain features - Railroad, and create new terrain types for the movement of trains (Clear railroad, Forest railroad, Hills railroad and so on). I conducted a little testing - everything works as intended. This will make drawing maps more difficult, but not impossible.
2) The size of most units will be at the "regiment-battalion" level. Hex size - 3 kilometers (affects the movement and range of artillery fire)
3) The radius of view for many units will be 0 (artillery, transport, bombers, heavy tanks and others). In my opinion, this will strengthen the role of recon units and make AI more aggressive in attack. I did some tests on different cards and found no errors.
4) A new class of "heavy artillery" will be created. The goal is to deprive the large caliber of the ability to provide fire support. This class will replace armored trains (18) which are likely to go into the artillery class (4)
5) Overstrength will not be tied to experience (OverstrengthDependsOnExp = 0). This will help make the replenishment process more flexible (the cost of Overstrength will be significantly reduced). Can someone explain to me what the "OverstrengthCost" (not "OverstrengthCostPerPoint") parameter in gamerules.pzdat affects?
It is also planned to ban replenishment during the mission (maximize the value of ScnReplaceCost and ScnReplaceCost)
6) The classes "Recon" and "Anti-Air" will be substantially revised.
This is just a small part of the planned changes. If all this is interesting to anyone, I will write in more detail.