thanx for the report
do you have a savegame from just before the tile flipping bug perchance ?
I've changed the Seine to flow south of Paris in v.10, we'll see if it helps Germany...
Can you develop about the tank destroyers ?
And for the air defense, fighters in v.10 are much better. Not by their statistics (except they got one more attack per turn), but by the way the AI use them.
No I not have a save before the tile flip, I am sure to do it again when v10 comes out as I will again play Italy (just to much fun!!).
Great on the change on the river, hope it helps.
As for the Tank Destroyer. Historically they operated at battalion level and maybe regimental level. Usually they were attached to divisions as corps reserves. So after you do the project for Tank destroyers you would have available to some units, Light tanks, med tanks and motor/mech infantry a buff that maybe gives +15% vs tanks, you could do the same with anti-tank guns for infantry. Each level after that can give +10% vs tank for up to 3 levels total, so max +35% vs tanks.
This will keep older (light and early medium tank) units still useful as they will have some ability to stand up to med and heavy tanks. You can make them available to Heavy tanks as well, making those heavy tanks ultra tank killers.
You can do this with all sorts of units, I just do not like so many special units that really were not Division level units. Also the AI has trouble using units that are special types. The AI would do better with a limited set of units that can cover most activities. Even then the AI has trouble with the idea that tanks are not city takers, well medium and heavy tanks anyway.
I also find artillery to be next to useless for me. I move at a quick pace and of course I use airplanes for my artillery and use infantry and armour as need to quickly eliminate my opposition. Hmm, sounds like a certain General who suggested the same thing. I do think Artillery is more useful on defense keeping it in the city to range fire on the enemy, but just to easy for tanks to kill. Having said that the dynamic of Artillery vs tanks vs Infantry would be better if artillery got a bonus shooting at Infantry, but at is they are not good at killing anything and good at getting killed.
I look at units like rock, paper, scissors game. If a unit exists it should serve a purpose and be the best at that. Consider the Navy, we have 3 units the aptly do naval operations justice. Destroyers are fast and kill subs. Subs are medium speed and kill Battleships and sea transported units. Battleships kill Destroyers, and do good at killing sea transports, but are slow. So each has a role to play.
So when we look at ground units they need to do the same thing. Infantry gets a bonus vs cities, while all other units get a penalty (Great I love it). Tanks get bonus vs Artillery and tend to be stronger vs Infantry in open terrain (Again great). Light tanks are bad against tanks, but do well against Artillery and infantry and Ok vs city. Medium tanks are good vs units in the open (Artillery and Infantry) but not good vs cities. Heavy tanks are great vs Artillery/Tanks and Infantry in open, but really bad vs city and are slow. All great.
Artillery is good at nothing but shooting over things and for this they have to setup to shoot. Bombers do this better. Would be better if they did not have to setup. They have no combat bonus vs anything, which leaves me wondering why I build them.
So when I look at the list of units you want to introduce some of them look like units we already have, eg tank destroyers (just tanks with bonus vs tanks, so faster heavy tanks).
So I come around to looking at fighters/interceptors and we have 1 fighter type, but you can make it 1 of 3 special types. If you add on the interceptor buff it is a interceptor type. If you add sweep buff it is a fighter. Add on tank killer buff and it is a ground attack fighter, all valid types for WWII. As you tech up you change the starting combat value of the type, but the player decides with buffs what sub type that fighter is. The same, to a degree with bombers, you decide via buffs what the bomber is good at, so if you add a new type of bomber it should start with a bonus in one direction (eg stuka gets bonus vs ground units/tanks). Medium bombers maybe get no bonus, but extra range and Heavy bombers get range and city bombing bonus but big penalty to all other attack types.
Personally I like the idea of buffs defining the sub unit of a type then having more actual unit types one can build. I also realize most people like seeing extra unit types on the game board and not as a buff and I can understand the desire to put out the cool units.
I do like the French Foreign Legion as a sub type as it is good in enemy territory but does not take ground, so it has a penalty as well. If you introduce a unit it needs to be special from any other type. Having said that I would never build a Foreign Legion as it can not take ground.
Hope this gives you some food for thought.