Maybe this is not a bug but units that are forced to retreat should not capture hexes. It is more then a bit annoying when they retreat and then get to capture the hex as well. Even more annoying when they retreat from a city 2 hexes and capture it.
The German AI has a fetish for light panzer II tanks. Not sure why, but they can build the PZ IV and instead build PZ II. Ok I did see one city building a PZ III one time.
Speaking of PZ II, the PZ II-L tanks was a later war variety that should be researched in Mid 43 (production started in September 1943).
I''m not sure that I can make something simple for units retreating from cities (like retreating on own territory), but no promise here.
Diversifying the AI unit production is definitely on my todo list, yes.
ATM the ausf. L is available after your Panzer II gain a certain amount of combat XP. I'll raise this amount, but I want to keep the feature of certain projects available when you previous unit models have accumulated experience from combat, allowing a new version to be designed.
Not sure how other people feel, but I am still not loving Artillery. I have two and just find they are always behind where I need them to be. Useful as defender of a city. The extra bonus shooting at infantry makes then about as good as regular infantry (except on defense) and less effective on city attacks in general.
Something needs to change on them.
First they need to cost less, more like the cost of infantry. They cost close to light bombers and I will take a bomber over artillery anytime. Maybe cost more like 250.
Second maybe either make range attack 36 (up from 32) or make them shoot 3 (bit long for the map scale, but it is a game).
I just can not bring myself to build anymore then the two I have.
I'd already planned to raise their ranged attack value (to 40), but haven't set it yet, will be in next version...
Artillery is equal to light bomber and it's right.
When AI use good air coverage with fighters you'll think twice to send bombers and spend materials for repairing rather than use artillery with no damage to your unit.
And issue with bombers and fighter as well is range.
I tend to think that range should be reduced, especially for light bombers and fighters.
But I'd like to discuss current balance when all units are in game.
I'll remove the air range promotion as a start.
The game is very well balanced atm, artillery still need a slight boost...
And submarines needs to get nerfed cause the AI can't handle them... they attack my ships but never my subs. I just hit and run until all their ships are dead... the only time they ever attacked one of my subs was when I accidently ended the turn next to an enemy city, the next turn AI used fighters to bomb it...
Don't know how to fix it but you fixed interceptors so well so I'm sure you will figure something out
I hope I will
I want to force Destroyers to hunt subs.
its definately the right version
Sorry then, I don't know what to do. Perhaps try to clean the cache folder if you've not done it already. No older version of R.E.D. WWII in your mod folder (except the data mod, of course) ?
Another way to balance difference between artillery & bombers is gold for Large and Medium Factory.
It's strange that such different buildings require equal gold.
Is there any bonus against tanks for IL-2 (it should be, that will make sense for producing this unit)? And it's very strange that IL-2 has the same strength as I-16 and it's weaker than LaGG-3.
Another question is repairing of units.
Is it possible to give this option to player? I mean player'll be able manually choose what unit should receive reinforcement... just like in vanilla CiV we give unite order to wait till full HP.
BTW it'll be more realistic if such action require AP or unit completely miss turn.
The IL-2 is similar to Stuka in current version (+150 vs armor), but I may turn it into a special UU for USSR with a bit more CV to resist interception.
The feature to chose which units to reinforce is planned since the beginning, but not don yet, it will need som change in UI, a part of the code I'm not quick to modify. So it's planned, but don't ask "when ?"
Also, I prefer the healing to be performed even if the unit is moving, give a more dynamic game IMO.
Also first deliveries started in May of 41 so a project available in late 40 would be about right for it's entry into the game.
If you have time, I could use a document with the introducing date of all danrell's unit (for those that where not available in september 1939 I mean)
I was playing as Italy and on turn 19 or 20 I get a message saying 'Poland has fall !' and then the game crashes, I've played through it a few times but the same thing happens every time. This is an auto save from one turn before:
View attachment 301394
I'll test the game, but I'm affraid the issue is similar to what was posted before. I'll report once tested.
I don't have air superiority in my game so I can't really bomb, I only use the bombers to hit embarked units, which feel kind of abusive considering a battleship do far less damage than a bomber. Not sure if this is intended or not...
NO, it's a vanilla issue (game engine consider embarked unit as land unit, not naval, give them a low strength and heavy defense against naval), I've tried to fix it somehow, but it's far from good. I ponder to remove completely the embarked promotion and add naval transport ships.
Since naval units shoot back at each other, I would suggest that the same happen when a sub makes an attack on a naval unit (non-embarked unit). This way it is a risk to the sub to engage Destroyers or Cruisers that have a bonus fighting subs. Still even hitting a capital ships will net you some damage in return. This solution is more to limit the human player as I do not think I have ever seen a AI sub attack a unit that did not start next to the sub.
What do you think of that?
I prefer the sub to be unique in naval combat that it does not fire back and does not trigger counter attack.
But as said above, I plan to change the destroyer to active sub hunters.
You will need to build some more fighters to get air superiority. I find that the French now have double the fighters (4 instead of 2) and with England having 4 it is very hard to not get shot up by fighters. Having said that historically Germany was on par in fighters to the allies by May 1940 so I think they should get a boost to start with 4 fighters. They are still out numbered 2:1 but they can at least take down 4 interceptions, which still leaves the allies with 4 to hit bombers with.
What do you thing of that?
Germany AI start with 4 fighters, in general AI get a small bonus on starting units since v.10
I think i am going to get crazy with this!
I was able to install and play the first version of your mod. Then the second came. After a few turns it crashed all the time. And so on and so on. Nobody of you was able to help me. Now your latest version is here. Whats the problem now (and believe me, i´ve tried everything this time again)?
I´m checking the mod-files and just a second after the speech starts, the game is crashing!!! What is wrong here??? I´ve unistalled this game for several times, tried to installed this (...) steam and game on different harddrives, really deleted the last folder on my drive. I´ve installed the latest driver, deactived sli, deactived even my soundcard used another one. And so on and so on. Whats going on?
Maybe you can test your hardware using a stress program like Prime95 or something for the memory.
In the past, I had issues with one games (GTA4) where all my others were working perfectly, but it turns out that a bad timing configuration was the issue, and only one game was affected.
If you use overclocked CPU or GPU, try with standard clock speed, or even downclock temporary and test again.
i had lots of crashes playing with the directx 9 version of civ5...when i started using dx11 all went well.
btw with the last version in the 1942 scenario I cannot save. When i click the game "freezes" like normal but no notification appears and when i check there is no save file
I love this mod but that save thing is awful...why not use the civ5 vanilla interface?
I simply can't use the standard interface, else the table datas may not be saved correctly, messing most of the mod feature.
But it should be saved, where do you look for the savegame ?
try F11 (quicksaving), go to load menu, and check the quicksaving file time/date
Yep, but I've got only one fighter against my 6 bombers.
Damn! Where is Luftwaffe?
With current configuration, I've found that the game can keep all interceptors on one front if it as started before the other.
Open
DefinesEuro1940.lua (or
Defines1942.lua if you're using the earth map and have the issue) in the lua folder of the mod, and change
Code:
INTERCEPTOR_RATIO_NEEDED = 2
to
Code:
INTERCEPTOR_RATIO_NEEDED = 4
maybe try 5 if you don't see at least another in the 3-4 following turns.
or maybe they all have been killed in a city capture, that can happens (and I don't plan to change it, leaving aircrafts in a city under attack should have consequence from time to time)