Tremendous work asioasioasioSome substantial tweaking is in order though!
The army compositions have far too much armor in them. I'm not sure what the right % is, but maybe 25% tops is reasonable to shoot for? Armor hammer cost and GPT upkeep need to be higher.
The early AT infantry graphic should be an AT gun. Till late 42 there were only AT rifles, but these wouldn't be independent units, so only AT guns make sense. The strength is fine. In 43 the PIAT, Panzerfaust, and Bazooka started to appear so the graphic would be ok then.
It has strong bonus against tanks. I agree with Ahriman and makke that the problem is elswhere - the Soviets are to strong.he Finnish Jaeger is too weak. Consider that the Finns were able to send the Soviets packing during the winter war. Right now the Soviets start with way too much quality armor, and the Finns are too weak. Perhaps rename the Jaeger to Sissi (commando ski troops) and give them substantial forest defense?
In the 1939 scenario all 6 of the Waffen SS units are already built. Historically there was only 1 regiment and this time.
The US Army was tiny in 1939. It took time to ramp up production. It might help to give them some sort of pacifist civic that gives -80% military production to keep them out for a while.
I can help with doing some python if you want. For example I would like to create a new promotion for the Soviets that gives -15% strength (or so). This represents the purges Stalin made to the army and it could be removed with a series of either Soviet specific techs, or just triggered when the Soviets discover some of the existing techs, or even based on the game turn. Whatever works best.
Another idea is to give the Soviets a promotion that gives -15% strength and -2 mobility on the first turn of Germany declaring war on them (and not the other way around). The represents the miserable response to the initial invasion.
Similarly some sort of "winter war" promo could be given to the Germans in Russia (ie based on a unit's x,y) during the winter 41 months. Winter 42 would be a similar, but less debilitating promo.
I'd like to see ships cost a LOT more than other units, they need to be very expensive and therefore very valuable. It would make control of the air and control of the oceans more interesting. It would be more realistic, and more fun.
As for the pace of getting techs and units.... since there are so many techs, the speed may be necessary given the pace of the game. If it changes that time is moving in weeks instead of months, that would change this problem.
Why would you ever want to produce a lower strength tank when you could get a higher strength one at the same tech level?
A slightly lower hammer cost is not enough of an incentive.
As I tried to explain above, you have a lot of units here, but without significant variation in purpose or stats.
There must be something that a particular unit is *better* at than another unit that fills the same role in the same tech level.
The game also seems too armor-centric. I'd suggest giving tanks a large city-penalty, to encourage you to use artillery and infantry for taking cities. Taking cities should be bloody.
More with the first turn issue: as Britain, I had ~10 naval units (20% of my navy) destroyed by the Germans before taking my first turn. Don't start with naval units within range of each other.
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Why does Britain start as non-militaristic military attitude civic? Britain was rearming by 39, surely they should be Defensive?
You should consider fixing all the civics so that leaders can't change them voluntarily, and then changing them by event on particular turn numbers.
This would also help with keeping the US low production for a while.
Canada seems to start at war with Italy, but UK doesn't? Historical war start dates aside, fixing Italy/Germany to be a team would make much more sense. Would be a shame to miss out on the north africa wars.
Great work on your mod Asio
I've also have a few comments but I'm unsure where to put them I will post some here :
I have noticed a maximum limit on the amount of damage inflictable to enemy ships. I don't believe that there should be one.
During war time, I'm not convinced that an enemy air force would spend time and resources bombing a cow pasture...
While playing Germany I noticed that Italy produces military equipment for them. I have always had the impression that Italy lacked the industrial and technical know-how to develop adequate military equipment to survive in both world wars but could just be me.
When I opened up the "corporation screen" I saw that there is the Confusionism icon present. I think that the Assets/res/fonts/Gamefont_75.tga file has not been edited.
The odds for combat success are strange. If the odds are below 75% I have never won even once.
- The sub and transport are the same but this doesn't work. The maximum armament on a transport was .50 caliber MG and some had 3 inch guns. When the u-boats saw that a transport was armed...it just submerged and fired torpedoes.
- The Destroyers and Battleships' strength are also too closely similar. It is not rare so far that a british destroyer managed to sink a german battleship armed with radar guided 15 inch guns (like they had in real life).
- Subs should generally have an attack bonus against transports, battleships and carriers. Neither of the latter had Sonar or depth charges.
France's Army is overly strong and aggressive. I think that their outdated tactics and strategy should be reflected in their attacks and inertia.
I miss the action button for fighters from RTW when you could specificly attack only other aircraft units. It was perfect for achieving air superiority.
I have noticed that for some cities a few national wonders state that there are too many built in the city while other national wonders are available in the same city...strange. (IE : check Berlin).
Tacticly speaking...Germans were masters at crossing rivers even before the amphibious promotion. Perharps reduce their penalty for it ?
DDT tech/wonder should have an expiration date on it because it is a cancer causing agent.
I agree. I already have button for 'Political prosecution'Here are a few 'suggestions' for adding stuff (most I have already done for RTW) :
- The Inquisition Mod. I dislike the idea of the Nazi or Commies having conquered so much Democratic cities and letting their political party exist.
I had mines (tough land) in Warlords version and I was very unhappy from the fact how they worked.- Sea mines. I'm not sure how to make the AI work them though.
Part of RevolutionDCM - so on to do list- Super spies (make them like "OSS" agents who sabotage cities, etc)
Great idea for events. primordial stew would you like to make them?- Nation specific quests. (Germany = Breathing space; Great Britain = Crush German Economic Threat + conquer 0.5 the world; Japan = Take all british, dutch and american colonies : "Asia for Asiatics !", etc)
- Events triggered by historical facts (Ex : Japan at war with US + US conquers saipan + US has 'advanced bombers'. Damaged US bombers land in Russia, Russian leaders faced with a decision : 1- return the plane and pilots (gives extra diplomatics points) 2-return pilots but keep the planes (+75% of advanced bomber tech cost) )
And a quick question: how can I roll back my 2.13 Warlords back to 2.08? I got CivGold disks...
ut since AT Gun is seperate unit it should be equipped with antitank riffles
I used parameters from Wikipedia + own calculations (in Excel - since I'm accountant in RL) to set up units parameters. I don't see why T-26 should be much different from BT-whatever. They used the same gun and MG, The armor was similliar. The only difference was faster speed of BTs using Christies suspension - so it has 3 moves, greater escape chance and slightly bigger strenght, and of course cost).
Choosing this civic i thought of Munich treaty and phony-war
I'm not sure if i would like set civics without possibility to change it without event.
Hmm it starts with war only with Germany. Maybe Italy declared war.
So if I understan good ships cannot be sunken from air?
He's saying the opposite; currently destroyer strength is too high relative to battleship strength.So Destroyers should sank more expensive Battleships?
France *should* be weak.besides I already heared opinion that France is to weak
I have done this in my mod for the initial ships, using promotions.I love the mod and the scenario and have been waiting for it for months. I do think the navies need to be reworked with country specific units. For example, American torpedoes did not work correctly during the first few years of the war. The fuses were set wrong and most of the torpedoes never detonated on impact. Plus, treaties limited the caliber and # of guns on certain countries ships, and crews were of different quality; thus making German and British Battleships unequal. Plus, ships of the same "class" ie Battleships, were not the same in size or # of guns anyway. So early units from certain countries could be less effective. Really there isn't any one size fits all with the navies.h.
A better option would be to give them a chance to intercept aircraft, which would break off the attack, but not enough to kill them.I think it's a bad idea to give Machine Guns the ability shoot down aircraft. There's so many machine gun units! If players want to defend against air attacks, they should have to build units and buildings to protect against them.
A better option would be to give them a chance to intercept aircraft, which would break off the attack, but not enough to kill them.
I didn't have idea this option exist when realising mod. Will be fixed that way in next patch, until the events in Python would be added - managing much better with peace and war declarations.Is it possible to make them to have a permanent alliance??
And units have different parameters (different parameters were used for different units combats: tanks. bombers, fighters, artillery) - depending on speed, armament (type and diameter of gun, number of MG - more provides additional strenght agains human units), thickness of armor, weight, number of built units, size of the shell, rate of fire, range, weight of carried bombs. I've put much time to this system to make it +- historicly correct, and sorry, but I won't change it to RTW clone where everything is more simpliefied
I see this mod as a Unit vs Unit type as opposed to Formation vs Formation (i.e. RTW), where individual tanks and infantry combat abilities count for less than the overall combat performance of the whole formation (i.e. Division, Corps, Army, Army Group)Obviously it is up to you what you do with your mod. But I would suggest that there is no point in having units that are strictly dominated by other units, and that they don't really add diversity because no-one will ever build them.
And even historically speaking, there is usually a reason why some particular unit was built.
Maybe you could have more of them in a regiment; so even if tank X is stronger than tank Y on a 1v1 basis, that doesn't necessarily mean that a regiment of tank X's will be better than a regiment of Tank Y's, if the regiment of tank Y contains many many more actual tanks because of their
Since each major nation has unique units you can customise their values. I initially gave all my units promotions based on nationality and skills (but ran out of promotionsAnother way you could achieve some variation is through leader traits.
So for example, you can represent the fact that Germans had excellent aircraft and tank crews and that brits had excellent pilots and sailors through leader traits.
Create a trait that gives combat 1 and interception 1 to all aircraft, or a trait that gives mobility 1 and combat 1 to all naval units.
And a trait that gives +combat 1 and drill 1 to all armored units.
This way german tanks/fighters with the same stats as soviet tanks/fighters would still lose to them, because of their better crews.
There is no reason why every leader in your mod needs to have only 2 traits; you can use leader traits to represent national superiority in training in partiuclar areas.
Italy or France for eg might have none of these types of traits at all.