R.E.D. WWII: Concepts & Suggestions

Yeap!
335 875 sailors were send to Army only during 1941 and early 1942.
Average Soviet Division were about 7500 in 1941 ;)

When you do the maths I guess it stacks up :eek:

However, all references I have say they were formed into Brigade size units. Around 250 brigades were formed.
 
They were used for air assault (paradrop) operation too ?
Mostly for naval operations.
Parachute jumps were part of training but only for limited number of marines.

So I think in the game USSR marines should be just infantry, but a little bit stronger in defence and attack, plus with bonus for attacks from sea.
Of course production should be higher than for infantry and more materials for reinforcements.
And shipyard is necessary to train them.
Available say July 1941.
 
However, all references I have say they were formed into Brigade size units. Around 250 brigades were formed.
Marine's brigades were with different number of men.
And sometimes brigade was just like infantry division.
For example, 1st brigade were with 5090 men, 2nd - about 6000, 6th - about 8000.
There were no marines in USSR before WWII so this corps was found ones again during actions.
 
Hello Gedemon. I tried the v16 of your mod with the British and I think I found a new bug in this version : I achieved the spitfire mkV project, but now my sptifire mkII don't upgrade, and germans seem to have the same issue because they achieved the bf109F but they have only bf109E. In fact, after loading a savegame, this bug was resolved... I don't know why.
And I wanted to know why some units like artillery can't cap enemy territories.
Apart form that, this mod is still very well, so continue your very good job with this mod ;)
 
Superb that you have updated your Mod, I absolutely love it :goodjob:


I have a quick question and cant see the same thing posted, I am playing as Russia and I cant seem to research any new projects? For example 'KV1 is now available' but I cant see it on any city screen and I had this in my last game too.

Any advice?
 
Do you have build Barracks then Military Academy in one of those cities ?
 
Ah, I need a Military Acedemy to research?

If you do, thats my problem, ill go test ;]
 
Yes, most projects need a military academy (which need barracks) to be researched
 
Another quick question if I may....When I seect the 1936 game (looks amazing), it appears the date shows as 1938. The germans didnt invade Poland in 1939 either....is the clock offset somehow?
 
Yes, it was set earlier for test purpose, will be okay in next version.
 
v.17 is finally out and available as usual on CFC file DB ! :D

This is probably the most important update I've made since release, yes, just have a look at the change log :

v.17 (Fev 18, 2012):

- Added : 1936 America/Euro scenario by T_KCommanderbly
- Feature : Multiplayer hotseat mode !!!
- Feature : force AI to use Air Sweep mission when needed.
- Feature : option to prevent AI units from embarking. (set "NO_AI_EMBARKATION = true" in scenario define file)
- Feature : option to restrict embarking from cities with harbor (and adjacent tiles) only. (set "EMBARK_FROM_HARBOR = true" in scenario define file)
- Feature : code to manage convoy units.
- Feature : code to manage list of protected minor civs (protectors declare wars when minor is attacked, protected minors sign peace treaties following their protector)
- Feature : code to force AI to heal damaged units
- Feature : prevent declaration of war on minor civ if there is a minimum turn before allowing war, or if there's a protector civ which with the player has a peace treaty enforced.
- Bugfix : correct flag for Greece.
- Bugfix : correct auto-naming for greek fighters and bombers.
- Bugfix : a typo in projects entries was preventing some US projects to be researched.
- Bugfix : a typo in units entries was preventing some Japanese units to be build on the 1942 scenario.
- Bugfix : some new projects for 1936 scenario were not defined in the 1942 files, preventing corresponding US units to be built.
- Bugfix : naval units escaping from captured cities should not go in landlocked city...
- Balance : use 3x air range for rebase.
- Balance : lower construction cost for Infantry
- Balance : naval units can heal near friendly cities (and the AI will use it)


And yeah, in case you've missed it :

-> HOTSEAT IS PLAYABLE WITH MODS <-


Some note about this release, 'cause even if it's big (from my point of vue) it's not as finished as I would like.

First, I've made a pretty long bug hunting, but I can't test everything, so I'm waiting for your reports.

Second, some of the new features (hotseat, convoy routes) are only available on the Europe 1939 map.

Third the "No AI Embark" and "Embark from Harbor only" is set on on the same map... but I don't have coded the part that will allow the AI to do naval assault and transport. Which means that UK units will stay in UK, and Germany won't try operation Seelowe. The human player can use embarkation from harbors. (you can deactivate both option by changing the lines "EMBARK_FROM_HARBOR = true" and "NO_AI_EMBARKATION = true" to "EMBARK_FROM_HARBOR = false" and "NO_AI_EMBARKATION = false")
 
great work.hotseat is the best.but can u do something about the greek trait?
Yes, it's in the to do list, but I've got a lot of other things (like naval transportation and invasion, military operation projects) rated with higher priority before adding/coding French, British, US, Italian, Japanese, Chinese and Greek traits.
 
Just thought id post my quick experience. Logged in on Russian 1936. The first own I clicked could build everything (other nations units...great lighthouse etc) and the clicked next, the next twon wouldnt let me build anything at all and I couldt end the turn.

Top work though, absolutely love this!!!
 
Thanx, I'm looking at this, and please note there's also a problem when reloading hotseat games. (previous tests were working, maybe something I've changed just before release)
 
Back
Top Bottom