Great, great mod. The things this mod gets right are the most important things: Gameplay and aesthetics. The landscaping is exquisite both in terms of general accuracy and in terms of generating great game play (good use of terrain features). Reading Beevor's Stalingrad this week (which is why I searched for a CIV WWII mod in the first place) and I look forward to playing that beta as it matures. Have played USSR in 1936- and 1939-1945 and the Germans from 1939-1945.
The retreat feature also brings a whole new and welcome level of strategy to the game.
At first, I had planned to add fuel consumption for units, and steel factory or other buildings to convert resources to materiel or fuel. But after the earlier release of the mod, I've found that the current reinforcement was enough for the level of realism I wanted. That doesn't means that I won't use resources at some point, but I'm going a different path here.Some suggestions:
1. Resources. Resources. Resources. Much of the fighting was about getting or denying others resources, certainly the Romanian oil fields were desired by Hitler and even he noted that without the oil of the Caucuses, which drove part of the invasion of USSR, the Nazis could not win. Aluminum and others. Game would be better with resources.
See the units spreadsheet from OP, there are other type planned.2. Need different units types serving different functions. What this game has is essentially 6-7 variants of the same unit in a couple different weapons classes with only "strength" differentiating them. I get that is realistic, that there were all those various models and what not, and the research and skins are nice. But there are too few unit types doing different things. There is one fighter, one bomber, tank, etc., just at say 35, 40, 45, 48, and 50 strength. That is really pretty limiting, boring, and unrealistic in terms of modeling the dynamism of actual conflicts. New units could or should be:
a) anti-aircraft units. They were HUGE factors in Stalingrad and Operation Uranus in particular and the entire war in general and they don't even exist in this game. Should be expensive, slow, and relatively easy to kill with ground troops. Planes should not be the only defense to planes.
b) engineers. I like that this is a war-centered and not civ-building oriented scenario but there should be some engineer with say a limited number of engineering points that can be spent or earned and can be used to build some very limited number of roads and bridges. Just like in WWII! or any other war. Take a very close look at the two mountains opposite Strausburg across the river. Think the Nazi's would not have placed roads on both of them? Point generalizes. Should not be a free build, but limited functionality for war support kinds of purposes.
c) mining and sappers: mines were a key part of the conflict and crucial to controlling or slowing tank and mobile infantry. Clearing mines would be like cleaning fallout or maybe this is another task the engineer could do, and which would be risky.
That's how vanilla games works. Really.2. subs appear to be visible to everyone and everything not just destroyer-class ships. That makes subs useless.
Supply drops were planned to reinforce units without supply lines, but that would be possible only if I can mod new missions for planes. Maybe in the future, but then, adding recon mission is the priority here. Instead of depots, I planned HQ units3. supply depots. love the reinforcement angle (though it is quite opaque) but another change would be to add supply depots that could be built and where the "cost" of using the supplies is a function of proximity, such that in some cases it would make sense to pay to build a supply depot closer to the front. Strategic placement would loom large as would the potential to steal depots. Again, just like WWII, especially in Stalingrad and region, it was a decisive issue. Could get real creative and support supply drops by bombers.
Thanks for the suggestions and the comments, they're always welcome. And even more than feasibility, it's time that I lack, there are still "simple" features that I wan't to add.I make all these suggestions with zero understanding of their feasibility but with a love already for this scenario and a desire to see it get better and better. Thanks.
Yep, but reworked (and still working on it ATM)stalingrad map from the R.O.E mod that i found searching for more wwii mods?
Not with the current tools I'm afraid.And would you be able to add a "submerge" option for subs that puts them into some sort of stealth mode while reducing their movement?
Thank you, I'll correct the typo for the Bismarck.v.24
"KGS Bismarck" is spelled incorrectly in game "Bismark".
Do you have any control over the naming of the ships as they are produced? If you do could I offer you a list of the correct ship names to their classes? I notice that the lower tier ships and subs don't have any kind of naming script.
Wow thanks for responding so fast...
Since it's not possible to RTFM, could someone please explain:
- what are the effects of "Personnel" and "Materiel" ? How are they generated ?
- what are "recruits" and "reinforcements" ?
Yes, see above.- is city food production of any use in this mod ?
Yes, units. And to pay for the maintenance cost of existing buildings, some cost are high. And the maintenance cost of your units (vanilla cost here).- can wealth be used for anything other than purchasing buildings ?
Yes.- does production play a dual role (produce stuff + add into global nation production to generate "materiel") ?
Depend of each scenario setting, in mines they are.- are land and air factories exclusive of one another ?
Near a city with a harbor. This can be disabled in the setup screen (and should have effect in game, report if not)- can units embark ? if so how ?
When it lose enough damage (defending in melee combat) to make it think that 3-4 attacks of this level will kill it.- how / when does a unit retreat ?
When it moves on an enemy tile. Territory map is memorized at game start, and units can liberate territory from friend/allied civs.- how / when does a unit flip a tile ?
You're welcomeThanks
You need the data and core mod and follow the instruction on the download page for the installation, all scenario are included.how do i download the version with japan in it and what mods do i need for this?
City strength won't go below a threshold when attacked by air units, once reached nearby improvement will be destroyed instead. They will be repaired over time.Another question: how do you repair pillaged manufactories (and how do they become pillaged in the first place ?)
edit: never mind, it happens all by itself...
To balance this stupidity of the AI, I've implemented the above.- AI seems a bit better than vanilla... but it should be goaded to focus its air power on destroying units rather than targeting cities behind my lines (and letting my units steamroll ahead). Also as combat in this mod seems to be all about encirclement, the AI is having a tough time with that![]()
About city flipping on city conquest, the Stalingrad scenario does that, but implementing it on map with multiple civs and the liberation mechanism is more tricky. But planned.- conquering cities should not flip enemy tiles, only allied/friendly ones. Friends/allies should flip enemy tiles within city radius to city owner. Units should suffer attrition when flipping tiles. Retreating units should not flip tiles.
Build less tanks and more infantries (or light tanks). Materiel is scarce by design- food does not seem useful enough, starvation should be a major factor. Personnel is plentiful, while materiel seems so scarce (so it's all about production, the rest can go to waste). And I still don't quite understand how each gets consumed.
yes, visual bug, don't know how to get rid of this one.- promotion display bug ? The German AI has some tanks with 2x blitz, and some infantries with bombardment 1 ... (this only seems to be a display issue, since it also happens with own convoys & gifted units)
Example ?- units should be a bit more differentiated (e.g. char D1 = char D2 = AMC-35); also you might want to check out the "WWII Full Earth Campaign" mod: the armor and gun level unit attributes are neat.
See first point, but I'd like to prevent the visual effect of recovering HP.- air attacks on cities seem to act weird: own city hit points seem to recover instantaneously (not the case with enemy cities)
Tanks need lot's of materiel to heal, each HP count in the long term.- air attacks on ships and tanks do not feel as devastating as they should be. Tank movement points should be decreased (or even zeroed) following an air attack.
Open Option.sql in the mod folder with notepad, change the 1 to 0 near "PLAY_RED_COMBAT_ANIMATIONS". Borrowed from Thalassicus- unit animations: since it's not possible to skip them (F10+F10) because the mod needs them, something should be done to allow to speed them up.
French (and British) tanks were better than available Panzer during the Battle of France, the German tactics give them victory there. Use Stuka against char B1, cut the supply line of that slow monster, don't think that a Panzer III or IV was a match to it.- balance tweaks: French tanks feel overpowered compared to German panzers. They should also cost more to build and to maintain compared to German ones, to account for inefficient design. French planes should be even weaker, cost more to build and to maintain. French infantry should suffer from low morale / reluctance to fight following horrific WWI losses not so long ago. French leader should suffer an inadequate army leadership penalty to account for bad air & armor usage doctrine, and for dud leaders (Gamelin, Daladier, Reynaud, Petain, Laval ...). Likewise Italian leader should suffer a low army discipline penalty. Germans should benefit from high army discipline and genius army leadership bonuses (Rommel, Guderian, Von Manstein...).
You now, I've seriously pondered to make the game crash when you try to reload a saved game with other mods activated.- it's OK to give a warning that other mods should not be active at the same time, but refusing to load is a bit aggressive(besides this check does not work when loading a save game
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No problems here, is there any harbor in those cities ?Earth 1942
Playing as Japan
v.25
I can no longer embark any units from cities or otherwise.