R.E.D. WWII: Concepts & Suggestions

@kelestra
Tanks have 2 kinds of stats, soft stats and hard stats. Hard stats are what everyone talks about, the gun, the armor, etc. Soft stats are the little things, like whether or not you can load the gun without banging your head on the top of the tank. The German tanks had very good soft stats, so the crews could focus on fighting other tanks. The soviet tanks had bad soft stats, and infact, they still do. And, it should be noted, in 1941, the Wehrmacht was the best trained army in the world, and the Red Army the worst one, so training was no small matter.
@topic
I also think the size of the Red Army is not properly represented ATM,as of June 22nd, 1941, the Soviets had 25,000 tanks, the Germans + allies could muster "only" 5,000. The Germans had 860 fighters, + whatever their allies had, while the Soviets had more than 2,000.
 
I suppose we could go forever arguing about the effect of training or air superiority in K/D ratio for tanks, so let's move it to the gameplay effect.

I don't really want to mess with the current balance in mid-development (someone wanted to buff the KV-1 vs the Char B1, and now I should nerf the KV-1 vs German tanks, but what about the char B1 then ?), and the concept of swarming weaker units against strong ones is good, but, IMO, not really needed at the strategic level of the mod.

I mean, at the scale of the map, you all know that the "division" or "regiment" names used for units is for "immersion", and do not reflect real army composition. Having roughly the same production cost and 1/1 K/D for a Panzer IV unit vs a T-34 unit does not need to reflect that one Pz. IV tank is killed for each T-34, but could reflect that a soviet "Tank Corp" in game is composed of 500 tanks while a Panzer Division has 200 tanks.
 
I agree with Gedemon completely. The important thing is "balance" in the sense that similar strategy and tactics to those used historically will generate similar results. At this scale/level of detail there will always be issues with trying to match capabilities at the quantitative level. Ultimately, the driver has to be balance and gameplay effect!
 
Ok here you go Gedemon:

http://www.filedropper.com/1936v2eventupdate

- I added the events, if someone wants I can post the descriptions and make sure I have my history correct. I added them for Gedemon's Europe scenario, the Amer/Euro Scenario and the 1936v2 scenario that I added.

- I added a second 1936 scenario which Gedemon if you wanted could completely be in place of the other earth 1936 scenario. It cuts the world but uses the same orginally sized map, the only negative is Australia and Indonesia are cut out. So I would like opinions on this, Its very much easier to test and the play is much smoother so I'll probably be focused on updating this version which I hope to integrate into 1939 and 1942 maps also :).

- I fixed an error in the large earth 1936 map which caused some of the scripted events to fail.

I suppose it could be done for the DLL, but then we need to look ahead and think a the maximum number of major civs we may want in a scenario. ATM raising the number of CS will take slots from the 22 reserved for major civs.

Well in that case yes we would better wait because I can think of about 20 (inluding places like Manchukuo and the various cliques of China) or so countries that could be added to the 1936 scenario.


and can I make units soon? :D
 
Ok here you go Gedemon:

http://www.filedropper.com/1936v2eventupdate

- I added the events, if someone wants I can post the descriptions and make sure I have my history correct. I added them for Gedemon's Europe scenario, the Amer/Euro Scenario and the 1936v2 scenario that I added.

- I added a second 1936 scenario which Gedemon if you wanted could completely be in place of the other earth 1936 scenario. It cuts the world but uses the same orginally sized map, the only negative is Australia and Indonesia are cut out. So I would like opinions on this, Its very much easier to test and the play is much smoother so I'll probably be focused on updating this version which I hope to integrate into 1939 and 1942 maps also :).

- I fixed an error in the large earth 1936 map which caused some of the scripted events to fail.



Well in that case yes we would better wait because I can think of about 20 (inluding places like Manchukuo and the various cliques of China) or so countries that could be added to the 1936 scenario.


and can I make units soon? :D

Thanks, I'm finishing my current game (an interesting one) and will look at it. I should also finally start to add the code for the new units then.

It will break savegame compatibility, that's why I dont want to start it before finishing that game. Usually I'm always stopped in the middle of a good one 'cause I've made a change that break save compatibility during development :o

This one was started during early v.35 coding, it's USSR on 39-45 Europe, all options ON (especially alternate history). Germany and Italy have DOWed Greece early, and I though I had more time to prepare (and had send too many troops to invade Finland) so I had some difficulties to counter Germany assault month earlier than the real date.

Date is December 20, 1943 (turn 161), the Luftwaffe has been worn down during the reconquest of Poland, and the German front is about to collapse near Berlin.

UK have made a pretty good equivalent of Operation Sledgehammer, but failed to take a city, they were at the door of Paris for some time, but coming from the west the Seine has stopped their offensive.

But my problem ATM is that the Regia Aeronautica have complete domination over the Balkans, and my troops there have been send back from Bucharest to Tulcea. The Fiat G.50 are killing my Lagg-3 with airsweeps and my La-5 are not experimented enough to counter them (and the following bombers). I've sent a few AA regiment south, but they can't protect enough troops (that's how I want my regiments, all about choice :D)

So, IS-1 design is nearly complete, I'll pop a few La-5 with US gold coming from convoys waiting for stalingrad to complete one unit, and I'll end this war :D

And then I'll merge everything ;)
 
Hi Gedemon, with this new tile capture, say I capture a city, I don't receive all the tiles around it. Does that mean I'm going to have to make my units go all around on every tile to capture them? It's really bothersome if you ask me. Like invading Russia as Germany, Russia is extremely large and it's a pain to move my units all around. Is there a way past this?
 
from v.35 changelog:

- Feature : add the notion of supply lines to tiles, when not linked to a city or an unit, a plot can flip to the closest enemy unit or city.

It works differently for captured tiles or original territory, and it also depend of the player status (alive/dead)

A group of original territory tiles that are not linked to a friendly city or units with a (passable) land route (including open borders) will switch side if an enemy unit or city is near it (6 tiles distance).

For captured territory, a direct route (no open border) to a city or unit belonging to the actual owner is required, else it flip to the nearest nation that can control it.

In short, cut a territory from its owner's cities and units to capture it.
 
See this picture of my current game for example:

995f3bc86160f29e0e36151f79716f1d6f4e9500.jpg


German and Italy have some mixed units on the Balkan/Poland front, but in the end, the captured tiles goes to the nation that has the closest cities from captured tiles, that's much smoother than previous versions IMO.

Note also the patch of blue territory captured from Bulgaria by Greece, north of Turkey.

There is no cities owned by Greece in it, but 1 or 2 Greek units are still controlling it.

If those units die, the whole patch of territory will switch back to Bulgaria as there are Bulgarian cities nearby that can be linked to those tiles by land route.
 
(note also from my previous report, that an unexpected German counter-attack in Hungary with more Panzer-Divizion that I though he may have is cutting my line of defense in half, and I'm short of reserve troops... If you give it enough units, the IA can be a challenge :D)
 
(note also from my previous report, that an unexpected German counter-attack in Hungary with more Panzer-Divizion that I though he may have is cutting my line of defense in half, and I'm short of reserve troops... If you give it enough units, the IA can be a challenge :D)

You know that reminds me, do you think a GMR would work? if so we ought to try.

And ya the AI can be a challenge I still remember playing the 1939 Europe map as the UK and Germany just swarmed my Island after my expenditory force was annihalated (this was before G&K's AI and your improved AI), I berly beat them off It was scary :).
 
I think someone have said that it works with GMR but I've not tested it yet, I want to finalize the combat log first.
 
There is some work on 1939 Small Europe ? I think this map has a great potential, but need work, it's only map that crashes for me. I liked so much!
 
Hello (and happy new year), I have a question about the mod :
is there a way to increase the limit number of units supplied, other than capturing cities, for example constructing a specific building ?
And if it's not the case, could it be possible to add such a building in next versions ?
 
In v36 I dont see a unit supply number on the top bar any longer. Which version are you playing?

It's not shown on the Stalingrad scenario.

In v.37 it will appears only when you have supply left for less than 20 units.

I don't plan to add building to change the limit, but the base number can be changed if they are unbalanced.
 
seems it was already implemented then, I just forgot to mention it in the change log for v.36 :D
 
Convoys aren't so heavily relied on in the game. England, maybe for money and equipped units but material and personall is often maxed out often.
Also, German convoys went around Denmark and Norway, not Finland! The way you do it, German convoys can't be intercepted!
 
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