R.E.D. WWII: Concepts & Suggestions

Earth 1942
Playing as Japan
v.25

I can no longer embark any units from cities or otherwise.

There is a bug preventing the promotion to be applied on game initialization, if you try to move in or near a city with harbor, it will activate the promotion.

Will correct it in next version, thanks for the report.
 
I'd considered that, but alas it did not work either. Sokay, I will happily await the next version :)
 
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...
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.
Understood
- 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 :(
To balance this stupidity of the AI, I've implemented the above.
Taking over the Air AI completely may be planned, but I'll see how it will act in G&K before investing a lots of time in this. Destroying improvement is an easy way to force you to defend your cities with interceptor.
My experience playing the mod (as France 1939 / Deity) is that AI air power becomes more stupid and is getting crippled by attempting to attack cities (which is rendered infinitely looping by the threshold so all air power gets sucked up just to destroy a few improvements). When you do mod the AI, the threshold may turn out to be a good idea. But until you do, it is a major flaw to the AI logic. Should at least remove the threshold during AI attacks ! (or tell me which file to edit ;) )
- 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.
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.
Take your time, it’s only a minor gripe ;)
Removing HP of unit (or movement point) when flipping tiles is something I've planned but not implemented to not penalize the AI to much, same for flipping on retreating. May be added as option at some point, for the later I'll make it so units can't retreat on enemy territory.
I see your point concerning the AI, you might want to consider attrition for the player only (at least at higher levels).
- 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.
Build less tanks and more infantries (or light tanks). Materiel is scarce by design :D
That materiel is scarce is fine, but manpower should not be so abundant as to be irrelevant.
Check the tooltip on unit flag to know how much materiel/personnel it need.
That tooltip is fine, what’s difficult to understand is how materiel gets spent given there’s not enough to spread around.
- 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.
Example ?
Example: char D1 = char D2 = AMC-35 ;) (in the "WWII Full Earth Campaign", they have different gun & armor unit attribute levels which is nice)
- air attacks on cities seem to act weird: own city hit points seem to recover instantaneously (not the case with enemy cities)
See first point, but I'd like to prevent the visual effect of recovering HP.
Don’t worry about it, the real issue is that it cripples the AI.
- 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.
Tanks need lot's of materiel to heal, each HP count in the long term.
When playing the French I could just ignore German AI air power: that does not feel right. The main problem with AI air power is that it is not used effectively against units: removing the city HP threshold for AI attacks would help and might be enough…
- 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.
Open Option.sql in the mod folder with notepad, change the 1 to 0 near "PLAY_RED_COMBAT_ANIMATIONS". Borrowed from Thalassicus ;)
:king: :D Great news ! Can’t wait to try this...
- 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...).
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.
I was playing the French, and found the B1 way too good; in the "WWII Full Earth Campaign" (with armor & gun unit attribute levels) it felt more balanced. But that may be because of the AI air power flaw...
French planes are already weaker than German's, only the D-520 is a match to BF-109s.
I was playing the French, and found the 3 initial MS 406 (disbanded the useless one in Palmyra) and few gifted Curtisses to last way too long (turn in the 70’s) to the combined German and Italian air force air sweeps.
For Infantry units, when I'll add morale it will reflect some of the reality of those days, but from now numbers does the balance, in each of my games on the 1939-45 map, German AI is conquering French AI so it's fine for me.
Great to hear morale is coming :goodjob:
- 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 :) )
You now, I've seriously pondered to make the game crash when you try to reload a saved game with other mods activated.
This mod is a total conversion, by design it's incompatible with almost all other mods, really.
A few may be used with it (fast combat), but I won't change that behavior, there will be too much false bug report else.
:crazyeye: Yes fast combat is what I am using (and some homemade UI tweaks). I will just have to edit your mod :rolleyes: sad waste of my time :cry:
 
My experience playing the mod (as France 1939 / Deity) is that AI air power becomes more stupid and is getting crippled by attempting to attack cities (which is rendered infinitely looping by the threshold so all air power gets sucked up just to destroy a few improvements). When you do mod the AI, the threshold may turn out to be a good idea. But until you do, it is a major flaw to the AI logic. Should at least remove the threshold during AI attacks ! (or tell me which file to edit ;) )

Don’t worry about it, the real issue is that it cripples the AI.

When playing the French I could just ignore German AI air power: that does not feel right. The main problem with AI air power is that it is not used effectively against units: removing the city HP threshold for AI attacks would help and might be enough…
Change MAX_CITY_BOMBARD_DAMAGE = 66 to MAX_CITY_BOMBARD_DAMAGE = 100 in RedDefinesRules.lua and you'll see that the AI will attack city already at 0 health... At least with the mod fix those attacks are not completely wasted with damage transferred to improvements (and that's exactly why I do it in the first place).

After G&K I'll see if Air AI still need to be overridden there.

Example: char D1 = char D2 = AMC-35 ;) (in the "WWII Full Earth Campaign", they have different gun & armor unit attribute levels which is nice)
Ho, yes, those are the exception, not buildable obsolete tanks regrouped in one "old tank" class, that the only occurrence of multiple unit with same stats for a nation in more than 200 units, see the spreadsheet in first page.

still they may be edited at some point, to be in part with scenario starting before 1939...

I was playing the French, and found the B1 way too good; in the "WWII Full Earth Campaign" (with armor & gun unit attribute levels) it felt more balanced. But that may be because of the AI air power flaw...
That's also the B1 that's taking all your materiel to heal.

I was playing the French, and found the 3 initial MS 406 (disbanded the useless one in Palmyra) and few gifted Curtisses to last way too long (turn in the 70’s) to the combined German and Italian air force air sweeps.
Great to hear morale is coming :goodjob:
Air units are not supposed to die, but to be wear down and eat your precious materiel. If Bf-109 does much damage than they take, it works as it should.

:crazyeye: Yes fast combat is what I am using (and some homemade UI tweaks). I will just have to edit your mod :rolleyes: sad waste of my time :cry:
Most UI mod are the perfect example of something incompatible knowing which files are overridden here, you'll effectively have to merge them by hand. If you use one, you'll miss some or all of the custom info provided by the mod.

If you wan't to force use them, edit the lua files from the GameSetup folder, find "g_bCanLoad" and replace each occurence by "true". But please, don't report bugs when using another mod with this one, 'cause hunting bugs from incompatibility would be a sad use of my modding time when I've done everything to prevent it ! :D
 
I did not realize the vanilla AI was so bad with air power (vanilla games are usually won or lost long before modern era)
Yes B1 sucks up material but it allows unmatched concentration of power, only a couple of them are useful
I ony wanted to use the fast combat mod, but now I have become curious about using my UI tweaks as well and might look into it.
 
Again, what a fantastic mod and those things I found a little confusing earlier have mostly sorted themselves out as I learned more (i.e., user error).

1. Over what time span to the USSR and Germany call reserves? Is that just in the early stages of the game or do they get reinforcements later on? Supporting my large army over the extended Soviet land mass is tricky, especially since I think I didn't get my tank-infantry balance optimized. It's about 60-40 and should be more like 40-60.

2. Gold becoming a problem while I make my push toward Moscow while trying to hold on from the British air attacks in the west. Though they never, ever, seem to invade as everything goes into planes (they are pushing 50 planes at this point, OK maybe 40). They don't do anything to the half dozen upgraded infantry men I have stationed on my side of the channel but I can't keep my smaller, specialized air force healing fast enough. It's a challenge, which is good. I should have stripped the buildings out of most conquered cities long ago. And spent less of the France booty defending the coast for an invasion that does not appear to be coming.

3. US a total non-factor, haven't seen them do anything. It's Sept 1940 in the 36-45 game.

4. Scripted events have small bugs like claiming I need to prepare for war against Lux, Neth, etc. ~ 1940 even as they have been under my boot since 1936. Perhaps scripted events can first check city ownership, unless what I should be anticipating is resistance.

5. Can you explain again how hospitals work? What is the heal rate and who/what qualifies as "soldiers"?

Thanks. Perhaps this weekend I'll take the Stalingrad scenario for a spin.
 
Open Option.sql in the mod folder with notepad, change the 1 to 0 near "PLAY_RED_COMBAT_ANIMATIONS". Borrowed from Thalassicus ;)
:king: fantastic
but sometimes causes the game to hang :cry::cry::cry:
I have a savegame which runs with animations but hangs without, is it any use for me to upload it ? and where ?
 
1. Over what time span to the USSR and Germany call reserves? Is that just in the early stages of the game or do they get reinforcements later on?
Only the AI got reserve, they're called when their number of total units is under a threshold, or when their territory loss is above another threshold.

2. Gold becoming a problem while I make my push toward Moscow while trying to hold on from the British air attacks in the west. Though they never, ever, seem to invade as everything goes into planes (they are pushing 50 planes at this point, OK maybe 40). They don't do anything to the half dozen upgraded infantry men I have stationed on my side of the channel but I can't keep my smaller, specialized air force healing fast enough. It's a challenge, which is good. I should have stripped the buildings out of most conquered cities long ago. And spent less of the France booty defending the coast for an invasion that does not appear to be coming.

3. US a total non-factor, haven't seen them do anything. It's Sept 1940 in the 36-45 game.
Working on that points on the 39/45 map, will be ported later on the other maps I hope.

4. Scripted events have small bugs like claiming I need to prepare for war against Lux, Neth, etc. ~ 1940 even as they have been under my boot since 1936. Perhaps scripted events can first check city ownership, unless what I should be anticipating is resistance.
Should be fixed in next release, no warning (or actual DoW) for civs you're already at war with.

5. Can you explain again how hospitals work? What is the heal rate and who/what qualifies as "soldiers"?
Flat number (20) of personnel each turn. Making it actually heal your wounded is still in the todo list.

Thanks. Perhaps this weekend I'll take the Stalingrad scenario for a spin.
Next version will have Primary and secondary objectives sets for German side, plus another balance pass, should be challenging to complete all objective in Deity.

:king: fantastic
but sometimes causes the game to hang :cry::cry::cry:
I have a savegame which runs with animations but hangs without, is it any use for me to upload it ? and where ?
Try to post the lua log first (see troubleshootingsection, first post)
 
The problem occurs with animation disabled, fresh game started after crearing cache, empty mod folder except Red, at turn 13 playing French deity 1939 scenario
With the log enabled, the game sometimes crashes instead of hanging (I am not able to reproduce exactly the same sequence of orders before ending my turn, which may explain that)
Before the game hangs (or crashes), the only notification shown is that AI Germany is "calling reserve troops"
The LUA log is 144kb, where can I post it ?
1) there seems to be an error in unitflagmanager.lua line 550 col 91 should not "pUnit:RangeStrike()" be replaced by "pUnit:Range()" ?
2) there seems to be some problem with RedCombat.lua, look at this:
Localization.log
[3846.189] ERR: Missing argument 4. (Your {@1_UnitName} ([COLOR_NEGATIVE_TEXT]{3_Damage}[ENDCOLOR] damage) bombarded an enemy {@2_EnUName} ([COLOR_POSITIVE_TEXT]{4_Damage}[ENDCOLOR] damage)!)
[3846.189] ERR: Failed to evaluate parameter 4. Your {@1_UnitName} ([COLOR_NEGATIVE_TEXT]{3_Damage}[ENDCOLOR] damage) bombarded an enemy {@2_EnUName} ([COLOR_POSITIVE_TEXT]{4_Damage}[ENDCOLOR] damage)!
[3846.189] ERR: Missing argument 4. (Your {@2_UnitName} ([COLOR_NEGATIVE_TEXT]{4_Num}[ENDCOLOR] damage) was bombarded by an enemy {@1_EnUName} ([COLOR_POSITIVE_TEXT]{3_Damage}[ENDCOLOR] damage)!)
[3846.189] ERR: Failed to evaluate parameter 2. Your {@2_UnitName} ([COLOR_NEGATIVE_TEXT]{4_Num}[ENDCOLOR] damage) was bombarded by an enemy {@1_EnUName} ([COLOR_POSITIVE_TEXT]{3_Damage}[ENDCOLOR] damage)!
[3860.197] ERR: Missing argument 4. (Your {@1_UnitName} ([COLOR_NEGATIVE_TEXT]{3_Damage}[ENDCOLOR] damage) bombarded an enemy {@2_EnUName} ([COLOR_POSITIVE_TEXT]{4_Damage}[ENDCOLOR] damage)!)
[3860.197] ERR: Failed to evaluate parameter 4. Your {@1_UnitName} ([COLOR_NEGATIVE_TEXT]{3_Damage}[ENDCOLOR] damage) bombarded an enemy {@2_EnUName} ([COLOR_POSITIVE_TEXT]{4_Damage}[ENDCOLOR] damage)!
[3860.197] ERR: Missing argument 4. (Your {@2_UnitName} ([COLOR_NEGATIVE_TEXT]{4_Num}[ENDCOLOR] damage) was bombarded by an enemy {@1_EnUName} ([COLOR_POSITIVE_TEXT]{3_Damage}[ENDCOLOR] damage)!)
[3860.197] ERR: Failed to evaluate parameter 2. Your {@2_UnitName} ([COLOR_NEGATIVE_TEXT]{4_Num}[ENDCOLOR] damage) was bombarded by an enemy {@1_EnUName} ([COLOR_POSITIVE_TEXT]{3_Damage}[ENDCOLOR] damage)!
(what's even more strange is that the only ranged attack I made were the 2 sub attacks as shown in Lua.log below)
[4065.183] ERR: Missing argument 4. (Your city of {@2_EnUName} ([COLOR_NEGATIVE_TEXT]{4_Damage}[ENDCOLOR] damage) was bombarded by an enemy {@1_UnitName} ([COLOR_POSITIVE_TEXT]{3_Damage}[ENDCOLOR] damage)!)
[4065.183] ERR: Failed to evaluate parameter 2. Your city of {@2_EnUName} ([COLOR_NEGATIVE_TEXT]{4_Damage}[ENDCOLOR] damage) was bombarded by an enemy {@1_UnitName} ([COLOR_POSITIVE_TEXT]{3_Damage}[ENDCOLOR] damage)!
Lua.log
...
[3846.048] RedMain: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[3846.048] RedMain: NEW COMBAT
[3846.048] RedMain: -Redoutable class is Fighting, last mission plot = (35,58), unit plot = (35,58)
[3846.048] RedMain: -Type 1934A class is Fighting, last mission plot = (35,59), unit plot = (35,59)
[3846.064] RedMain: Attacking unit is a sub, report the attack...
[3846.064] RedMain: ---------------------------------------------------------------------------------------------------------------
[3846.064] RedMain: CombatStarted: FRANCE attack GERMANY
[3846.064] RedMain: ---------------------------------------------------------------------------------------------------------------
[3846.064] RedMain: Attacking Unit: Redoutable class
[3846.064] RedMain: Defending Unit: Type 1934A class
[3846.064] RedMain: Received Damage: 0 6
[3846.064] RedMain: Current Damage: 0
[3846.064] RedMain: Total Damage: 0 13
[3846.064] RedMain: HP left: 75 62
[3846.064] RedMain: ---------------------------------------------------------------------------------------------------------------
[3846.220] RedMain: ---------------------------------------------------------------------------------------------------------------
[3846.220] RedMain: Combat Ended: FRANCE attack GERMANY
[3846.220] RedMain: ---------------------------------------------------------------------------------------------------------------
[3846.220] RedMain: Attacking Unit: Redoutable class
[3846.220] RedMain: Defending Unit: Type 1934A class
[3846.220] RedMain: Receveid Damage: 0 6
[3846.220] RedMain: Final Damage: 0 13
[3846.220] RedMain: HP left: 75 62
[3846.220] RedMain: Updating XP for Redoutable class, gain 4xp from combat, now has 14 combatXP / 14 totalXP
[3846.220] RedMain: Updating XP for Type 1934A class, gain 3xp from combat, now has 5 combatXP / 5 totalXP
[3846.220] RedMain: - Active player is attacking...
[3846.220] RedMain: - combatType = 2
[3846.220] RedMain: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[3860.073] RedMain: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[3860.073] RedMain: NEW COMBAT
[3860.073] RedMain: -Redoutable class is Fighting, last mission plot = (35,58), unit plot = (35,58)
[3860.073] RedMain: -Type 1934A class is Fighting, last mission plot = (35,59), unit plot = (35,59)
[3860.073] RedMain: Attacking unit is a sub, report the attack...
[3860.073] RedMain: ---------------------------------------------------------------------------------------------------------------
[3860.073] RedMain: CombatStarted: FRANCE attack GERMANY
[3860.073] RedMain: ---------------------------------------------------------------------------------------------------------------
[3860.073] RedMain: Attacking Unit: Redoutable class
[3860.073] RedMain: Defending Unit: Type 1934A class
[3860.073] RedMain: Received Damage: 0 5
[3860.073] RedMain: Current Damage: 9
[3860.073] RedMain: Total Damage: 0 18
[3860.073] RedMain: HP left: 66 57
[3860.073] RedMain: ---------------------------------------------------------------------------------------------------------------
[3860.213] RedMain: ---------------------------------------------------------------------------------------------------------------
[3860.213] RedMain: Combat Ended: FRANCE attack GERMANY
[3860.213] RedMain: ---------------------------------------------------------------------------------------------------------------
[3860.213] RedMain: Attacking Unit: Redoutable class
[3860.213] RedMain: Defending Unit: Type 1934A class
[3860.213] RedMain: Receveid Damage: 0 5
[3860.213] RedMain: Final Damage: 0 18
[3860.213] RedMain: HP left: 66 57
[3860.213] RedMain: Updating XP for Redoutable class, gain 4xp from combat, now has 15 combatXP / 15 totalXP
[3860.213] RedMain: Updating XP for Type 1934A class, gain 1xp from combat, now has 6 combatXP / 6 totalXP
[3860.213] RedMain: - Active player is attacking...
[3860.213] RedMain: - combatType = 2
[3860.213] RedMain: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
...
[4065.058] RedMain: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[4065.058] RedMain: NEW COMBAT
[4065.058] RedMain: -1er Escadron de chasse (Morane-Saulnier MS.406) is Fighting, last mission plot = (34,46), unit plot = (34,46)
[4065.058] RedMain: -3eme Escadron de chasse (Morane-Saulnier MS.406) is Fighting, last mission plot = (34,46), unit plot = (34,46)
[4065.058] RedMain: -2. Panzer-Division (Panzer III) is Fighting, last mission plot = (53,48), unit plot = (54,48)
[4065.058] RedMain: -Kampfgeschwader 1 (Heinkel He 111) is Fighting, last mission plot = (39,43), unit plot = (44,50)
[4065.058] RedMain: -Kampfgeschwader 4 (Junkers Ju 87 Stuka) is Fighting, last mission plot = (39,46), unit plot = (44,50)
[4065.058] RedMain: -U-Boat Type VII is Fighting, last mission plot = (1,54), unit plot = (1,54)
[4065.058] RedMain: -Convoy is Fighting, last mission plot = (0,55), unit plot = (0,55)
[4065.058] RedMain: - Searching interceptor for Kampfgeschwader 4 (Junkers Ju 87 Stuka)
[4065.058] RedMain: - Best interceptor would be 2eme Escadron de chasse (Morane-Saulnier MS.406)(but this one is not fighting, actual interceptor is not tested here)
[4065.058] RedMain: - 3eme Escadron de chasse (Morane-Saulnier MS.406) added to interceptor list, last mission plot = (34,46), unit plot = (34,46)
[4065.058] RedMain: - 3eme Escadron de chasse (Morane-Saulnier MS.406) is in range for interception
[4065.058] RedMain: Mark the attacked plot as defended...
[4065.058] RedMain: ---------------------------------------------------------------------------------------------------------------
[4065.058] RedMain: CombatStarted: GERMANY attack FRANCE
[4065.058] RedMain: ---------------------------------------------------------------------------------------------------------------
[4065.058] RedMain: Attacking Unit: Kampfgeschwader 4 (Junkers Ju 87 Stuka)
[4065.058] RedMain: Defending Unit: Frankfurt
[4065.058] RedMain: Intercepting Unit: 3eme Escadron de chasse (Morane-Saulnier MS.406)
[4065.058] RedMain: Received Damage: 1 5
[4065.058] RedMain: Current Damage: 9
[4065.058] RedMain: Total Damage: 13 30
[4065.058] RedMain: HP left: 62 20
[4065.058] RedMain: -----------------
[4065.058] RedMain: pAttackedPlot: 39,46
[4065.058] RedMain: Kampfgeschwader 4 (Junkers Ju 87 Stuka) has 120 moves left.
[4065.058] RedMain: ---------------------------------------------------------------------------------------------------------------
(end of log, game hangs)
 
1/ yes, thank you !

2/ that's "normal" for argument 4, to fix a vanilla bug (when bombarding with aircraft, the display text was showing only the damage taken by the aircraft, and it was showing it at the place of the damage received by the bombarded unit...) I've added an argument to the text entry. I don't think that's the cause of the crash, but now I'll like to see your save game yes. And I need to control argument 2, I thought that text was correctly displayed on screen, and I don't remember if it was a hacked bugfix like the other :think:

The lua can be zipped and posted here (using join file in advanced answer), don't know if you have enough storage allowed to post a save game like that.
 
I'm loving the Stalingrad scenario!

Finally a part of this mod that I can actually play with my poor laptop XD

I have a suggestion: maybe the game should end when one of the players reaches half of the points?
And playing as the russians (on deity) in singleplayer I never lost Stalingrad...maybe if germany is AI controlled they could get some more panzers?
 
I'm loving the Stalingrad scenario!

Finally a part of this mod that I can actually play with my poor laptop XD

I have a suggestion: maybe the game should end when one of the players reaches half of the points?
And playing as the russians (on deity) in singleplayer I never lost Stalingrad...maybe if germany is AI controlled they could get some more panzers?

The human player is far better than the AI when playing defensive (that include playing Germany once Stalingrad is captured)

The AI already have more troops at start and from reinforcement, I shall give those troops more experience based on the human player difficulty level.

But the real balance will be made by secondary objectives for the human, capturing and keeping Stalingrad is too easy whatever the number of AI units.

Those secondary objectives are coded for the German side (will be in next version of the mod):
- Keep 6th army overall strength above 40% (in settler difficulty) to 75% (deity)
- Keep the railway open from Kotelnikovo to Morozovsk.
- Keep a road route open from Morozovsk to Stalingrad itself.

I'll add something like that for the Soviet side :
- Reduce 6th Army strength below 50-30%.
- Capture Kalach
- Capture Morozovsk and Kotelnikovo
 
Attached is the save game and lua.log
Actions to do before end turn & game freezes or crashes:
- 2 subs attack closest German destroyer, rearrange fleet to protect subs
- 3 infantries attack and take Frankfurt
- kill infantry next to Frankfurt (not the ejected one) with tanks
- move both legions to the east next to German tank
- 2 infantries attack Nuremberg (or was it Munich ?)
- buy academy @ Marseille, optimize Strasbourg tiles
 
Attached is the save game and lua.log
Actions to do before end turn & game freezes or crashes:
- 2 subs attack closest German destroyer, rearrange fleet to protect subs
- 3 infantries attack and take Frankfurt
- kill infantry next to Frankfurt (not the ejected one) with tanks
- move both legions to the east next to German tank
- 2 infantries attack Nuremberg (or was it Munich ?)
- buy academy @ Marseille, optimize Strasbourg tiles

I'll try it, but why don't you simply save at the end of the turn ? :D
 
Yes, duh... I am so used to autosave (every turn, in case of crash) I don't even remember the save feature even exists :lol:
I tried without anims again but :cry: game crashed after only 2 turns (from turn 32)
I will try in DX9 to check wether it's a game engine issue
Edit: game also crashes at the same turn (although the actions done are somewhat different)
The fantastic "no anim" option is hosed :cry: :cry: :cry: :cry:
 
This mod is really really good. I have been playing for about three hours now as the United States, on the North America Europe scenario from 1936.

Some questions...

1. I was able to build the B-17 project, but I cannot build smaller aircraft, such as fighters, even though I have the small and medium air factories built. Why is this?

2. I am getting plenty of gold from convoys, but my gold per turn is running low. What are some ways to build up my gold per turn in this mod? I have turned several cities into producing wealth.

3. Do projects come up automatically? I would love to have some fighters and attack aircraft.

4. If you go to war can you capture enemy convoys to get gold that way? Obviously sinking them makes it so the home country does not benefit.

Another note the battles seem very interesting and drawn out, which I love. You have paid excellent attention to detail here.

I was messing around and gifted 5 infantry, an M3 Stuart, and a Fletcher class destroyer to Republican Spain. Because of this they have held out six months so far. One thing I noticed is that in Cartagena there is this squadron of what looks to be Russian fighter planes. To be more specific Polikarpov I-16s. Now those pilots are very tired intercepting all kinds of stukas and He-111s, bf 109s. It is really intense.

:hatsoff: to you Gedemon, for creating an excellent mod. You would make a great WWI mod. WWI mods are hard to come by. If I have any more questions I'll let you know. This certainly will keep me busy until GnK comes out. :D
 
I select the mod, install it, deselect any other mod. I go to start the mod and click the 'START' button and nothing happens? I also followed the trouble shooting steps. Please help. Thanks in advance!
 
Back
Top Bottom