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Basic Infantry Mod (Combat Target Data) . . . - 3/23/2021 2:22:50 PM   
stockwellpete

 

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A few questions . . .

Take a UK Infantry Corps - it tells me that the Attack Values are 5 for Soft and 4 for Hard and the Defence values are 4 and 3 respectively. What does this actually mean? What is "Soft" and what is "Hard"? Why are the Attack Values higher than the Defence values? Does this mean that the Infantry Corps is better in attack than in defence?

The De-entrenchment value is 1, which I think means that every attack by an Infantry Corps will de-entrench the defending unit by 1 level. What is the effect of reducing this 1 to 0.5? Do 2 attacks by different Infantry Corps units in the same turn add up to 1 De-entrenchment, or will both attacks fail to De-entrench?

The Demoralisation Value is set at 0. What is the effect on increasing this to 5? Does it mean the defending unit loses 5% morale per attack?

Thanks for any assistance.




























< Message edited by stockwellpete -- 3/24/2021 3:02:45 PM >
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RE: Combat Target Data . . . - 3/23/2021 4:00:29 PM   
stockwellpete

 

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Right, today I have found out that "Soft" means HQ's, Detachments and Cavalry (presumably Garrisons too). While Infantry Corps are "Hard". So I think this means that a UK Infantry Corps attacking a German Cavalry Corps gets an attack value of 5 and the German Cavalry Corps gets a defence value of 2. Is that correct?

What I am trying to address still with all these questions is . . .
i) how to stop field artillery pieces being counted twice (once with Infantry Corps and once with Artillery units)
ii) modelling infantry defense generally having the advantage over infantry attack in WW1

So it seems a UK Infantry Corps attacking a German Infantry Corps will have an attack value of 4 and the Germans will have a defence value of 3. And that the Infantry Corps will De-entrench the defending German Infantry Corps one level for each attack. No Demoralisation is caused though. So if I want to re-balance this combat to benefit the defender I could increase the Hard defence value of Infantry Corps to 4 and alter the De-entrenchment value to either 0.5 or 0. To partially compensate I could enter a low Demoralisation value instead of the current zero to create a "wearing down" (i.e. attritional) effect?

I also noticed that my Artillery unit had Max Shells 5 (7). I have set the maximum number of shells at 5. Presumably the 7 is for the number of shells with Logistics Tech level 2 added, is it? I am a bit confused about the (7) because I can only ever fire 5 shells at once.

< Message edited by stockwellpete -- 3/23/2021 4:21:56 PM >

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RE: Combat Target Data . . . - 3/24/2021 10:31:58 AM   
BillRunacre

 

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Yes, that makes sense about giving them a de-moralization value.

Rather than modifying the unit stats, have you considered increasing the defensive bonus that trenches provide?

To do this go to Campaign -> Edit Defense Bonus Data -> Fortification (at the bottom)

Alternatively, some of the automatic upgrade research categories (any on the right hand side of the research table in the game) could be set to increase units' defensive stats, though these would apply whether or not the unit is entrenched, e.g. Infantry Warfare research could increase their defensive stats by 0.5 per level.

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RE: Combat Target Data . . . - 3/24/2021 10:52:06 AM   
BillRunacre

 

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quote:

ORIGINAL: stockwellpete

I also noticed that my Artillery unit had Max Shells 5 (7). I have set the maximum number of shells at 5. Presumably the 7 is for the number of shells with Logistics Tech level 2 added, is it? I am a bit confused about the (7) because I can only ever fire 5 shells at once.


You are right about the meaning of the 5/7.

I'm a bit confused about the bit about not being able to fire off more than 5 shells, as I've just run some tests using the 1917 Fate of Nations campaign. I cycled through a few turns without doing anything in Hotseat mode so that the German guns in Flanders reached their 7 shell max, and was able to fire them all off.

I also tried the same with the British artillery against the Ottomans in Egypt.

This included de-selecting the artillery, selecting something else, and then selecting them again to continue firing.

Do you want to give that a go to check if it works the same for you in Fate of Nations, and if it contrasts with the campaign you're working on or not?





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RE: Combat Target Data . . . - 3/24/2021 1:39:23 PM   
stockwellpete

 

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quote:

ORIGINAL: BillRunacre

Rather than modifying the unit stats, have you considered increasing the defensive bonus that trenches provide?

To do this go to Campaign -> Edit Defense Bonus Data -> Fortification (at the bottom)


So I go to Terrain Resource Defence Bonus, Fortifications, and it has a column headed "Set Values" and then the first line is Max Entrench with the value set at 1 (the range available goes from minus 1 to +8). What does this value mean/do? If I increase it to 2 would that necessitate adjusting other values in that column too to maintain some sort of coherence?

quote:

Alternatively, some of the automatic upgrade research categories (any on the right hand side of the research table in the game) could be set to increase units' defensive stats, though these would apply whether or not the unit is entrenched, e.g. Infantry Warfare research could increase their defensive stats by 0.5 per level.


I can see no way to do this. Please advise.


< Message edited by stockwellpete -- 3/24/2021 1:52:50 PM >

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RE: Combat Target Data . . . - 3/24/2021 1:51:24 PM   
stockwellpete

 

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quote:

ORIGINAL: BillRunacre


quote:

ORIGINAL: stockwellpete

I also noticed that my Artillery unit had Max Shells 5 (7). I have set the maximum number of shells at 5. Presumably the 7 is for the number of shells with Logistics Tech level 2 added, is it? I am a bit confused about the (7) because I can only ever fire 5 shells at once.


You are right about the meaning of the 5/7.

I'm a bit confused about the bit about not being able to fire off more than 5 shells, as I've just run some tests using the 1917 Fate of Nations campaign. I cycled through a few turns without doing anything in Hotseat mode so that the German guns in Flanders reached their 7 shell max, and was able to fire them all off.

I also tried the same with the British artillery against the Ottomans in Egypt.

This included de-selecting the artillery, selecting something else, and then selecting them again to continue firing.

Do you want to give that a go to check if it works the same for you in Fate of Nations, and if it contrasts with the campaign you're working on or not?



Sorry Bill. I think this was a false alarm. I have just checked this and the Artillery shells in the vanilla game are shown as 5(7) and in my mod are shown as 5. This is how it should be.

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RE: Combat Target Data . . . - 3/24/2021 2:13:54 PM   
BillRunacre

 

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quote:

ORIGINAL: stockwellpete

quote:

ORIGINAL: BillRunacre

Rather than modifying the unit stats, have you considered increasing the defensive bonus that trenches provide?

To do this go to Campaign -> Edit Defense Bonus Data -> Fortification (at the bottom)


So I go to Terrain Resource Defence Bonus, Fortifications, and it has a column headed "Set Values" and then the first line is Max Entrench with the value set at 1 (the range available goes from minus 1 to +8). What does this value mean/do? If I increase it to 2 would that necessitate adjusting other values in that column too to maintain some sort of coherence?


When the 1914 campaign begins, any trenches that are dug (except in some resource hexes) have a maximum entrenchment of 1, and this rises with Trench Warfare research.

So if you were to increase this to say 2 then you are increasing the effectiveness of all trenches.

Nothing else necessarily needs to be adjusted, the only way to get to where you want things to be is to adjust, test, adjust again until things are close as they can be to achieving your desired settings.

Note that Trench Warfare research gains are hard coded, so if you do want things to progress throughout the war in a different way you might need to tie in changes with other techs that aren't hard coded, e.g. with the automatic ones.

quote:

Alternatively, some of the automatic upgrade research categories (any on the right hand side of the research table in the game) could be set to increase units' defensive stats, though these would apply whether or not the unit is entrenched, e.g. Infantry Warfare research could increase their defensive stats by 0.5 per level.


quote:

I can see no way to do this. Please advise.


With the campaign open in the Editor, go to:

Campaign -> Edit Country Data -> Edit Research -> Advanced -> Upgrades -> Automatic Increments

And then play around in there, using the Apply Data button in the bottom right to make any changes apply to as many countries as you want them to.

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RE: Combat Target Data . . . - 3/24/2021 2:14:46 PM   
BillRunacre

 

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quote:

ORIGINAL: stockwellpete

Sorry Bill. I think this was a false alarm. I have just checked this and the Artillery shells in the vanilla game are shown as 5(7) and in my mod are shown as 5. This is how it should be.



That's good, thanks for confirming!

< Message edited by BillRunacre -- 3/24/2021 2:15:03 PM >


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RE: Combat Target Data . . . - 3/24/2021 3:06:01 PM   
stockwellpete

 

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quote:

ORIGINAL: BillRunacre

When the 1914 campaign begins, any trenches that are dug (except in some resource hexes) have a maximum entrenchment of 1, and this rises with Trench Warfare research.

So if you were to increase this to say 2 then you are increasing the effectiveness of all trenches.

Nothing else necessarily needs to be adjusted, the only way to get to where you want things to be is to adjust, test, adjust again until things are close as they can be to achieving your desired settings.

Note that Trench Warfare research gains are hard coded, so if you do want things to progress throughout the war in a different way you might need to tie in changes with other techs that aren't hard coded, e.g. with the automatic ones.


With the campaign open in the Editor, go to:

Campaign -> Edit Country Data -> Edit Research -> Advanced -> Upgrades -> Automatic Increments

And then play around in there, using the Apply Data button in the bottom right to make any changes apply to as many countries as you want them to.


Thanks Bill for this. I will have a look.

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RE: Combat Target Data . . . - 3/24/2021 3:13:02 PM   
stockwellpete

 

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I have changed the title of this thread to Basic Infantry Mod to match my other one called Basic Artillery Mod. They are both addressing the same issue of artillery being overpowered (in my view), because I believe that field artillery is effectively being counted twice. In this Mod artillery will be as in the vanilla game and Infantry will be tweaked to make their defensive capabilities stronger. This represents the removing of field artillery "firepower" from Infantry units and having it reside solely in the Artillery units, of which there are about twice as many as in the other Mod.

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RE: Combat Target Data . . . - 3/26/2021 9:45:49 AM   
stockwellpete

 

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I am experimenting with the unit stats at the moment before looking at the other suggestions Bill has made. I have taken away the De-entrenchment capability from infantry completely and added a small Demoralisation effect instead. The interesting thing is the values for Hard/Soft Attack/Defence can be changed by 0.5 rather than 1. So it does allow a bit of scope for the modelling of the various nation's units. So German Infantry Corps Hard Defence can be set at 4.5 to represent their superior defensive capabilities, whereas the UK and French value can be set at 4 (I have increased Hard defensive values for everyone from 3 to 4 to begin with as I believe the attackers generally have too many advantages in the vanilla game).

I have done other things like reduce the Italian Hard attack value from 4 to 3.5 and Soft attack value to 4.5 (also done this for Belguim, Bulgaria, Greece, Ottoman Turkey and Romania); increased the USA Hard attack value to 4.5, but reduce their Hard defence value to 3.5; and increased the UK Anzac Hard attack value to 5.5.

< Message edited by stockwellpete -- 3/26/2021 9:46:44 AM >

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RE: Combat Target Data . . . - 3/28/2021 3:26:20 PM   
stockwellpete

 

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Very interesting experiment this is with the Hard Defence values increased to 4. You might think it would lead to greater stalemates across the map, but it doesn't seem to. There are a lot more of 3-3, 3-4 and 3-5 results, which can leave attacking units open to counter-attack on the next turn if they do not breakthrough and the defending army has fresh units in reserve.

Removing the automatic de-entrenchment for infantry and allowing artillery to de-entrench from the start of the game also retains a reasonable balance. At the moment I have reduced Shells to 2 at the start (plus one for each Logistics Tech level) going up to a maximum of 5. I am going to further experiment by giving Austria-Hungary, UK, France and Russia 1 artillery piece at the very start of the war and I am going to reduce Logistics Tech to 1 for any nation currently starting at 2. I am also going to increase the number of artillery pieces available in the game (because infantry no longer automatically de-entrench).

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RE: Combat Target Data . . . - 3/28/2021 3:57:41 PM   
The Land

 

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This does sound like an interesting experiment! This approach also opens up the potential for a late-game 'stormtroop'-type infantry unit which does de-entrenchment (reflecting infiltration tactics, flamethrowers and the like), which would make a bunch of people very happy.





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RE: Combat Target Data . . . - 4/1/2021 9:02:05 AM   
stockwellpete

 

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quote:

ORIGINAL: The Land

This does sound like an interesting experiment! This approach also opens up the potential for a late-game 'stormtroop'-type infantry unit which does de-entrenchment (reflecting infiltration tactics, flamethrowers and the like), which would make a bunch of people very happy.






Yes, that would be very interesting to do.

The other thing I am starting to ponder is whether it is possible to model "manpower limits" a bit better, particularly in the later game. One possible way I have thought of is to untick the box "Reformable" so that units cannot be repurchased at a discount. Instead, if you lose them they are gone for good. I am not sure about this yet, but it is a reasonably simple thing to try. It may also involve adjusting the Build Limits as well. Armies did not continue to get bigger throughout WW1. In fact, they generally got smaller.

But, now I have increased the Defence values for all Hard units, and I have increased the likelihood of cavalry units to withdraw from losing combats, I think unticking the Reform box might be worth an experiment. The other thing I want to test is increasing the Defence values by +1 more than I have done already. So that losing a unit is a bit more of an event, rather than players losing 2 or 3 Corps a turn and not batting an eyelid because they have inflicted similar losses on the enemy. Maybe I can increase the loss of NM when this happens too (the effect of a military disaster being reported in a nation's newspapers).

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RE: Combat Target Data . . . - 4/1/2021 9:54:42 AM   
BillRunacre

 

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The NM loss is on a 1-1 exact ratio to the MPP cost of a unit, so it could be made more important in relation to a country's National Morale by increasing unit costs (and income too), but this would require some significant testing to get right.

Particularly as higher income levels provides more MPPs for research and diplomacy too, which may require changes there too.

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RE: Combat Target Data . . . - 4/1/2021 10:27:29 AM   
stockwellpete

 

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quote:

ORIGINAL: BillRunacre

The NM loss is on a 1-1 exact ratio to the MPP cost of a unit, so it could be made more important in relation to a country's National Morale by increasing unit costs (and income too), but this would require some significant testing to get right.

Particularly as higher income levels provides more MPPs for research and diplomacy too, which may require changes there too.


OK Bill, thanks. It is a while off before I start experimenting with this. You can end up testing too many variables at once and then you end up with a confused picture. But at the moment I am liking the effect of increasing the "hard" unit defence values by +1 and decreasing the "hard" unit attack values (for the weaker nations only) by 0.5.

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