swatter555 -> RE: A new mod is coming (5/20/2010 1:24:35 AM)
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ORIGINAL: swatter555 For anyone who is paying attention, I will list the changes I have made along with test results. My intention is to change the flow of the game, make the flow of the game more historical, giving the human player a reason to pause during the winter. In addition, I want to make offensives during good weather more effective. I want the Germans (even the AI) to strike like a thunder clap the first 2 years. To this goal I have changed the action points recieved (which is based on land warfare doctrine). The Germans start a 2 LWD, and most everyone else is 0. The doctrine changes level out for levels 3 and 4, giving the allies a chance to catch up. Change List: 1) Leader Ratings: Changed leaders I thought were too poorly rated. 2) All ship start repaired: I found this annoying, plus makes up for lost PPs due to shorter year. 3) Slovakia surrenders on turn one: What the heck was it doing in there anyway? 4) Attacker losses in airstrikes decreased on average rolls, increased for a bad roll. I might change this back. 5) Airstrike losses greater: Vanilla airstikes don't make any economic sense in most cases. Now they do. 6) Air combat is somewhat more deadly. I wish the AI was up to this, it might not be. A human player could have too much of an advantage with this. Needs testing. 7) Doctrine level and action points: Germans have a great advantage to start. 8) Zone of control penalty reduced for mot and tank: Once again, clear weather attacks will be more effective. 9) Turns per month adjusted to the following: Jan-Dec 2,2,3,3,4,4,5,5,4,3,3,2. 10) Mountain defense doubled. Hill and city defense also increased, but not as drastic. 11) Trenches now build up in increments of 10 for a maximum of 40. 12) Winter battle effectiveness halved. 13) Winter move cost increased 50%. 14) Mud effectiveness and movement changed a little also. These changes should increase blitzkrieg type offensives in good weather and make winters pass with only limited offensive actions. It remains to see the long-term consequences, which I am going to test. Ill keep whoever is paying attention posted. Edit- BTW I tested these changes for a couple of turns so far as the Germans (I am modding the 39 campaign). The offensive into Poland has struck with tremendous force. By the end of the second week, my northern and southern pincers were within two hexes of Warsaw. I have put at least 10-20 divisions in a pretty large pocket. Poland should be finished off in historical time or better. I like the changes so far. Nice to see your efforts, Swatter, especially that you are now threading ground where I was last year. Our minds work in the same way, obviously. I don’t have time for more modding now, and have restricted myself to playing the game. Having some experience with this beast, I will gladly help, however, if you have any questions regarding what I did in ETO. Just a few comments on your changes. When I have no comment, the action is either fine or indifferent to me. Change List: 1) No comment. 2) I did this also. Then it’s much easier to see what units have taken losses. They represent groups anyway. 3) It is possible and rather easy to get rid of Slovakia altogether. Let me know if you like to know how. 4) No comment. 5) Might be dangerous. When the air units reach higher levels, I think they are pretty effective. Changing the combat settings for this might cause problems later on. It may cause the air units to be cost effective and then you will have huge air forces. 6) Really dangerous. A skilled player can easily gain superiority early and keep it in a way that the entire game becomes unbalanced. 7) Good point, but make them keep it also. In ETO the Germans start with a lead and holds it for the duration of the game. UK and USA reach level 4 late, but USSR never exceed level 3. I used 1.50 as a modifier. Creates really scary German units. 8) I lowered the effect for armour, but raised it for motorized units. Gives a more balanced effect. 9) No comment. 10) No comment. 11) No comment. 12) This is what I did also, before I discovered that the reduction benefitted the attacker and not the defender. It’s very problematic to get around. Presently we play with different consts.csv depending on season. 13) No comment. 14) No comment. Keep up the good work! [:)] Thanks for the help! I do know that some of the changes are simply preliminary, but I am liking my changes already in-game. 3) I didn't know how much the nations are embedded in the script, so I just safely take them out. 5) For realism, they still need to be effective early in the game. Maybe to balance it out, I will increase air support losses. 6) Ya, I could see this coming. 8) Ill consider this after some testing. 12) Not a big deal, I can just make movement even more costly if needed. Is this a bug or something? I plan to test out a whole campaign and re-evaluate.
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