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Mod thoughts... - 1/4/2017 9:04:45 PM   
The Land

 

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Just some thoughts on a direction for a mod - mainly for my own reference but comments welcome of course :)

Tech
* Reduce overall effect from tech investment from 5 per turn to 4 (possibly 3?) to provide overall break on tech, which it's currently a bit too easy to rush
* Set Infantry Weapons to be on a 1-5 scale like most other things. Set Germany to start at level 2 not 1. Halve impact of increments to Infantry Weapons tech to compensate. Move some of the Infantry Weapons Tank Defence increments to Air Defence upgrades to reflect the historical role of AA units as AT defence. Issues with doing this - the total investment in infantry will go up (as you can't set a per-point cost increment to less than 5) - may be undesirable by increasing overall infantry cost, but can make base infantry cheaper to compensate; and Russian infantry will never reach parity (as can't increase cap above 5) - this at least is fairly historical (even at the end of the war, the Russian infantry was still worse unit-for-unit than other nations)
* Increase costs of the non-upgrade techs - as there appears to be no way to delay them - Armoured Warfare in particular is too much of an obvious choice for everyone immediately, historically the Allies didn't have any chance of developing this before end 1941.

Units
* Submarines. Reduce max strength value and MPP costs. Increase the base Dive% one notch. Reduce the naval hidden attacker bonus. Currently the submarine war tends to be too concentrated - if submarine units represent smaller "chunks" then the gang-up-on-a-sub strategy has higher opportunity costs. Also, currently, destroyers take painful losses when accidentally bumping into submarines - not historical.
* Generally increase naval spotting ranges slightly/somewhat


Setup & Events
* Split submarine units into 2 or so (consequence of change to counter strength)
* Amend Malta events so that if Malta harbours are damaged, Axis negative supply is less likely to occur - gives Axis historical incentive to focus on Malta (Consequence: AI won't know this, so possibly amend for AI as well?)
* Set up Italian convoy from Africa to Taranto or somewhere. More incentive for the Allies to actually interfere with Italian supply lines. (Historically, this is a bit the wrong way around as it was goods going *to* Africa that was crucial not the other way - but the convoy mechanism doesn't model that)
* Give Italy a Maritime Bomber unit at start to represent significant torpedo bomber etc units that made central Med a difficult place for the British navy - hopefully resulting in more caution from Britain when playing Allies vs AI.
* Turn the Afrika Corps and Brits Mobilise in Egypt events into AI-only helper events
Post #: 1
RE: Mod thoughts... - 1/4/2017 10:02:02 PM   
Iñaki Harrizabalagatar


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Regarding units, my main issue with the game is the Corps/Army system. I think that Assault on Comunism had it right, make the Corps the basic infantry unit for everyone except for the Soviet army, that will have Armies, rnormal, shock and tank armies.

Another issue is AT units, they are rather useless, I would rather have a separated AT tech for inf units.

Then Mech units, I am not sure what they really mean to represent...If you are trying to represent Pzgrn divisions or Soviet Mech Corps or whateve I think statistics should be revised accordingly, and of course they should not be available until 1942.

Finally, Heavy/light tanks. Here we need some clarification, for instance I understand that the date for German Hvy tanks means we are talking about Tigers, but Italian Hvy tanks??? and for the other nations, what is a Hvy Tank?


(in reply to The Land)
Post #: 2
RE: Mod thoughts... - 1/5/2017 1:04:07 AM   
sPzAbt653


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A lot of the above stuff is in the 654H Mod already
http://www.matrixgames.com/forums/tm.asp?m=4192223

Naval Spotting Ranges are a great idea to increase, but as spotting is only calculated after a move, it still creates the situation of moving in increments, although increasing spotting would increase those increments so that we wouldn't have to move one hex at a time. I will consider doing this in 653H.

I haven't messed with Malta because it is sort of 'ok' the way it is. A convoy from Afrika to Italy is an interesting thought worth consideration. Italy starts with three Tac's so I think that poses a good threat to the RN [with Maritime Bombers able to be built].

There is no reason to make the DAK and UK unit events for Afrika AI-only as the player can opt not to take them. I also say this because I have played without choosing them and it is a big pain in the butt for the UK to organize a large convoy from England to reinforce Egypt so early in the game, and a smaller pain for Germany to do it. So I think it is nice for the player to be able to decide.

(in reply to Iñaki Harrizabalagatar)
Post #: 3
RE: Mod thoughts... - 1/14/2017 7:40:03 AM   
johnvmcnichols1973

 

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I agree with several points here.

Mech units? I have played other games where each country had mech units with various attributes, for example, US Mech had high movement values. Germany mech had higher attack and def values. Etc. In this game mech doesnt seem to offer any upgrades. Make Mech available to only a few countries and offer proper value. Maybe for Germans, offer PZG divisions, with higher attack def values.

As far as light/heavy tanks. I think this identifies a bigger issue with minor countries. Why can I buy Romanian, Hungarian etc. Infantry and Tank units and equip them with advanced gear using German Tech? I understand that the games time lenght etc doesnt allow for proper minor country tech research, but come on. Treating minor countries as equal footing to German troops? total historical fail. I would propose cheaper units with less efficient combat values, then spend money to upgrade them.

AT units. Why? This goes back to my questions of Air Units occupying hexes and then defending like Inf units. Yesterday I attacked a hex with a US air unit, I had a German armor unit and the air unit took 2 points damage and did two points damage back. WTF? and it didnt retreat!

Unfortunately I dont understand modification of sprites and I am only learning the editor. So me making my own changes is far off. I love the game and have invested way too many hours in it :) But I look forward to mods.

(in reply to sPzAbt653)
Post #: 4
RE: Mod thoughts... - 1/14/2017 7:58:28 AM   
sPzAbt653


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From: east coast, usa
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Hi John. 653H addresses these issues, except for the Air Unit Defense issue. I can only say that an Air Unit should probably retreat automatically if attacked by a land unit, and I don't think I can do that in the editor. The popular excuse is that Air Units contain ground defense elements, and I can go along with that for this game, but I agree that it doesn't seem right.

(in reply to johnvmcnichols1973)
Post #: 5
RE: Mod thoughts... - 1/14/2017 4:40:37 PM   
BillRunacre

 

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Tank units have very high values for attacking air units, so I would expect that other factors led to the low losses, e.g. supply, entrenchment, HQ support, terrain.

If these don't explain it then please let me know.

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(in reply to sPzAbt653)
Post #: 6
RE: Mod thoughts... - 1/14/2017 10:00:57 PM   
mavraamides


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Joined: 4/1/2005
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quote:

ORIGINAL: Iñaki Harrizabalagatar


Finally, Heavy/light tanks. Here we need some clarification, for instance I understand that the date for German Hvy tanks means we are talking about Tigers, but Italian Hvy tanks??? and for the other nations, what is a Hvy Tank?




U.S. Pershing? Soviet KV-2? UK not sure. Italy no idea.

I know Pershing really a TD but that's just what I assumed.

(in reply to Iñaki Harrizabalagatar)
Post #: 7
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