A major challenge? Surely fighting the war should be the challenge :rofl:
It will be... once I know which war it is I'm really fighting? :wacko:
A major challenge? Surely fighting the war should be the challenge :rofl:
World War 2...It will be... once I know which war it is I'm really fighting? :wacko:
World War 2...
How much stronger and easier? The leaders experience being 5 or 2 or whatever has little difference, IMO you are grossly over-exaggerating its effect. I agree that promoting leaders should cost 1 experience but I fail to see how it not being so at the moment effects the game as dramatically as you claim.I was so looking forward to the challenge of THIRD REICH. Guess I blew my lid when I realized how much easier, and stronger, the human player now is with this "no penalty leader promotion".
Commander, listen to Mr_B0narpte. If I were you, I'd start a TRM game as Germany, choose "Bring 'em on!" after invading the USSR and then worry about the Soviets knocking at the Reichskanzlei - you'll forget in no time the leaders' skill issue!
I would advice doing that if you haven't done so, unless you really want to dive into the deep end and go for TRM straight away.Thought I was taking Mr_B0narpte's earlier advice that probably good I do Barbarossa first on 1.07 before up scaling the ante to achieve pleasurable defeat.
Third Reich Mod gives massive bonuses to the Allies, especially the USSR and USA. It has reduced much of the infra in eastern Poland and much of the USSR's territory in Europe to re-create the logistical difficulties Germany had during its invasion (which is much better simulated when compared to vanilla AoD IMO). If I were you I'd leave the leader files alone unless they are causing you some (unnecessary) grievance.But I have a problem – just starting back again and all that. There are a few things I never learned right the first time I was here. (Aside from being nice in Forum.) I mean technical things. So, please enlighten me. What the heck is TRM? I’m gearing for THIRD RIECH AAR. As you can see, I had to first learn installing, unpacking, screen shots, etc. Maybe I should add editing the leader files… but I'm deathly afraid I’ll kill my game if I do more than just look at them!
How much stronger and easier? The leaders experience being 5 or 2 or whatever has little difference, IMO you are grossly over-exaggerating its effect. I agree that promoting leaders should cost 1 experience but I fail to see how it not being so at the moment effects the game as dramatically as you claim.
I would advice doing that if you haven't done so, unless you really want to dive into the deep end and go for TRM straight away. Third Reich Mod gives massive bonuses to the Allies, especially the USSR and USA
Are you saying it's illegal to stack 12 panzer divisions? :laugh:Yah, 12 over-stacked panzer divisions are probably better than 9 legally stacked ones. I suppose somebody would know which is stronger as it can all be calculated if one can read the files.
Reading this it sounds like you really like micro-micro-micro-management Skill has little effect in battle so I still fail to see why it's as important as you claim it to be.My point was, on the crowded Russian Front it is so easy to get oneself into the position of having a good leader that can command 9 divisions and another good leader than can command 3 divisions both in same province - and suddenly needing all 12 divisions together to succeed. But - with the overstack penalty on the 3 divisions it is a painfully wasteful battle. And promoting the one guy to Field Marshal decreases his skill by one. Worse, maybe one can't even promote him because one is already in battle. So one suffers the consequences of one's less than perfect preparation or anticipation of events unfolding.
But now, just promote way more leaders than one normally would because there is no loss in skill, and one will never be in a leader command bind. Sure, lower leaders gain exp faster, but any leader Skill 5 promoted to Field Marshal (who now still has skill 5) is way better than same leader promoted to General with a loss of a couple skill points, because by the time he has earned his 200 exp to reach skill level 5 again the war will be over. And, he is still only a General.
Stacking, and avoiding over-stack penalties, is significant to battle success because that lets you mass strength. One could do it before, but only with significant skill loss to make the required promotions. One did it most sparingly trying to get the exp first to support the promotion with losing skill. It all involved considerable planning, organization, timing between battles for gaining experience and necessary promotions as the size of one's army grew. Seems all that wonderful thought that went into it before is not needed now.
Again with the micro-micro-micro-management. I don't see why a player would want to make a "big impact" on something that "may not be a big effect on the game balance".I mean, why not simply get rid of all the Old Guards too? I would support that only because – without them – one can find any leader twice as fast. But in reality – while the lesser skill that Old Guards gain may not be a big effect on the game balance – they certainly have a very big impact on the human player, don’t they? I hate them, and that exemplifies just how effective they are to maintain game balance by giving the human problems to solve. It is with great choice that one uses up all their Old Guards just to get them out of the leader listing. Not really a great difference in total game mathematics, but a major effect on the human to cope with them. They are an absolutely brilliant idea. And this new leader promotion without penalty is the exact opposite.
Maybe some sort of unquestionable belief in the "HoI Bible" explains your extreme over-emphasis on this leadership promotion issue.I really think the people responsible for that should read again the manual for its discussion about leaders. In many ways, that manual was written in stone regarding the brilliance designed into this game. It is a Bible, and it rules should not be changed lightly.
I’m all for game development, but maybe they should be trying to develop what the game has so far failed to do – but the HoI Bible states it should be this way (like supply depots that one can set up convoys from is just one example).
AoD is a computer game, therefore understanding the "mathematical effect" is pivotal to "perfect preparation". Leader promotion may have been a "major game consideration" for you, but it has never been for me (even in HoI2), it just comes down to personal opinion.You are right, the leader change does not have a big mathematical effect on game results, but it certainly had a major effect on human interaction with the game. It is on par with many other aspects of the game, such as getting intel by building up spys, choice of order to tackle techs, and even decisions like build 12 INT and 4 FTR, or 16 INT (and hope I can build the FTRs eventually). Leader promotion was a major game consideration, which is gone.
AoD is just a game, don't get me wrong; it is a great game. But no game is worth getting emotional over :wacko:Where can I go to cry? :sad:
Are you saying it's illegal to stack 12 panzer divisions? :laugh:
Reading this it sounds like you really like micro-micro-micro-management Skill has little effect in battle so I still fail to see why it's as important as you claim it to be.
Maybe some sort of unquestionable belief in the "HoI Bible" explains your extreme over-emphasis on this leadership promotion issue.
AoD is a computer game, therefore understanding the "mathematical effect" is pivotal to "perfect preparation". Leader promotion may have been a "major game consideration" for you, but it has never been for me (even in HoI2), it just comes down to personal opinion.
I really don't know what effect skill has on a battle. It has absolutely zero on movement. Winter guys don't go faster thru the snow. Why would I not be surprised if same "no effect" applies for combat. But the point is, it sure makes the game harder to play if one devotes one's time to trying to get as many winter leaders on as possible just because the map turned white.
AoD is just a game, don't get me wrong; it is a great game. But no game is worth getting emotional over :wacko:
Obviously I havent played enough 1.07 since I had yet to notice this leader promotion no loss of skill change for the human player. I have been relying on autopromotions, which seems easy to orchestrate now. Now is this thread about autopromotions or manual promotions or both?, guess I need to go back to the start. I agree with (mostly?) everyone that this was an unnecessary change to something that wasnt broken, so don't fix it. A leader level is only worth 5 points in combat (did it use to be higher?), but still, I was happy that the hapless AI had this small advantage.
I use winter specialast whenever applyable. They are quite usefull. One skill point gives 2.5%. One regular trait like offensive doctrine gives 5%. Winter specialist gives 20%-points.
Obviously, my point of view goes far beyond the new change with leaders having no skill loss when promoted. The counter point is that it doesn't matter because the mathematical modifiers are nearly negligent regarding higher skill, or specialty.
I just now took off my panzer logistics guy on a stack of 12 ARM, and supply consumption increased 0.35 of one supply.
Correct me if I am wrong, but I think 1 IC build 10 supplies, so my dedicated micro-management of selecting leaders results in a saving of about 1/30 of an IC.
Getting back to my concept of the Manual being the Bible for the game, I state that whoever wrote that manual was a genius.