Hi again,
We've tested your mod in multiplayer mode for around 5 nights now (and we're still testing it).
So i would like to post some issues and comments:
1) Stability
This mod is very stable. We encountered 1-2 Crash to desktops every night (playtime usually is around 4-8 hours). This is absolutly normal and nothing special, as this happens in the vanilla game too. great job!
2) Random Events
Some random events do trigger for ALL Players, even if they only should affect one nation. For example: "the private companies invent a new product" or "new trucks" or "new spies" or "dismissels of the mines". I think this is a bug and not coincidence. Best thing was, when one player (scandinavia) had the same event as Italy, that gave him the option to raise infrastructure in 3 italian provinces (as scandinavia!)... :wacko:
3) Z-Plan
Z-Plan (building of german fleet through events) works perfectly in single player games, but in multiplayer only the initial events do trigger (think 316039 and 316040), but the follow up events don't fire (316105, 316106 and so on). I've choosen the same option as in single player game (yes to Z-Plan and building mostly submarines). Seems to be a multiplayer game issue. Don't know where the problem is about those events not triggering.
4) Western Front - Eastern Front Events
There is an event for the handling of the western front if you play as germany, that gives you the option to choose if you want to release puppetstates or not and later the option to create Flandern & Wallonia. This event is great and works fine. But there is no such event for the eastern front. We beat SU and bitter peace event has triggered, but no event to create puppets has fired so far.
I would suggest to write such an event for eastern front too, because there are many puppetstates that could be released (Ukraine, Whiterussia, Armenia, Georgia, Lettland, Latvia, Estland...) Such an event should sleep events like "kiev sector loss", because if you create a puppet state as germany by will, then you don't "loose" that area, you give it up, because you WANT to give it up.
5) GB surrenders
We conquered mainland of GB completly and around 2/3 of the african provices of GB, but no GB surrenders event has fired. I checked the event files and only found the original surrender event of GB, but that event only triggeres IF USA isn't at war with GER.
2 Suggestions:
a) Write or adopt a GB surrender event like the one from SMEP. That one is very good, works fine and without bugs and is very realistic (freeing puppets like India of Iraq, giving much of the colonies to italy and japan, installing a right-winged government in england and so on). Maybe you could have a look at this event in SMEP and use it for your mod. Would be a good thing i think.
b) i started our multiplayer game in singleplayer mode and triggered event 13 (GB surrender event) manually... The outcome wasn't very pleasing for me, because then i had peace with USA too and India was released as a fascist nation, but because i had conquered almost all of their provinces, only 3 provinces were released (the last 3 ones, that i havn't conquered at this point). There should be an event that releases WHOLE India and makes it a puppet of the nation that has conquered it.
SMEP does have such an event: if germany/italy/japan/ussr has conquered india and GB surrenders, then whole India is recreated as a puppet of germany/italy/japan or ussr (or none of those, if they havn't conquered it and it was still british when the GB event triggeres). Maybe have a look into the 'inofficial SMEP for DD' events for this, because they do have a great solution for the India issue there.
6) Fighting the sovjets
Balancing of USSR. I know this is a HUGE issue with vanille as well as almost all mods. Maybe some ideas about this:
In our games the fight against USSR was very thrilling. In the beginning GER was in the defense and had some hard month to fight off the SU Divisions, but then the hard work payed out and it was possible to fight back the sovjets slowly. After some pocket fights, where SU lost around 100 divisions all together (4 big pockets) a breakthrough was possible and after almost 2 years of fighting SU gave up (at this time Leningrad, Moskau, Stalingrad, Baku and Sevastopol have been conquered).
So all together: very good balance!
But: SU had type IV and later type V infantry and type III heavy tanks and was technologicaly very advanced. (fight was from summer 1942 to spring 1944).
The problem is that this isn't very realistic.
SU should be much much less technologicaly advanced as germany in 1942. SU should be a hard opponent to fight against because of its massive numbers of divisions, not because of its technological level.
Solution: Maybe give SU a much bigger penalty to reasearch and an ai script to let them build much more infantry units. I think this would end in a hard fight with uncertain end, as intendet, but in a more realistic way. Much more units, but much lesser technologicaly developed.
Ok, too much text already
Again: your mod is great - we really enjoy playing it!
Please take my points as a constructive critic to improve you mod even more.
Thank you for your work and for reading this long text
Tramis