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Pioniere

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rwglaub" Pioniere, please organize your files into directories.

Hello I can upload.them and organize them if you like. It was done in a rush my bad.



here they are: http://www.sendspace.com/file/i92bku and with fixed soviet csv.
files for 1.8.beta orginazed.rar
(Click here to start download from sendspace)
 
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Pioniere

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Pioniere

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Titan79

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This is rather a suggestion than actual feedback on 1.08, but I think an important one since many people have asked for something like this in the past.

I was wondering if in 1.08 it would be possible to tell at a glance the actual gain/loss in materials by looking at the topbar. Somebody suggested to add small figures like this "(+2,6)" next to each resource, just like in the production screen, but I think this would be difficult since there's not enough space in the topbar itself.

So what about giving those figures a chromatic code instead? Three shades of green and three of red to make immediately understandable if the player is losing/gaining a tiny 0,2 metal per day or a more significant 6,0.

I'm attaching a sample. My suggested partition (0,1-1,0 ; 1,1-5,0 ; 5,1-...) is just an idea and the ranges can be larger or smaller. Even the colors can be different (e.g. dark green could mean a big gain while bright green could mean a small one).




(by the way, RGB values for the shades used in the screenshot are, from left to right: 51-153-51 ; 85-195-85 ; 96-252-96 ; 204-0-0 ; 255-51-0 ; 248-100-96)
 
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Tegetthoff

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A question from the CORE team:

Is it possible to enable interceptors, multirole and transport_plane to have 1 brigade? This is hard-coded at the moment and can remain hard-coded, but our new air model requires brigades for these divisions, but they are only attachable in the production window if a brigade is allowed IN PRINCIPLE. This would not mess up the vanilla game, as you are not defining any attachable brigades.

Second question from the CORE team:

Can you purge ghost fleets for 1.08?

Thanks

Tegetthoff
 
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bestmajor

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is it possible to activate the death date for leaders in the CSvs? - its broken ATM.


2nd one: if nations send exp forces + a leader to a 2nd nation and these troops are destroyed, the leader of those troops will end up in the pool of the receiving nation and doesnt return to the pool of the country which was sending the troops. (means small states run out of leaders and eg UK is full of Nepalese, South african and whatnot leaders - while those countries have nada after some years).
 

Pioniere

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PB-DK

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suggestions for game balance

Sorry about the following wall of text

General;

Experience for units, the difference between elite units and raw units is only 25%, the effect of putting an elite unit like the SS liebstandarte up against a raw division should be observable not just a minor effect overshadowed by nearly all the other factors

Supply modifier, the same can be said of supply, the OOS modifier is -50 % for being completely out of ammo, food and water... needless to say, any unit that are this low on supplies should not be able to do anything but make a banzai charge so i suggest it be raised to -95%

Supply consumption in combat for land units is currently only 3 times what a division consumes compared to their normal consumption, i find this number to be rather on the low side at least compared to the few supply consumption statistics i have seen and the supply consumption for artillery attacks

Brigades;
enable 6 brigades for all naval units
enable light/heavy radar to be put on light/heavy carriers
CV = capital radar
CVL = small radar

CVL brigade ranges are very small, half of the comparative range for a carrier, it was basically the same aircraft but smaller quantities that flew off the light carriers so upping the range of the CVL brigade to be comparative to the CV brigade should enable the CVL to actually act as a CVL

Militia;
militia is worthless and a detractor for the combat ability of any country using them, they need some boosting to help their defensive abilities, particulary in broken ground where the irregular abilities of the militia can shine to do guerilla warfare

suggestions;
enable all brigades or just enable artillery, antitank, rocket, AA, armoured cars, engineers and police

militia doctrines, volksturm and guerrillas to have +10 org for militia instead of -10 for infantry and stop restricting other doctrines (modern blitz and mechanized waves), it would also have been beneficial to have an earlier militia doctrine to help boost their defensive abilities particular in mountains, hills, forest, jungles and swamps

AI;
ai events for Japan to start pacific build-up in 39 (event 22004) in order for Japan to build up enough carriers for PH and to prepare generally for the war in the pacific

game setup;
Chinese warlords and nationalist Chinese, missing IC and resources to operate the ai feeders to stall and hold the Japanese off since their units cannot be supplied and reinforced, this same lack of ic keeps the warlords and the nationalists as easy walkovers for any human player intend on conquering china as the average ESE tends to be 5-10% for the warlords on their own territory... the nationalists are only slightly better at 10-30% ESE, the smart person here can probably figure out what happens to any army that cannot be supplied...

Chinese forts and fortresses, china has a very long and at times very bloody history, there where numerous small forts and fortresses spread all over china, adding some of these forts and fortifications to the setup helps keep the chinese alive, particularly the (mountain) fortresses of the yuling, datong, Taiyuan, Changzhi and xian provinces where at least partially helpful in keeping the Japanese to the lowlands of china.

the very large and quite a-historic airfields of china are also a very detrimental factor to the destruction of the Chinese capabilities to resist the Japanese as the Japanese air power will devastate the small Chinese quickly

Resources; there are too little resources available globally to supply ANY minor nations while majors can at most double their ic, while historically there should be resources all over the world for at least doubling the world IC tenfold, which should only be limited by infrastructure. China is capable of matching if not exceeding US industrial output today and most of the resources are obtained locally except for rare materials of which they are the world no 1 producer today and wolfram extraction in china was, until the Japanese cut off the exports, one of the largest in the world) and raw oil.
 

Pang Bingxun

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Supply modifier, the same can be said of supply, the OOS modifier is -50 % for being completely out of ammo, food and water... needless to say, any unit that are this low on supplies should not be able to do anything but make a banzai charge so i suggest it be raised to -95%

I am not sure about this. Taking stacking penalty into account one might also think that the modifier is to harsh if supplies for over 3 days are left. And as soon as no supplies are left the unit loses org and especially strength at a quite high rate.

Supply consumption in combat for land units is currently only 3 times what a division consumes compared to their normal consumption, i find this number to be rather on the low side at least compared to the few supply consumption statistics i have seen and the supply consumption for artillery attacks

I think that those numbers are on the high side. And that massive artillery usage tends to use enormous amounts of ammo seems rather plausible.

Militia;
militia is worthless and a detractor for the combat ability of any country using them, they need some boosting to help their defensive abilities, particulary in broken ground where the irregular abilities of the militia can shine to do guerilla warfare

Militia spam is one main reason why china is so weak. If they would build infantery instead it would streghten it quite a lot. Militia uses almost as much IC for money and supplies as infantery but militia offers almost no fighting value, due to stacking penalty it even reduces the attacks a regular divisions.
 

mcganyol

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Good points Evil Overlord. However in AoD (and hoi overall) Asia was always treated as an unimportant theatre.
I agree with your points:
-CVLs must be boosted, as currently i see no point using them.
-Units losing from max supplies should be not a linear modifier in combat factor. IRL nearly all divisions was constantly short on supplies, but they used creatively what they have. Their effectivness wasn't hindered by much until they got _very low_ on supplies. Like in the movie "Stalingrad", 1rifle and 5(!)ammo for 2 soldiers... their effectivness was pathetic of course.
-Imo units involved in combat must use more supplies
I partly agree with those:
-Militas are fine as they are, just their salaries and supply consumption must be lowered (IRL militias was mostly supplied by local population, and often fought for free as irregular "freedom" fighters). Their defensive abilities must be boosted (i prefer positive land unit modifiers for them when defending in urban/forest/mountains). I don't think they should use any brigades except anti-tank (as irl panzerfaust).
-resources... hmmm a hard question, resources were discovered when countries badly needed them. Norway has lots of oil near his coast, middle east too. back in '40 they were not discovered, so they are not available in-game. In fact nuclear power plants ingame combined with synthetic plants means virtually unlimited resources after '46-'47. the only limiting factor is metal production. So either random events should give predefined resources to given provinces (like kuwait's oil), or don't change them at all.

In fact china and the warlords were badly nerfed in 1.07 (1.05 and prior they were much stronger). Just to make it possible the japan ai to advance in china. However boosting japan would have been a better solution. Imo you should really consider boosting japan base ic in a '36scenario by a value between 20 and 40.
 

PB-DK

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I am not sure about this. Taking stacking penalty into account one might also think that the modifier is to harsh if supplies for over 3 days are left. And as soon as no supplies are left the unit loses org and especially strength at a quite high rate.
taking all penalties and modifiers into account, i think and belive firmly that the simple fact that supplies affect both the attacker and defender equally, given the fact that landunits resupply at twice the speed of consumtion unless they are in an area of low ESE and also the simple fact that a division that are in combat rapidly starts to lose effectiveness as front line units will start to run low on ammunition, food and water and further more, in provinces with low ESE bringing supply forward to the units have a major impact on their abilities to operate.

if a unit has no more ammunition, how effective is it in combat?


I think that those numbers are on the high side. And that massive artillery usage tends to use enormous amounts of ammo seems rather plausible.
i actually think that the supply consumtion is very much on the low side probably on a scale of factor 10+ for the difference between a unit in static position and a unit in combat... artillery units in ww1 and ww2 often used several tons of ammunitions in a single day.

http://sturmvogel.orbat.com/GermAmmoPoland.html


Militia spam is one main reason why china is so weak. If they would build infantery instead it would streghten it quite a lot. Militia uses almost as much IC for money and supplies as infantery but militia offers almost no fighting value, due to stacking penalty it even reduces the attacks a regular divisions.

indeed, militia is worthless and detrimental to any country to operate with, long time use of militia will and is a major factor to any country that operates with them.
also, the fact that there is only 2 militia doctrines, both 44 techs and both has a -10 org to infantry rendering them absolutly worthless for any human or ai country to use and a complete waste of time... as you so rightly point out...

if their defensive abilities where increased they might at least give minor (chinese in particular) nations a fighting chance of which they have none at present as they lack the IC to build and support any regular armies
 

Pang Bingxun

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-CVLs must be boosted, as currently i see no point using them.

The way i see it CVL are mainly useful for the UK. The CVL have a higher positioning than CV in their doctrine and CVL are ideal to be combined with BBs. BBs will attack surfaceships, the CVLs will attack subs and increase dectection and airdefence. The USA may use their initially low IC to build some CVL, later the real CVs will be clearly superior. Isn't i meant to be quite exactly like that?

if a unit has no more ammunition, how effective is it in combat?

It appears to be consensus that the unit is almost worthless then. The question is what happens between no ammo and more than enough ammo.
 

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sorry for the delay

China and particular the Yunnan province have been grossly underestimated in the resource, industry and infrastructure department.

the northern part of china did have a good part of rail roads (and other places in lesser degrees) that had been worked on since the 1880's and onwards, mostly funded on loans from the major colonial powers in order to make resources more available and therefore also cheaper for the colonial countries to export, though those rail roads saw a limited success due to much bureaucracy and resistance from local interests they did help to increase the mineral export of the yulling - datong - hohot triangle (pao-t'ou)

the following pictures are from 1983 and 71 respectively, but they do give a good indication as to where the major extraction area's where even back in 36.
china_fuels_83.jpgchina_ind_1971.jpgchina_industry_83.jpgchina_res_1971.jpg

http://www.yunnaninfo.com/en/infomation/profile/metal.htm

so even if the chinese industrial capacity was overall low, they where in no lack of resources at any time... oil on the other hand has never been really abundant in china
 

Pioniere

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