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i believe bolted fixed a lot of these things
 

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Bolt, is it possible to mod the unit rates of advance? Right now they move MUCH too quickly through enemy controlled territory. If they could be slowed down, you wouldn't see things like Japan taking 18 "undefended" Chinese provinces in less than 4 weeks.

I would argue that it would be worth slowing the units down even if it affects them also in friendly territory. It would force players to use strategic redeployment. Driving an armoured division on road through a country to redeploy it for an assault is A) VERY bad for the roads and B) VERY bad for the division. It just shouldn't be done.
 

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Someone mentioned something about editing airspeeds on some post in this forum but I can't find it...anyway.

I found Halfing then subtracting 40 from all airplane units max speeds made them much more realsitic.


ATM they are way to fast and travel distances in a couple of hours that no plane of that era could ever do at that speed.

For example with the starting pre-war bomber in the UK (1936) edited this way it now takes 6 hours to fly to the Skaggerak(the sea zone NW of Denmark) and 6 hours to fly back.

Thus a strategic bombing mission with a pre-war bomber takes from start to finish 12 hours at it farthest range....which is close to actual times involved in flying such raids.




I think this is something you should look into...for Bolt v. 1.03 ;)
 
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Bolt did some, but most of his effort I believe was aimed at fixing the build queues for UK, China, etc., that were not correct.

The Bug Fixes sticky thread contains a great many other things that everyone should fix, such as the bad Italian convoy pathing that leads it through Los Angeles.

T.
 

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Rod,

Yeah I was talking about Xtriad's air speed idea. I was just saying I liked the idea. Whatever Bolt puts in his mod is up to him tho. I think he'll think it a good idea tho cause it really is. Make sure Paradox sees it too Xtriad, I think it's a must have myself.

Bravic.
 

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Historically airspeeds of "bombers" in 1936 was between 140mph and just over 200mph. Fighters were a tad higher, but not much.

By 1939 you had bombers with speeds of 160-240 and fighters around 200-280.

I'll look at the numbers in the units files.
 

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Some of the speed values are incredibly overblown in these files, especially the pre-war and basic models of almost all aircraft.

The speed of ground units is 4 for non-motorized and between 8 and 25 for mechanized / armor units depending on the model.

I need to know if these are KPH values or MPH values, I suspect they are MPH.

My initial pass on the data is that it could use some tweaking. Even the ground units, for example, should not be able to make more than 2mph on a zero resistance march.
 

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Originally posted by TMahon
Bolt did some, but most of his effort I believe was aimed at fixing the build queues for UK, China, etc., that were not correct.

The Bug Fixes sticky thread contains a great many other things that everyone should fix, such as the bad Italian convoy pathing that leads it through Los Angeles.

T.

Every single bugfix in the sticky was applied to Bolted HoI, the exception was anything that was specific to a scenario other than the 1936 scenario. There are AFAIK only 1 - 3 of the bug fixes that did not apply to the 1936 scenario, so the vast majority are addressed in Bolted HoI.

Read the version notes on my site which has a specific section called "Bugfixes from the Sticky" which were applied to Bolted HoI.
 

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Yeah I think most if not all the land units movement speeds are a bit too fast....I'm starting to wonder on the ships as well.


Maybe units moving a bit slower will have a positive impact on how the AI reacts to threats..as it will have more time to react to the threat.
 

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Originally posted by xTriadx
Yeah I think most if not all the land units movement speeds are a bit too fast....I'm starting to wonder on the ships as well.


Maybe units moving a bit slower will have a positive impact on how the AI reacts to threats..as it will have more time to react to the threat.

Interestingly, the default unit files have cavalry with a speed of 12 and mechanized units with a speed of 8.

I'm changing this in the next version of Bolted HoI :

Infantry & Militia speeds reduced from 4 to 3
Cavalry speed reduced from 12 to 6 (note, this should prevent the engineer-cavalry overrun phenom)
Marine, Paratrooper, Mountain and other specialized infantry units will remain the same (3 or 4, depending).
 

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ok this is REALLY long so, instead of looking for the answer (lazy :D ) i am wondering, since we started a big mp game, will we be able to continue it if all of the players dl the Bolted patch? :confused:
 

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Hi Bolt,

Great work.

You wrote about reducing cavalry speed to 6 from 12, vs. mechanized units with a speed of 8.

Don't remember how many years ago it was that I read up on the topic of cavalry service in WW2, but as I recall the key attributes that made them any use were the ability to go where vehicles could not go and their operational mobility, thanks to a better ability to stretch or cut loose from their logistical tail (more so for Soviet than European cavalry, it's true).

I don't think the game structure really represents these issues, but I would suggest 8 or 10 to scale to th other numbers. The more important issue that's missing is overstretch for mechanized units--they move fast until they have to slow down or stop for at least more fuel to catch up.

One thing I'm surprised is missing is that long marches don't cause gradual disorganization, depending on the terrain and other factors. That would create a more realistic tempo.

SL



I don't know how you represent this in thSomeone else more current on the subject may have a better view and cites, but IMHO if you cut this it should be to 10.
 

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Originally posted by SilentLawyer
Hi Bolt,

Great work.

You wrote about reducing cavalry speed to 6 from 12, vs. mechanized units with a speed of 8.

Don't remember how many years ago it was that I read up on the topic of cavalry service in WW2, but as I recall the key attributes that made them any use were the ability to go where vehicles could not go and their operational mobility, thanks to a better ability to stretch or cut loose from their logistical tail (more so for Soviet than European cavalry, it's true).

I don't think the game structure really represents these issues, but I would suggest 8 or 10 to scale to th other numbers. The more important issue that's missing is overstretch for mechanized units--they move fast until they have to slow down or stop for at least more fuel to catch up.

One thing I'm surprised is missing is that long marches don't cause gradual disorganization, depending on the terrain and other factors. That would create a more realistic tempo.


The ability to cut loose is represented by cavalry not consuming oil supplies.

Cavalry can maintain a constant speed of about 1.5 times that of a man walking. The horses must stop rest and feed. A horse's normal gait is about twice that of a man walking, maybe slightly more.

Mechanized units can obviously travel much faster and farther without resting. However, they do need to refuel - a factor that I believe is represented by oil consumption in terms of speed.

All told, I believe cavalry speed should be about 7, which with engineers will give them a slightly faster rate of travel than mech units that have no additional brigades.
 

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Originally posted by Bolt
The ability to cut loose is represented by cavalry not consuming oil supplies.

Cavalry can maintain a constant speed of about 1.5 times that of a man walking. The horses must stop rest and feed. A horse's normal gait is about twice that of a man walking, maybe slightly more.

Mechanized units can obviously travel much faster and farther without resting. However, they do need to refuel - a factor that I believe is represented by oil consumption in terms of speed.

All told, I believe cavalry speed should be about 7, which with engineers will give them a slightly faster rate of travel than mech units that have no additional brigades.

I don't know if it is possible short of Johan changing the code, but I think it should be tied to the infrastructure in the province. Motorized, Mechanized & Armor should be much more affected by Infrastructure than Cavalry, especially in non-clear terrain. With very low Infrastructure (10 or less, maybe even 20 or less) plus bad terrain (anything but clear), it should work out to make Cavalry faster. This would replicate the big successes of Cavalry during the war nicely.
 

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Originally posted by Barnacle Bill
I don't know if it is possible short of Johan changing the code, but I think it should be tied to the infrastructure in the province. Motorized, Mechanized & Armor should be much more affected by Infrastructure than Cavalry, especially in non-clear terrain. With very low Infrastructure (10 or less, maybe even 20 or less) plus bad terrain (anything but clear), it should work out to make Cavalry faster. This would replicate the big successes of Cavalry during the war nicely.

I agree with this.

The "success" of Cavalry was in remote areas where mechanized units could not operate effectively.

I also think that infrastructure should have an effect on the movement of supplies from one province to another, and that such movement is needed from core provinces to other provinces to keep forward units in supply. As it is, the ability to upgrade infrastructure generates so very little return for such immense cost, there is no reason to do it really.