Originally posted by JRaup
Well, my Para's had the 20 SA, 20 GD, in 1938/39, no brigades (Paras can't have any AFAIK), and at a cost of 25IC. The IC cost seems more than a bit high to me, as my tank units cost 7-10IC less. It might be better to have the Paras cost 18 IC (2xavg INF cost), and take 160 days to complete. Otherwise, they're just not worth the investment either as a unit, or as a tech beyond the general Airborne Warfare tech (to get Improved Ordinance).
On the tank tech front, it took almost 300 days to get the tankettes and Infantry support tanks (which the US should already have by 36), yet in less than 120 days, I was able to get Medium and Heavy tank prototype techs. This is too big a jump to make.
# Tankette Prototype, time = 60
# Tankette (.30 MG), time = 60
# Infantry Support Tank Prototype, time = 60
# Inf Support Tank battalion, time = 60
All IC 6. Maybe lowering (or removing) randomness of research will help? I'll check that.
Paras are costly to balance their power in 1.04. Now, when the rules to this unit were changed, we can safely drop their cost to 18 IC.
Basic para got stats:
Code:
model = {
cost = 25
buildtime = 180
manpower = 7
maxspeed = 3
defaultorganisation = 50
grounddefence = 2
airdefence = 1
softattack = 1
hardattack = 1
airattack = 1
transportweight = 10
supplyconsumption = 1
fuelconsumption = 0
speed_cap_art = 4
speed_cap_eng = 5
speed_cap_at = 4
speed_cap_aa = 4
}
As you see, not impressive at all. From artillery tree they get only 30mm infantry gun as a bonus, then later only recoiless gun plus AA weapons. Now infantry weapons, that's were they excel. I can tweak that a bit, but many people were very concerned by paras unable to defend from the single infantry division. And ALL infantry units got higher stats than in vanilla HoI, thanks to the new techs.
Originally posted by JRaup
On a related note, the attack/defense value changes may effect AIs in an unintended way. From what I was reading of MathGuy's posts, the AI does not rely solely on #'s of divisions for its rations, but Attack
efense ratios as well. The higher Defense values may prevent offensives from happening as the ratios are more skewed. This is just theoretical, but I have seen some oddities in 0.4 that may be a result of this. Something to look into. .
I know - but basic techmod tree had rather too high attack values (most of the new techs were attack oriented). After adjusting the defence (changed stats and static defence doctrine), game started to work closer to the nomal HoI. Still the battles of huge stacks are somewhat extremely bloody - but it was also an issue in vanilla HoI. IMO if the is a problem with lost attack/defence balance, then it's still too low defence values.