Once again I am taking the initiative to start with suggestions. Here those of my suggestions, which seem to be still needed.
1)Naval landings could be improved. In a first phase the beach should be the target, here the defender only gets "plain" as terrain (no additional terrain bonus) and coastal forts. A trigger for phase two could be the military battle progress (maybe 70% - defender is defeated 70%), then the terrain value of the province should fully apply for the defender, no more coastal forts, but land forts. The attacker should now ONLY get 33% or 50% of the amphibious landing penalty, because they now have a small beachhead. The aim is to make naval landings easier/more realistic.
2)In HOI1 you could create events without
country = XXX
which were firing nicely once. In HOI2 no longer, meaning such an event will fire for all countries, when you leave out country = XXX. Can you reenable the old state? My aim is simply to have an event that fires and requires no country to exist. Is independent from countries.
3) money should never go negative (e.g. through events), or tech teams should get paid at negative values.
4) Delay after combat: you should be able to give orders to a unit that is resting after combat. E.g. it is 12:00, the unit has to rest until 15:00, then it should be possible at 12:00 to give an attack order to this unit starting at 15:00. It is very annoying always to keep in mind the time, when you can give orders again.
5) Allow
money = XXXX
as trigger for events, it was forgotten.
6) Make "Straits of Gibraltar" and "Öresund" normal sea zones and NO more specials like channels. Suez and Panama channel deserve that status, because they can easily be shut. To shut the Mediterranean at Gibraltar requires ships or giant land mounted guns. The UK closed the strait by basing enough ships there to prevent enemies to go through. When they have no more ships in place, anyone should be able to go through. Or add the option to do that for modders.
7) Create the command
teams_allowed = X [range: 1 - 5]
which could allow in the *.inc files e.g. for Bulgaria to have 3 tech teams available. The aim is to give low IC countries more teams or majors less.
8) Historically the German "Sichelschnitt" was going through Luxembourg, Arlon, Reims and Valenciennes. In game there is the big Reims province you have to take to avoid Namur, that could be split into two provinces, Sedan and Reims. So you can make a "Sichelschnitt" move without going deep into Belgium or France. It is not that much work, just add one province, add the borderline and the name "Sedan" on the map.
9) Second point, teach the AI not to attack with headquarters and not to use armor to garrison beaches. Armor should only be controlled by garrison AI, when at peace or as part of reserves. The HQs are currently often concentrated in one province, but should be spread along the whole frontline.
10) What the game lacks is an increased supply consumption of units in combat or at the frontline. This could be determined by a factor in the misc.txt file and would reflect higher ammunition usage compared to reserve or rear units. Front AI units could use the higher value, Garrison AI controlled units the "normal" value. Even better would be also a factor to multiply supply consumption at war (higher pay). Those two factors could make SC much more realistic. Currently it is far to cheap to have a huge fighting army at war and units are far too expensive (should be cheaper) relative to their maintance cost (should be higher). While at peace they are too expensive (nearly zero ammunition usage, normal pay).
11) An event command like
command = { type = defensiveness which = land when = now where = relative value = -10 }
defensiveness multiplied by 0.9 (-10%), would be a huge help for modders. "Relative" already is there for build_cost. Most needed for
soft_attack
hard_attack
air_attack
air_defense
naval_attack
supply_consumption
Currently "relative" is calculted with model_0, please change that to the actual model, so that model_5 really gets the e.g. 20% discount and not far less, because model_0 is the calculation base.
12) Also the minimum total upgrade cost of 1 IC per unit is annoying. Why no fractional values below 1 IC? There are fractional values possible below 1 IC for building new units.
13) Example German AI has an enclave in Serbia, with no connection to Germany. A human player can strat. redeploy its troops from there, but the AI might turn COMPLETELY braindead for the troops in that area. It might leave huge stacks there and simply forget about them. The AI in general is not able to deal with troops in enclave provinces with no sea connection. So please enable the AI to use strat. redeploy to get the troops through Allied territory. Also is the amount of supplies flowing through allied territory limited and only sufficient to support a few divisions, this should be raised significantly.
14) Currently the counter symbol has an army/navy and seperate airforce part. Why not add a third seperate navy part, so that the counter symbol has the size 96*34 pixel and one symbol for army, airforce and navy?
15) This is an example of the construction AI
AA_batteries = atwar
max_AA_level = 4
AA_provs = {
667 # Buenos Aires
852 # Mardel Plata
851 # Rosario
}
I suggest to SCRAP max_AA_level. and change AA_provs to e.g.
AA_provs = {
667 = 5 # Buenos Aires
852 = 2 # Mardel Plata
851 = 1 # Rosario
}
To assign a special level for a certain province. Much easier and more precise.
16) Add an AI command for the AI files like
supplies = 1000
that forces a country to have a stockpile of at least 1000 supplies.
This is a quote from the 1.2 changed log
- Improved the absolute buildscheme to work more as desired by scripters.
Does not tell me, what you did. I am no scripter, so please give some more details in v1.3.
17) Add a variable to the misc.txt file to limit the maximum sub stack size, e.g. to 2 only.
18) The new v1.2 rule, that naval combat will last at least a few hours should NOT apply to a fleet, that is faster, they should be able to retreat immediately.
19) Create the weather pattern raining + muddy. Currently both exist seperately, but not together.
20) Add a new ai file command for the front and garrison AI.
armor = {
FRA = 0.5
SOV = 0.5
}
This forces the AI to use 50% of all armor units versus France and 50% versus the Soviets. See also 9).
21) Enable the option for modders to reduce/disable the AI use of "offensive" status, this leads to serious supply problems. And the cost of this feature is far to high in relation to its benefit (300% supply consumption for 50% ESE for 30 days).
22) Replace this in misc.txt
combat = {
# Land XP gain Factor
1.0
# Naval XP gain Factor
18.0
# Air XP gain Factor
3.0
# Division XP gain Factor
1.0
# Leader XP gain Factor
0.7
by
# Land Division XP gain Factor
1.0
# Land Leader XP gain Factor
1.0
# Naval Division XP gain Factor
18.0
# Naval Leader XP gain Factor
18.0
# Air Division XP gain Factor
3.0
# Air Leader XP gain Factor
3.0
just ONE more variable and far easier to tune for modders.
23)Add a tag for Sri Lanka, they got independent in 1948.
1)Naval landings could be improved. In a first phase the beach should be the target, here the defender only gets "plain" as terrain (no additional terrain bonus) and coastal forts. A trigger for phase two could be the military battle progress (maybe 70% - defender is defeated 70%), then the terrain value of the province should fully apply for the defender, no more coastal forts, but land forts. The attacker should now ONLY get 33% or 50% of the amphibious landing penalty, because they now have a small beachhead. The aim is to make naval landings easier/more realistic.
2)In HOI1 you could create events without
country = XXX
which were firing nicely once. In HOI2 no longer, meaning such an event will fire for all countries, when you leave out country = XXX. Can you reenable the old state? My aim is simply to have an event that fires and requires no country to exist. Is independent from countries.
3) money should never go negative (e.g. through events), or tech teams should get paid at negative values.
4) Delay after combat: you should be able to give orders to a unit that is resting after combat. E.g. it is 12:00, the unit has to rest until 15:00, then it should be possible at 12:00 to give an attack order to this unit starting at 15:00. It is very annoying always to keep in mind the time, when you can give orders again.
5) Allow
money = XXXX
as trigger for events, it was forgotten.
6) Make "Straits of Gibraltar" and "Öresund" normal sea zones and NO more specials like channels. Suez and Panama channel deserve that status, because they can easily be shut. To shut the Mediterranean at Gibraltar requires ships or giant land mounted guns. The UK closed the strait by basing enough ships there to prevent enemies to go through. When they have no more ships in place, anyone should be able to go through. Or add the option to do that for modders.
7) Create the command
teams_allowed = X [range: 1 - 5]
which could allow in the *.inc files e.g. for Bulgaria to have 3 tech teams available. The aim is to give low IC countries more teams or majors less.
8) Historically the German "Sichelschnitt" was going through Luxembourg, Arlon, Reims and Valenciennes. In game there is the big Reims province you have to take to avoid Namur, that could be split into two provinces, Sedan and Reims. So you can make a "Sichelschnitt" move without going deep into Belgium or France. It is not that much work, just add one province, add the borderline and the name "Sedan" on the map.
9) Second point, teach the AI not to attack with headquarters and not to use armor to garrison beaches. Armor should only be controlled by garrison AI, when at peace or as part of reserves. The HQs are currently often concentrated in one province, but should be spread along the whole frontline.
10) What the game lacks is an increased supply consumption of units in combat or at the frontline. This could be determined by a factor in the misc.txt file and would reflect higher ammunition usage compared to reserve or rear units. Front AI units could use the higher value, Garrison AI controlled units the "normal" value. Even better would be also a factor to multiply supply consumption at war (higher pay). Those two factors could make SC much more realistic. Currently it is far to cheap to have a huge fighting army at war and units are far too expensive (should be cheaper) relative to their maintance cost (should be higher). While at peace they are too expensive (nearly zero ammunition usage, normal pay).
11) An event command like
command = { type = defensiveness which = land when = now where = relative value = -10 }
defensiveness multiplied by 0.9 (-10%), would be a huge help for modders. "Relative" already is there for build_cost. Most needed for
soft_attack
hard_attack
air_attack
air_defense
naval_attack
supply_consumption
Currently "relative" is calculted with model_0, please change that to the actual model, so that model_5 really gets the e.g. 20% discount and not far less, because model_0 is the calculation base.
12) Also the minimum total upgrade cost of 1 IC per unit is annoying. Why no fractional values below 1 IC? There are fractional values possible below 1 IC for building new units.
13) Example German AI has an enclave in Serbia, with no connection to Germany. A human player can strat. redeploy its troops from there, but the AI might turn COMPLETELY braindead for the troops in that area. It might leave huge stacks there and simply forget about them. The AI in general is not able to deal with troops in enclave provinces with no sea connection. So please enable the AI to use strat. redeploy to get the troops through Allied territory. Also is the amount of supplies flowing through allied territory limited and only sufficient to support a few divisions, this should be raised significantly.
14) Currently the counter symbol has an army/navy and seperate airforce part. Why not add a third seperate navy part, so that the counter symbol has the size 96*34 pixel and one symbol for army, airforce and navy?
15) This is an example of the construction AI
AA_batteries = atwar
max_AA_level = 4
AA_provs = {
667 # Buenos Aires
852 # Mardel Plata
851 # Rosario
}
I suggest to SCRAP max_AA_level. and change AA_provs to e.g.
AA_provs = {
667 = 5 # Buenos Aires
852 = 2 # Mardel Plata
851 = 1 # Rosario
}
To assign a special level for a certain province. Much easier and more precise.
16) Add an AI command for the AI files like
supplies = 1000
that forces a country to have a stockpile of at least 1000 supplies.
This is a quote from the 1.2 changed log
- Improved the absolute buildscheme to work more as desired by scripters.
Does not tell me, what you did. I am no scripter, so please give some more details in v1.3.
17) Add a variable to the misc.txt file to limit the maximum sub stack size, e.g. to 2 only.
18) The new v1.2 rule, that naval combat will last at least a few hours should NOT apply to a fleet, that is faster, they should be able to retreat immediately.
19) Create the weather pattern raining + muddy. Currently both exist seperately, but not together.
20) Add a new ai file command for the front and garrison AI.
armor = {
FRA = 0.5
SOV = 0.5
}
This forces the AI to use 50% of all armor units versus France and 50% versus the Soviets. See also 9).
21) Enable the option for modders to reduce/disable the AI use of "offensive" status, this leads to serious supply problems. And the cost of this feature is far to high in relation to its benefit (300% supply consumption for 50% ESE for 30 days).
22) Replace this in misc.txt
combat = {
# Land XP gain Factor
1.0
# Naval XP gain Factor
18.0
# Air XP gain Factor
3.0
# Division XP gain Factor
1.0
# Leader XP gain Factor
0.7
by
# Land Division XP gain Factor
1.0
# Land Leader XP gain Factor
1.0
# Naval Division XP gain Factor
18.0
# Naval Leader XP gain Factor
18.0
# Air Division XP gain Factor
3.0
# Air Leader XP gain Factor
3.0
just ONE more variable and far easier to tune for modders.
23)Add a tag for Sri Lanka, they got independent in 1948.
Last edited:
Upvote
0