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von_Manstein11

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After logging about 500 hours of game time over the past two years my group finally made some changes and tested it through 2 full games. I was told to post them here to discuss and possibly have input on them.

  • Light Armour speed to 20km/h and increased air vulnerability to 20
  • Armour speed to 18km/h and increased air vulnerability to 20
  • Mechanized speed to 16km/h and increased air vulnerability to 18
  • Motorized Infantry speed to 14km/h and increased air vulnerability to 16
  • Cavalary increased air vulnerability to 12
  • Reduced Infantry air vulnerability to 10
  • Reduced specialist infantry (para, marine, gar, mtn) air vulnerability to 8

The main logic behind these changes were to remove the Motorized infantry speed boost that allowed them to overrun retreating armour or any other mechanized units and gave them an insanely unfair advantage for exploiting a breakthrough that is supposed to be reserved for Armour and Mechanized forces. It was also found that it was unrealistic to allow mechanized units such high air defense since they rely on very heavy equipment and are easier prey for bombers, coupled with the fact that the marching times are significantly reduced and are exposed to bombing for such short times. Since these changes, armour has regained its edge as the leading spearhead units, air power can interdict and do damage in combination with the ground forces and infantry march slowly enough to still be wiped out by air power over a few days of bombing.

  • Cut all Nav bomber ranges in half and +1 Naval attack to the base models
  • Changed the CAG models to more closely represent the proper year FTR models
  • Changed AA to reduced air vulnerability more gradually.

Carriers were previously too weak vs. Air power since each Carrier is supposed to have upwards of 60-80 Ftr on board or close to a full air division, seemed strange that a couple Navs could come in and sink 2-3 carriers per sortie when those carries would have hundreds of fighters between them to counter the threat. It was also found unreasonable that a single wing of Navs would be able to travel 1,500-2,000km and sink entire clusters of battleships or carriers so it was reduced in range to represent the need for air escort.

  • Changed the passive upgrade time from 2 years to 5 years.
It was too easy for the USSR specifically and any other nation with a starting army of any size to freely upgrade their armies before war (Soviets can convert all Cav to Arm by 1938) giving them an unfair edge. By changing it to 5 years, IC needs to be spent to upgrade in any realistic time frame.



Discussed but not yet made changes


Change the experience accumulation rate for leaders and land divisions. Casualties are incurred typically at a rate that all units get bogged down at the mobilization level of experience. By increasing the rate of gain, it would allow divisions in constant combat to retain an advantage over new units by being able to weather the attrition since real life divisions would inherit their traditions through practical experience.

We have also discussed making the repair time and cost closer to 1.0 (maybe 0.8) so its not so easy to upgrade and repair units that have been decimated, it would also bog down nations economically who have incurred heavy battle losses and prevent nations from continuing to expand its military after taking heavy losses.

Change the combat modifier with experience to something closer to the Vanilla game of 1:1, so elite and experienced formations would perform noticeably better in combat like SS or Guard formations historically.



Open to any comments, questions or criticisms.
 
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macgregor2150

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This sounds fantastic. I'm savoring an opportunity to play with enough players to limit the AI with dedicated players. So this is essentially a mod you play?
 

von_Manstein11

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This sounds fantastic. I'm savoring an opportunity to play with enough players to limit the AI with dedicated players. So this is essentially a mod you play?
All the changes are in the DB folder under the Full Mod, we just place ours in that folder to overwrite the base game details.
 

Nick3210

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Yes, each serious multiplayer community has its own special multiplayer mod. Vanilla is really bad choice for multiplayer.
 

macgregor2150

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Yes, each serious multiplayer community has its own special multiplayer mod. Vanilla is really bad choice for multiplayer.
Sounds good? I guess they're all private groups the Darkest Hour community as a whole doesn't get to see.
 

macgregor2150

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While it could be improved by better graphics, they're not essential to the game's development. I like what the new E3 map offers in extra provinces. Perhaps some new, more specific types of terrain could be added. For me it would be nice if I could zoom in just a little closer. Perhaps ongoing battles could be displayed on the map at least with a symbol. Perhaps terrain could be more like HOI4 only it doesn't have to be quite as detailed.

I don't understand the EU4 style sprites(or maybe sprites in general). I like to see nice square NATO-style counters, perhaps with some info on them. Call me old-fashioned.

Extra colors and perhaps a sprite could be used to show variation to weather conditions, as well as terrain.

Missions could be a little more varied and detailed such as bombers a bit more to allow higher/lower altitude bombing and varying risks and rewards. Perhaps add CAG units.

Tech trees could be extended for longer timelines.

The economy, diplomacy, intelligence, and tech I wouldn't change a bit as I think they are brilliantly simple. There needs to be a better way to find players and setup multiplayer games. The means to PLAY multiplayer games is there, just not the means to setup PLAYERS.
 

InfArmMot

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Dec 18, 2018
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Very helpful, thank you.

Q: can one just change the values of in the DB folder, or is it necessary with a special program, to do so?
Sorry, total noob in modifying.