Lothos wrote: ↑Fri May 26, 2023 11:27 am
Canada, South Africa, India and Australia all have HQs
Germany has had this restriction since I made the mod. IMO it makes sense for this since it is an all or nothing. The issue if I turned it on is all minors can then be attached to the UKs HQs which is not right. I will give this more thought and maybe it will be a UK only ability that they can attach their minors but no one else can.
But remember minors HQs can not attach majors to them nor other minors (I believe).
I'm not aware of AUS or NZ or Indian HQs in WiE TRP.
For WiE TRP are the AUS, NZ and Indian units that show up due to events (Rush reinforcements to Egypt, Iraq Coup) designated as 'Minors'? They appear to be UK units in everything except their name?
Having the UK attach their own minors is fine, as it is a bit silly seeing the French North African minors attached to UK HQs in OCB/Duedman's replay... but honestly, I don't think that would occur very often, and I have no problem with FR HQs attaching FR minor units. I also don't think that's the wisest play to make use of either so 'meh' in that case.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Duedman wrote: ↑Fri May 26, 2023 11:59 am
I fear I found a major bug.
In my match vs OCB rough terrain seems to have no movement penalty. See the screenshots.
I fired up a vanilla 1941 campaign and there was no such issue.
It is not a bug (forest only), the problem is that rough terrain penalty is a global setting meaning all units suffer the same penalty.
Infantry is not suppose to suffer a penalty when going through forest. So I had to choose either have infantry suffer a penalty to move in forest with or have everyone not have a penalty going in forest.
I chose to make forest 1 movement point for everyone.
Unfortunately their is no way to assign movement penalty for terrain by unit type.
Lothos wrote: ↑Fri May 26, 2023 11:27 am
Canada, South Africa, India and Australia all have HQs
Germany has had this restriction since I made the mod. IMO it makes sense for this since it is an all or nothing. The issue if I turned it on is all minors can then be attached to the UKs HQs which is not right. I will give this more thought and maybe it will be a UK only ability that they can attach their minors but no one else can.
But remember minors HQs can not attach majors to them nor other minors (I believe).
I'm not aware of AUS or NZ or Indian HQs in WiE TRP.
For WiE TRP are the AUS, NZ and Indian units that show up due to events (Rush reinforcements to Egypt, Iraq Coup) designated as 'Minors'? They appear to be UK units in everything except their name?
Having the UK attach their own minors is fine, as it is a bit silly seeing the French North African minors attached to UK HQs in OCB/Duedman's replay... but honestly, I don't think that would occur very often, and I have no problem with FR HQs attaching FR minor units. I also don't think that's the wisest play to make use of either so 'meh' in that case.
They are in TRP World
The units that show up in Europe that represent them are actual UK units and not actually Australian etc...
Ok after watching Duedmans MP game with Balthazor and other notes I took my patch notes are up to
- (Bug) Fixed weather zone in hex(s) 150,80 and 154,78
- (Bug) Text issue Change Von Rippentrop to Von Ribbentrop
- (Bug) UK Warsprite renamed to Warspite
- (Bug) Saudi Arabia Partisan in wrong hex 239,134 moved to 238,136
- (Bug) Text issue "USSR Mobilizes Reservers" to "USSR Mobilizes Reserves"
- (Bug) Bandar Shahpur, Persia, fixed so you can disembark into city
- (Bug) Oslo Batteries Decision (643) will now execute properly to damage German Units
- (Bug) UK, Pacific War Defenses was not firing properly had the wrong Decision ID changed from 111 to 112
- (New) Major Powers can no longer attach minors to their HQs
- (New) Poland add some Secondary Supply Sources and Danzig is a Primary Supply Source
- (New) Vichy can no longer be manipulated with Diplomacy
- (New) Most Minors will no longer be able to transport troops
- (New) Max Shells for all artillery changed to 1 (you get +1 when you research Artillery Tech)
- (New) Rocket Artillery will no longer De-Entrench
- (New) Heavy Artillery (and SP) De-Moralization lowered by 15
- (New) Heavy Artillery (and SP) De-Entrech is capped at 1
- (New) Germany can't build Strategic Bombers until July, 15 1940
- (New) Romania, Tactical Bomber Cap changed from 0 to 1
- (New) Rail-gun Range changed from 3 to 2 you will get it back to 3 with Artillery Tech
- (New) Vichy France changed from not cooperating with anyone to cooperating with supply
- (New) Canada can't build Maritime Bombers until January 1st 1941
- (New) Artillery (& SP), Medium Bombers will no longer De-Entrench in Fortified towns, Fortresses or Major Fortress
- (New) Rail Gun & All Bombers will no longer be able to damage resource points in Fortified towns, Fortresses or Major Fortress
- (New) UK, Decision 111 Home Guard will give the Garrison units immediately instead of only when Germany invades
- (New) Engineers, when attacking increased De-Entrench from 1 to 2
- (Map) Strasbourg turned into a Fortified Town (162,85)
- (Map) Added label to hex 161,83 (Saar)
- (Map) France added Secondary supply to Strasbourg (162,85) & Mulhouse (162,87)
- (Map) Malta & Gibraltar changed from Fortified Town to Major Fortress
- (Map) Sevastopol changed from a Fortified town to a Fortress
- (Map) Tobruk (194,122) is a Secondary Supply Source for Libya
- (Map) Renamed Cuxhaven to Brunsbüttel (164,71)
- (Map) Added a German Port to (163,70) Blocks Kiel Canal
_ (Map) Renamed Port to Hamburg Port (163,71)
- (Map) Fortified Town Max Entrech increased from 3 to 6
- (Map) Fortification Max Entrech increased from 3 to 4
- (Map) Axis Raid points added to South Africa near Cape Town
- (OOB) Poland increase strength of most units to 10
- (OOB) Poland added General Kutrzeba to the map
- (New) Artillery (& SP), Medium Bombers will no longer De-Entrench in Fortified towns, Fortresses or Major Fortress
Q: I presume that FTRs and TAC bombers (at Ground Attack 2 where they get the ability to de-entrench) are included in the above.
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I worry that adding regular ENG built Fortress hexes to the list of 'no de-entrenchment by ART or Air units' is a bit of an over correction (even with ENG's new offensive ability).
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Malta may be impossible to take out. I know you can still knock the supply down (via Naval fire and Rockets after Tech 1 is reached), but without being able to De-entrench (short of throwing Amphibs at it), I'm not sure you'll be able to knock it out. It certainly makes it an extremely expensive and time consuming endeavor to even try.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Taxman66 wrote: ↑Fri May 26, 2023 11:10 pm
- (New) Artillery (& SP), Medium Bombers will no longer De-Entrench in Fortified towns, Fortresses or Major Fortress
Q: I presume that FTRs and TAC bombers (at Ground Attack 2 where they get the ability to de-entrench) are included in the above.
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I worry that adding regular ENG built Fortress hexes to the list of 'no de-entrenchment by ART or Air units' is a bit of an over correction (even with ENG's new offensive ability).
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Malta may be impossible to take out. I know you can still knock the supply down (via Naval fire and Rockets after Tech 1 is reached), but without being able to De-entrench (short of throwing Amphibs at it), I'm not sure you'll be able to knock it out. It certainly makes it an extremely expensive and time consuming endeavor to even try.
Regular Fortifications are not on the list (those are the ones Engineers build)
Fighters and Tactical Bombers were not included, error on my part as I forgot they get de-entrench
This change only effects specific points which are
- Gibraltar (suppose to be almost impossible to take)
- Malta (suppose to be almost impossible to take)
- Singapore
- Maginot Line
- Sevastopol
Note the Engineers de-entrenching is historical and has been incorporated into other games such as World in Flames. Now they won't all automatically be used to build forts.
Elessar2 wrote: ↑Fri May 26, 2023 11:28 pm
Note the Engineers de-entrenching is historical and has been incorporated into other games such as World in Flames. Now they won't all automatically be used to build forts.
Ah I think having engineers to have another role other than just diggers is good. Its been requested before. Think of American 'Seabees', or German 'Pioneers'.
In Gary Grigsby's War in the East, German Pioneer detachments (to a division) help breach Soviet entrenchments and fortified lines.
Also like the additions that Lothos has made to the future change log.
Yeah in future episodes both Duedman and I mention things flavor wise or practical that may be desired. We are not game designers though...
Case in point adding Raid hexes off Cape Town. Yes this widens the scope for the sea war. A dangerous place for U-boats to go perhaps, but a damned nuisance to a stretched thin Royal Navy, as it should be
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There is an AI UK sub (in silent mode) sitting in the Adriatic sea for multiple turns and is not taking damage.
Is there a bug, or is there a random chance it won't take damage?
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
There is an AI UK sub (in silent mode) sitting in the Adriatic sea for multiple turns and is not taking damage.
Is there a bug, or is there a random chance it won't take damage?
AI does not suffer damage in the Adriatic sea. It's human only because the AI won't try and rush the Italian navy.
The Maginot line should be tougher (not sure how much until we can test) just because of the ART nerf (only Hvy ART can de-entrench, with lower demoralization and fewer shells).
However you can also increase the defensive stats (Hard, Tank, Lt. Armor and maybe vs bombers) of either Pill boxes, vand/or defensive terrain boni of the various fortress/fortified town hexes.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Taxman66 wrote: ↑Sat May 27, 2023 3:28 pm
The Maginot line should be tougher (not sure how much until we can test) just because of the ART nerf (only Hvy ART can de-entrench, with lower demoralization and fewer shells).
However you can also increase the defensive stats (Hard, Tank, Lt. Armor and maybe vs bombers) of either Pill boxes, vand/or defensive terrain boni of the various fortress/fortified town hexes.
Yea I did that but making Fortified Cities the same as a Fortress, has a huge defense bonuses against all armor types and a small increase against planes.
Once the Capital falls a surrender roll is made for the minor at the end of the turn; and each subsequent turn of the same side (e.g. Poland on the turn Warsaw is taken and every Axis turn thereafter until it surrenders).
I believe it is 5% cumulative chance for each land or air unit the minor still has on the board to avoid surrender, but I might be off on the exact % chance per unit. For example if the minor has 7 land/air units remaining on the map at the end of the turn when the Capital falls there is a 65% chance the minor surrenders and 35% it will fight on.
Note: I think Turkey may have a secondary Capital iirc, not sure if any others do.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
You could use a surrender script once Warsaw has fallen and there are less than x Allied units within vicinity of Warsaw. I wouldn’t make the capital the only one or you could have Germany ignore everything else.