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Re: Feedback on the Icarus Mod

Posted: Fri Mar 31, 2023 5:12 am
by mdsmall
Hi - that could explain the issue. I will try some more game testing to see if that explanation checks out. Also, can you tell me: a) were you playing the 1914 campaign or the 1916 campaign? and b) were you playing against the AI or against a human opponent?

Michael

Re: Feedback on the Icarus Mod

Posted: Fri Mar 31, 2023 6:58 pm
by go_rascals
1914 scenario as Entente vs. CP AI.

Re: Feedback on the Icarus Mod - Surrender issues

Posted: Sat Apr 01, 2023 5:38 pm
by mdsmall
go_rascals wrote: Thu Mar 30, 2023 10:41 pm I have a thought. When I captured Baghdad, Basra was controlled by me but unoccupied. I got the "Entente liberate Mesopotamia" message, but the next turn I got "Mesopotamia moves capital to Basra". In Arabia I passed through Medina but did not occupy it at the end of the turn. The same thing happened as in Mesopotamia. Maybe I have to physically occpy all capitals at the end of the turn?
I have now checked this out doing some hot-seat tests and it is not necessary to end the turn with a friendly unit on an occupied capital in order to liberate it. You just have to move through the hex with a friendly unit to capture it. And I can not think of any reason why those capitals would have reverted to Ottoman control unless the Ottomans were able to retake them with one of their own units.

I'm afraid I will just have to put this down as a mystery for now. If the same thing happens again in another game, do take a screen shot if possible and send it to me via a DM or post it on this Forum. And if anyone else encounters this issue, please post a note here. I truly welcome all feedback and will do what I can to correct any glitches.

Michael

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 6:26 pm
by mdsmall
The following is the first part of a long post from Chernobyl giving feedback on the mod in the "Icarus Mod Version 5" thread above. I am posting my replies to him below on this thread. - Michael
Chernobyl wrote: Sun Apr 16, 2023 6:21 am I don't believe there is a "main" thread for this mod so I'll just post here.

This mod is great!

Here are some thoughts of mine (yes it's a lot, and as always just take what I say as interesting suggestions, not demands!)

- NO SWAPPING MORALE PENALTY -
Removing the morale penalty for swapping units is interesting. The penalty as it exists in vanilla is unintuitive and probably many newer players don't even realize it exists. And more advanced players sometimes perform complex maneuvering of units to avoid the penalty which also looks strange and unintuitive. Optimizing to avoid the swapping penalty is something I don't mind, (it's a kind of puzzle) but it may not be everyone's cup of tea.
As far as the gameplay/balance effects of removing the swapping penalty, I imagine it could make attacks in crowded areas stronger, but it could also make defense stronger too, especially where entrenchment is concerned (you lose only one entrenchment level for swapping into a hex, which could leave you with higher entrenchment than if you walk in). I'm not really sure who it benefits most, so let's try it out.

[/unquote]

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 6:43 pm
by mdsmall
I first eliminated the morale penalty for swapping in order to replicate the concept of reserves coming up to relieve front line troops or to reinforce an attack. With the vanilla settings, I was reluctant to use the swap feature; having eliminated the morale penalty, I really like it. It eases some of the traffic congestion behind heavily defended front lines due to the lack of stacking in the game system. I think it helps both attack and defence. It is especially useful when you want to upgrade front-line corps with Infantry Weapons tech, as they can swap with already upgraded units in a second line with no morale penalty for either unit.

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 6:47 pm
by mdsmall
Chernobyl wrote: Sun Apr 16, 2023 6:21 am
- ARTILLERY -
I'm not sure if I wrote about it before on the forums, but I had the same idea of dividing artillery into heavy vs field artillery. My idea was to remove the de-entrenchment ability from field artillery but keep it with the ability to do damage. In this mod it seems the field artillery has de-entrenchment, but compared to "heavy" artillery it's cheaper, does less morale damage, and has range 2 instead of 3, moves faster, gets less maximum shell capacity with full tech, and does a bit more damage against tanks when fully upgraded. I'm not sure the difference is all that significant to be honest. They both get 3 shells per turn when you get full tech, and they both de-entrench. You say that Field Artillery is limited to 10 morale damage per shot but it appears to do 15 morale damage per shot at level 2 unless I'm missing something.
As far as the range 3 for Heavy Artillery goes, I like that it allows for defense in depth, and in theory it could be a good thing for artillery to fire at other artillery units (this is what you mean by counter-battery fire right?). But I'm not sure in practice that counter-battery is a good thing. For one, when I tried firing my artillery in 1916 at the enemy artillery unit, there seemed to be no effect. It seems you reduced both types of artillery's upgrade to give no attack strength increase to firing at enemy artillery, so it just remains at attack=0 no matter what tech level it has. I'm not really sure why I'd want to waste precious shells firing at enemy artillery batteries especially when I can't do any damage. (Though taking away artillery vs artillery damage is probably a good thing overall since destroying an enemy artillery unit with long range artillery fire would probably break the game). But regarding the range=3 vs other units, I am a little wary that this doesn't make Heavy Artillery even more powerful than it was in vanilla. It's going to be very difficult for the defender to locate and plan against every possible enemy artillery barrage + assault with that range upgrade, and I think it will lead to more situations where multiple artillery batteries target the same unit during the same turn. You reduced the maximum shell capacity and slowed down Gas/Shell production, which is good, but overall I don't think the artillery units are much different from vanilla. They still both do Strength damage, Deentrenchment, and Morale damage with each shot. I think the first step is to playtest, which you guys are doing right now. But I suspect you're going to conclude that artillery still feels the same, once it gets upgraded.
My suggestion is let both types of artillery do only 2 out of 3 things (fully upgraded):
Heavy Artillery: Morale damage and Deentrenchment
Field Artillery: Morale damage and chance for Strength damage
The logic for this is partly that small caliber artillery like the French 75 were incapable of obliterating trenches and fortifications. I'm not sure if this makes Field Artillery too weak, but anyhow you can figure out what you think on your own :)

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 7:27 pm
by mdsmall
Hi - these changes to artillery were one of the first things I changed in this mod (they have been there since Version One) and I have now played four multi-players games using them. In practice, I think the differences in the way players use the two types of artillery are quite significant. Field artillery is more manoeuvrable and thus very useful in difficult terrain and low supply environments like the Balkans, the Caucasus and the Middle East. A single field artillery can effectively support an advance by a few corps against an opponent that does not have artillery. The lower trench maximums for powers in the east mean that field artillery can keep up with advances in trench tech on those fronts.

Heavy artillery really comes into its own on the Western Front and the Italian front where both sides have defence in depth. They contribute to the war of attrition on these fronts by enabling more counterattacks by defenders and by making defensive fire more useful given the three hex range. The biggest difference with field artillery is that because of the extra range, they can be deployed two hexes behind the front line and thus are invulnerable to being sniped by an enemy breakthrough on the front line. That does make them more powerful than artillery in the vanilla game, but the lower shell maximums and the much slower rate of progress of Gas/Shell tech offsets that.

I eliminated the increase in combat strength of artillery versus artillery with Artillery Weapons tech compared to the vanilla game, because I found in play-testing that opposing heavy artillery batteries three hexes apart could tear each other apart using counter-battery fire. That small 0.5 or 1 strength increase in attack when multiplied for each shell fired was devastating against units like artillery or tanks that can not entrench. You are right that the effects now of counter-battery fire are largely in morale; unfortunately, there is not an option in the game engine to more finely calibrate the improvements in tech.

Try playing a campaign out to see how you use the different kinds of artillery in practice and I think you will see the differences from the vanilla game. I confess I also like the fact that they make different sounds when they fire. :)

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 7:44 pm
by mdsmall
Chernobyl wrote: Sun Apr 16, 2023 6:21 am
- RUSSIAN MOUNTAIN CORPS -
Yes these were ridiculous.
- TORPEDO BOATS -
They are cheaper and more mobile, which will help a bit vs the "minesweeping problem" in this game. Might consider reducing their attack vs Subs? Not sure many torpedo boats sunk many submarines during the two world wars. I would straight up consider buying these instead of DD as far more economical counters to subs.
- ASW and ADV SUBS -
Minor point - it seems subs have a max upgrade of level 3 and DD have a max ASW level 5, though nations can only research up to ASW level 3. I assume the intended maximum is 3.
-TRENCH WARFARE -
You say you reduced max chits invested from 4 to 3 but this appears to only be true for the 1916 scenario and not for 1914 v5. In the 1916 scenario the UK actually has 0 chits maximum (3 currently invested) which I believe is your attempt to simulate the relatively lax British improvement of trenches compared to Germany.
I think I like the idea of different max limits for different countries. I think I would like to give Germany some extra entrenching ability or perhaps adding a "Hindenburg Line" event or technology into the game since as far as I know there isn't any representation of the Hindenburg Line in the game and German trenches were considered superior.
- AIRCRAFT RANGE AND SPOTTING -
Good to reduce these. Naval warfare is ALL about spotting. I even wanted to reduce subs to vision range = 0 but it's not possible. Perhaps reduce the vision and range of aircraft even more.

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 7:51 pm
by mdsmall
Hi - ASW tech: in fact the discrepancy between the maximum level given for this tech for DDs (5) versus the maximum level that can be reached by investing in this tech (3) is in the vanilla game too. I have now corrected in this mod so that it is shown as 3 in both places in the Editor.

Trench Tech: good catches! My intention was that in both the 1914 and 1916 campaigns, players could only invest 3 chits in trench tech. The zero investment level for the UK in the 1916 campaign is a glitch too (though as you say, they can still reach level 5 because they start with 3 chits). I have now corrected both these points in both campaigns in the April 16 versions of the mod in the Dropbox link.

Naval spotting: If it were possible, I would reduce the ability of subs to spot other silent subs to zero. But as you say, that is not possible in the game engine at present.

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 7:58 pm
by mdsmall
Chernobyl wrote: Sun Apr 16, 2023 6:21 am
- RUSSIA -1 C&C TECH TO START -
Good. Austrian and Russian armies were both messes in 1914. One reason the Russians made such great progress (Lvov, Premysyl) was because the Austrians disastrously attacked into Serbia and Poland immediately and thus were low on troops right away. In vanilla I believe it's not possible to defend Lvov from a determined Russian attack (this is before any artillery upgrades occur) without German help. My only concern is if this makes Russia too weak against a full-on East-first Central Powers strategy. This is very difficult to balance because if you make Russia any stronger and they are capable against some devastating brute force attacks if Germany commits to France-first, but make them weaker and they might not be able to handle East-first. It's partly due to the nature of Poland as a giant salient: if the Russians are stronger then Poland is a giant threat to lash out in any direction, but if the Central Powers are stronger, it's a giant cauldron for the Russian army. I might even consider something drastic like lowering Infantry Warfare tech by -1 for Germany UK and France in 1914, or lowering German starting logistics tech to make early redeployment more costly.
- CAUCASUS WINTER -
If I'm reading right this only damages Ottoman units and Russian units never take any damage?
- NM OBJECTIVES -
I like that you added ability to retake NM objectives and get the NM back. Does this finalize the equation or can you lose the NM again if they recapture (or re-recapture) it?

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 8:13 pm
by mdsmall
Reduced Russian C & C: this is a new feature I have introduced into Version 5 of the mod for the historical reasons you cite. I will be interested to hear how players find this in play-testing. However, in one of my play-tests as the CP doing an East first opening against a skilled opponent, the difference was not huge for the Russians in 1914. If they invest a second chit immediately, they will reach level 1 by early 1915 and in fact, are likely to reach level 2 a bit faster than in a normal game by virtue of starting with one chit already in this tech.

Winter effects in the Caucasus: - yes, these just apply to the Ottomans, since they seemed to suffer more from poor planning to protect their troops in winter in this theatre.

Retaking NM hexes: The NM effects for losing and then retaking a NM hex only fire once, each way. So, if Germany captures Verdun and then France retakes it, France regains the NM points it lost when Germany took it. But if Germany takes it back again, there is no further NM loss to France or benefit to Germany. This means it is unwise to take a key NM hex with a weak force that could easily lose it, as you won't get any benefit by capturing it again,

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 8:15 pm
by mdsmall
Chernobyl wrote: Sun Apr 16, 2023 6:21 am
- OTTOMANS -
Cool changes, I like the ability to rail to Baghdad and a nerf to the Basra takeover. Baghdad was very difficult to defend and as the Ottoman player you had to plan and commit to your Iraq strategy sometimes YEARS in advance considering how long it takes to walk a HQ over there. And it was very easy to screw up and lose Baghdad which is extremely costly in NM. I still feel like that Zonguldak mine is very difficult to defend from the Russian submarine (IIRC it can just park in a red hex and the Ottoman destroyer can't drive it away very easily). I feel the Ottoman rail line is extremely vulnerable to marine attacks as was historical, but perhaps the Ottomans could use an extra garrison or two perhaps in Jerusalem (kinda cheesy you can do a one-turn marine capture of the holy city) and Antalya. As it stands I would probably try to make the Ottomans hurt really bad by strangling their MPP and cutting their coastal rail lines, and given they spent the extra MPP on the line to Baghdad it's even more compelling to wreck them. I haven't seen your Gallipoli events yet but I would be careful to caution that a crafty player might direct these forces against a different Ottoman target (the rail in southern Turkey, Syria, or Jerusalem). This could be extremely difficult for the Ottomans to handle especially if they commit forces to defend Gallipoli and then find their rail line is cut and multiple landings are taking place against them. Especially if the UK backs them up HQs and other troops....
- CORFU -
Not sure what the benefit of paying 50 MPP for this is. Perhaps the description should explain why this port town provides any benefit? It isn't safe from land attack and the Serbians already start with an Albanian port in the 1916 scenario should they want to leave. Perhaps if there is no other escape route it makes sense, but can't they just retreat into Salonika directly?
- DENMARK -
This is random but I think it would be nice to mark off the sea hexes not to enter unless you want to piss off Denmark. I always find it hard to guess where these hexes are.
- SPELLING MISTAKE -
One of the Russian navy events says Baltic sea or Baltic sea instead of Black/Baltic ;)

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 8:32 pm
by mdsmall
Ottomans - I am glad you like the many changes I have made in this mod for the Ottomans. Viewers can see how many of these play out by watching the showcase game that Old Crow and I are playing out on his YouTube channel (see his link in the thread below). The new Gallipoli Decision Event was the most I could squeeze out of the game system to reproduce the historic campaign. It forces the Ottomans, at least, to prepare for the possibility of an attack by three corps making an amphibious assault in early 1915. But there are a lot of disincentives for an Entente player to say YES to this DE and then try to attack elsewhere - not least the 2500 NM point boost the Ottomans receive by January 1, 1916 if the Entente does not control the Gallipoli peninsula by then.

Corfu - since that is what happened historically, I gave the Entente the option of occupying Corfu via a new DE, provided they have intervened already in Salonika. I think there are good game play reasons to do so. Corfu is much easier to defend than Tirana, as it can only be attacked from one land hex and it is long way from friendly supply sources for the Central Powers. It also gives the Entente a needed second supply source in western Greece, since the rest of Greece apart from Salonika is neutral. You can see how this works out in practice in the 1916 game that Old Crow and I are playing on his YT channel.

Denmark: you can see the hexes to avoid irritating the Danes on the map. They are the three loop hexes marked "to the Baltic". I have not yet figured out how to have the equivalent loop hexes in the Baltic appear on the map, if one side or the other swings Denmark to its side. It is one small refinement I hope to make!

Spelling error: - I have looked and can't find it, so maybe you can tell me the number of the DE where it appears I will be happy to correct it. :D

Re: Feedback on the Icarus Mod

Posted: Sun Apr 16, 2023 9:31 pm
by Chernobyl
mdsmall wrote: Sun Apr 16, 2023 8:32 pm I have looked and can't find it
Yeah it's not there, I think I misread the text. Thanks for answering my post.

Re: Feedback on the Icarus Mod

Posted: Wed Apr 19, 2023 3:54 am
by Chernobyl
I'm not getting your Basra event to spawn no matter what I do, even if I don't move any forces near Basra and I choose all the events that encourage the Ottomans to join the war ASAP, nothing happens.

Re: Feedback on the Icarus Mod

Posted: Wed Apr 19, 2023 5:20 pm
by mdsmall
Chernobyl wrote: Wed Apr 19, 2023 3:54 am I'm not getting your Basra event to spawn no matter what I do, even if I don't move any forces near Basra and I choose all the events that encourage the Ottomans to join the war ASAP, nothing happens.
Hi Chernobyl - Do you mean the UK troops are not showing up in either Basra or Kuwait once the Ottomans enter the war? If you can be a bit more precise about what you were expecting to see that would help me investigate. I assume you are playing the game in SP mode.

Re: Feedback on the Icarus Mod

Posted: Wed Apr 19, 2023 9:27 pm
by Chernobyl
mdsmall wrote: Wed Apr 19, 2023 5:20 pm
Chernobyl wrote: Wed Apr 19, 2023 3:54 am I'm not getting your Basra event to spawn no matter what I do, even if I don't move any forces near Basra and I choose all the events that encourage the Ottomans to join the war ASAP, nothing happens.
Hi Chernobyl - Do you mean the UK troops are not showing up in either Basra or Kuwait once the Ottomans enter the war? If you can be a bit more precise about what you were expecting to see that would help me investigate. I assume you are playing the game in SP mode.
I am playing hotseat and it has happened multiple times. No UK unit shows up in either Basra or Kuwait. It doesn't seem to matter which choices I make for events like the Goeben. Ottoman detachment is able to march straight into Basra and the Kuwait town, taking everything. It doesn't matter if I delay for a couple months or do it asap.

I haven't seen your event yet but I was expecting some kind of UK unit to spawn in one or both of those resource hexes as soon as the Ottomans join the war. I even play a few turns past and still nothing. The Gallipoli event seems to work fine, I got both marines and a HQ spawning at Lenmos. But Basra/Kuwait is just empty. It happened when I declared war on Belgium turn 1 (bringing UK into war immediately) and it happened the same when I never declared war on Belgium (UK joins Entente several months late). No difference.

Re: Feedback on the Icarus Mod

Posted: Thu Apr 20, 2023 1:49 pm
by mdsmall
Chernobyl wrote: Wed Apr 19, 2023 3:54 am I'm not getting your Basra event to spawn no matter what I do, even if I don't move any forces near Basra and I choose all the events that encourage the Ottomans to join the war ASAP, nothing happens.
Hi Chernobyl - I figured out what was preventing the Indian Force D detachment from seizing Basra and have now corrected the scripts. If you download the latest version of the .cgn file in Dropbox (dated April 20, 2023), these scripts should fire correctly. They should work both if Basra is unoccupied (in which case the Indian troops capture it) or if there is an Ottoman unit there (in which case the attempted invasion fails and Indian troops deploy to Kuwait).

By the way, the sequence of decision events which cause the Ottomans to go to war do not matter for the purposes of triggering these scripts. The only indispensable DE is the German decision to provide funding for the Ottoman Army. Once Ottoman mobilization reaches 99% and you see the notification "Ottoman Empire Prepares for War", the Indian detachment will attempt to take Basra at the end of the next Entente turn.

Thanks for spotting this glitch. Your feedback is appreciated!

Michael

Re: Feedback on the Icarus Mod

Posted: Fri Apr 21, 2023 5:57 pm
by Chernobyl
Welcome.

Re: Feedback on the Icarus Mod

Posted: Sat Apr 22, 2023 10:30 pm
by Chernobyl
Is the Caucasus winter damage supposed to trigger on both the Entente and Central Powers turns? I finished a turn and I took two rounds of winter damage (end of my turn, end of their turn) before I could move my units again. Is this intended?

The damage combined with the large morale hit has me scratching my head how I would defend the mountains against a human Russian attack in that region.