Kombrig mod
Posted: Sat Feb 23, 2013 4:34 pm
The recent discussions encouraged me to move from theory to practice and I decided to edit the latest "new dawn" random game file.
I made the following changes:
1) Cavalry combat detail stats are now exactly like infantry. When compared to infantry the cavalry has now simply better movement rates and better recon.
2) Recon stats
Edited SFTs' recon points.
Trucks, artillery, inf guns, AT guns, horses, flak, mortar, bazooka, MG, staff, katyusha, train - all have now 0 recon points.
Cavalry and guerilla - 2 recon points
Armored car and halftrack - 3 recon points
Jeep - 5 recon points
All the rest - 1 recon points
Recon can not see behind 2 hexes.
Landscape hide points increased.
The amount of recon points needed for full information about enemy unit is increased.
If you want better picture about enemy you actually have to engage him.
3) Armor combat stats modified (decreased) when attacking in city or capitol. Armor combat stats modified (decreased) when defending in urban, suburban, forest etc tough terrain.
4) Bazooka combat stats modified (increased) when fighting in urban or capitol.
5) Research cost decreased for level III and IV (some items also level I and II).
6) Political points cost (when they are produced) reduced.
7) Raw cost (when producing) reduced.
8) Oil cost (when moving and fighting) reduced.
9) Supply cost (when produced) reduced.
10) Mortar attack against infantry significantly increased. Maybe someone will find the mortars now actually useful?
11) Machine guns attack against infantry increased (nearly the same value as defense)
12) Machine guns I-IV, Bazookas I-IV, Mortars I-II and AT guns I-II can be paradropped. Mortar II and AT gun II can be produced even if next level is researched.
13) Every nation get rangers and guerillas. Guerilla fighting power decreased. Ranger cost increased.
14) Readiness
Unfortunately the rulevars seem not to allow to modify the readiness of arriving production. Also it seems that hardcore production is not very popular among ATG gamers. Therefore I made up the following solution.
Readiness penalty when assigning a unit to another HQ - zero (no penalty. I always considered this kind of penalty not very realistic).
Readiness penalty for strategic transfers - minus 20.
Readiness penalty when transfering SFTs between units under the same HQ - minus 80.
Readiness penalty when transfering SFTs between different HQs - minus 90.
This means that players can reinforce their frontline units directly from the front line HQ but if they do it too much, then the readiness of the reinforced units will drop critically. Of course if the sector is without major action, one may risk to reinforce frontline units heavily in this way but it will not work if you want to go offensive next turn or if you are facing enemy onslaught.
If a unit needs strong reinforcements, it is wise to pull it back and then reinforce it. After a couple of turns it is ready to return the frontline.
Also player can choose to start to form reserve units. This means that such units will have at first 20 readiness.
The cost of trains in raw and production points is lessened. So strategic transfers can be made more easily (and the readiness loss is only minus 20).
15) City production increased to 16 000, capital - 35 000.
I'm looking for playtesters to see how these changes work. 1vs1 or 2vs2 game would be great (large of x-large map).
I made the following changes:
1) Cavalry combat detail stats are now exactly like infantry. When compared to infantry the cavalry has now simply better movement rates and better recon.
2) Recon stats
Edited SFTs' recon points.
Trucks, artillery, inf guns, AT guns, horses, flak, mortar, bazooka, MG, staff, katyusha, train - all have now 0 recon points.
Cavalry and guerilla - 2 recon points
Armored car and halftrack - 3 recon points
Jeep - 5 recon points
All the rest - 1 recon points
Recon can not see behind 2 hexes.
Landscape hide points increased.
The amount of recon points needed for full information about enemy unit is increased.
If you want better picture about enemy you actually have to engage him.
3) Armor combat stats modified (decreased) when attacking in city or capitol. Armor combat stats modified (decreased) when defending in urban, suburban, forest etc tough terrain.
4) Bazooka combat stats modified (increased) when fighting in urban or capitol.
5) Research cost decreased for level III and IV (some items also level I and II).
6) Political points cost (when they are produced) reduced.
7) Raw cost (when producing) reduced.
8) Oil cost (when moving and fighting) reduced.
9) Supply cost (when produced) reduced.
10) Mortar attack against infantry significantly increased. Maybe someone will find the mortars now actually useful?
11) Machine guns attack against infantry increased (nearly the same value as defense)
12) Machine guns I-IV, Bazookas I-IV, Mortars I-II and AT guns I-II can be paradropped. Mortar II and AT gun II can be produced even if next level is researched.
13) Every nation get rangers and guerillas. Guerilla fighting power decreased. Ranger cost increased.
14) Readiness
Unfortunately the rulevars seem not to allow to modify the readiness of arriving production. Also it seems that hardcore production is not very popular among ATG gamers. Therefore I made up the following solution.
Readiness penalty when assigning a unit to another HQ - zero (no penalty. I always considered this kind of penalty not very realistic).
Readiness penalty for strategic transfers - minus 20.
Readiness penalty when transfering SFTs between units under the same HQ - minus 80.
Readiness penalty when transfering SFTs between different HQs - minus 90.
This means that players can reinforce their frontline units directly from the front line HQ but if they do it too much, then the readiness of the reinforced units will drop critically. Of course if the sector is without major action, one may risk to reinforce frontline units heavily in this way but it will not work if you want to go offensive next turn or if you are facing enemy onslaught.
If a unit needs strong reinforcements, it is wise to pull it back and then reinforce it. After a couple of turns it is ready to return the frontline.
Also player can choose to start to form reserve units. This means that such units will have at first 20 readiness.
The cost of trains in raw and production points is lessened. So strategic transfers can be made more easily (and the readiness loss is only minus 20).
15) City production increased to 16 000, capital - 35 000.
I'm looking for playtesters to see how these changes work. 1vs1 or 2vs2 game would be great (large of x-large map).