ORIGINAL: akos01
In your Rundstedt HQ picture the unit type is "Division".
I'm playing with the 1.06v (it's good for me, I can live with the glitches), where there are army and corps denominations. Is there any tweak I can get back the original div.-corps denominations, or they are coded in the game-engine?
I am using v1.05, which came out as a self install update, issued directly from Wastelands, without a Matrix updater. I have a copy if you want it. I don't know how to fix the div-corps problem, which is why I stayed with v1.05, also I did not know what else was broken in v1.06, knowing that the 'Armor in City' combat modifier was one bug.
All versions since v1.01 have had problems, as every attempt to fix the game brought in more bugs. The main fault is that the 'Terrain Combat Modifiers' are only being applied to Poland, nation #01 in the countries list.
The fix for this is to take the 'Terrain Combat Modifier' text which appears in each scenario
consts.ini. file and place it into all the countries
consts_xxxxxxxx_ini files. Some countries in the scenarios do not have separate
consts_ini files so you just create them and place the Terrain Combat Modifier text there.
Now you have individual national
consts_xxxxxxxx_ini files for all nations in the scenario you can think about giving them different attributes, so that Switzerland can be given a terrain combat modifier advantage in mountains, rather than all nations having to have the same factors applied.
This can be extended to all the other modifiers in the scenario main
consts.ini. file, these can be altered in each nations'
consts_xxxxxxxx_ini files for different attributes in land, air, or sea combat, unit build times and command performance.
You can give each nation a different command performance by amending the text in each nations'
consts_xxxxxxxx_ini and by varying the text, as the game progresses, different nations can improve, or deteriorate in command performance as the game progresses.
This process of editing the
consts.ini files before, or during a game gives you great flexibility and opens up huge opportunities to manage the game. It is time consuming, but it can be rewarding. This flexibility and open architecture in the game is a huge bonus, but also the reason for the game's limitation, as it is practically useless for PBEM, because you would never know what your opponent was editing in the background. However for solo play against the AI it is great.
The concept for command and control is twofold, first to give different countries different command capabilities, second to modify the way command effects operate to spread command from separate HQ units, rather than just add a command bonus to any particular unit.
National command performance covers the problems on the Eastern Front where historically Soviet command and control completely broke down, but if you give the Soviets the historical OOB and any operating command and control they are unbeatable. So you set the Soviets to surrender quickly when isolated, cities have a reduced defence bonus, through 1941, but then you edit the Soviets to be tougher into 1942 and cities get a better defence modifier, so you replicate Leningrad and Stalingrad.
Other counties can be handled differently to get a more varied and historical effect, rather than the one-size-fits-all of the single scenario
consts.ini file applying modifiers to all countries equally.
The other aspect of command and control is the effect beyond the unit that the commander is assigned to, expecting to enhance that effect to have HQ units (divisions) projecting the command bonus to nearby units, rather than just the unit with the commander. Here again, once you have all nations with their own data in individual national
consts_xxxxxxxx_ini, then these effects can be varied.
The commander images are for separate HQ units, using 'division' size units, but getting the balance between the command effect for the unit with the commander attached and the effect on nearby units, including the range of the command effect, is more difficult.
Basic concepts are that the scenario
consts_ini. file carries the default data for all nations that do not have their own
consts_xxxxxxxx_ini data. The main scenario
consts_ini. is fixed (unless you edit), but the individual national
consts_xxxxxxxx_ini are saved with each game save, because data changes during the game. This means that to change data in a running game you need to go to the game save, but it will not change anything for a new, game, that has to be done in the scenario file before you start. The advantage is that you can change modifiers as you play, but some of the data does not save, don't know why, it's not a big issue, it just certain data lines which do not save into the next turn.
So there is lot that you can do, it takes some work, but you can give yourself more control of the game, get more realism and more features.
Example, there are Italian islands in the Mediterranean, or long lengths of coastline with no ports, where you can get no supply, so I adapt the Mulberry harbour data for certain countries with a naval capacity, to be cheaper and appear quickly and drop in a harbour (Small Harbours Mod), this represents bringing an existing small harbour into use and makes these islands (Rhodes) viable as a base.
Or, adjust national unit build rates and get additional equipment, such as Italian aircraft carriers, on reduced build time and cost, simulate ships already under construction and completed, instead of cancelled, and much more.
Here is a small harbour placed on the site of the real harbour at Namos, Norway, to make operations on this coast viable.