Big Al Posted July 20, 2013 Share Posted July 20, 2013 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=2799 Please read the campaign notes file for full campaign notes... But here are the changes that are noticeable --- UNIT CHANGES NAMING Corps are Armies are the same unit. The names are different due to formation sizing and the country organization of military units. I put it in place for better historical accuracy. UK Carrier Fleets have better loss evasion (due to armored decks) FRANCE Tanks have one strike USA Battle Fleets have better loss evasion (due to AA) Carrier Fleets have better loss evasion (due to damage control) and land air defense Marines are stronger USSR Light Tanks are weaker than normal tanks, can't be rebuilt, and can't be upgraded Mech and Tank Groups are equal to German tanks and can only be build in 1941 Battle Fleet naval factors and Escort Fleet anti-sub values are slightler lower CHINA - Their forces were so weak that I grouped them in corps and armies China has slightly weaker armies and corps on attack China has slightly weaker tanks and one strike Corps are equal to Divisions - Chinese individual divisions were very poorly equipted, trained, and small in size. GERMANY Sub Groups have lower MPP attack values but cost 60% as much as everyone else’s. This reflects the smaller sub tonnage per unit the German’s had on their u-boats. ITALY Corps are normal strength armies representing the better units in the Italian army (2 available) Armies are slightly weaker on attack Tanks are slightly weaker Divisions represent some of the better motorized units (2 available) Italy battle fleets have better loss evasion when defending (due to speed) JAPAN Marines are stronger Tanks are slightly weaker Strategic bombers have slightly lower strategic bombardment and slightly higher naval attack Subs have slightly longer range Cruiser Fleets have stronger naval factors Carriers Fleets have slightly longer strike ranges IN GENERAL Strategic bombers have 1 strike only. I felt 2 strikes was too much. Subs have a much higher dive rate, tech increases it by 5% and ASW drops this rate down 10%. Average dive is 50%. Maritime Patrol: For the Allies they are primarily used for anti-submarine warfare. For the Axis they are mostly used for naval warfare. Check the combat values for each country to discover how these air units have been modified. Game combat mechanics have been modified. The results will be similar but it gives more flexibility when creating each country's units and specialization. This is still experimental. EXAMPLE allowing China and Italy to have weak unit types. ADDED TO GAME Decision #65 Germany create Atlantic Wall Decision #73 USA Atomic Bomb Cleaned up media files Changed organization of map units to appropriate country type and structure Winter effect now hit moral for Axis units (except Finland) instead of resources Added new unit types Adjusted force pools Added some resources to map Cleaned up text Added, cleaned up, and changed some roads and rail Improved garrison scripts to take advantage of HQ placement Added rivers in Russia Enjoy post feedback here on balance. Link to comment Share on other sites More sharing options...
Eisenhammer Posted July 20, 2013 Share Posted July 20, 2013 Downloaded and going to start a game this weekend. Thanks... Link to comment Share on other sites More sharing options...
Big Al Posted July 20, 2013 Author Share Posted July 20, 2013 let me know any problems.... which there will be. Link to comment Share on other sites More sharing options...
Eisenhammer Posted July 21, 2013 Share Posted July 21, 2013 I was looking at the map this morning and I realize that some of the cities on the US eastern seacoast are in the wrong places. It's not a big thing as I doubt there will be any fighting on the eastern seacoast. But you may want to move some of the cities around. Wilmington should be at square 10.48 Washington D.C. should be at space 11.44 and Baltimore at 11.43. Link to comment Share on other sites More sharing options...
Eisenhammer Posted July 24, 2013 Share Posted July 24, 2013 I like what I am seeing so far. The Axis AI is very aggressive. But I have a question, is moving a unit from Canberra to Pretoria suppose to take one turn. I would imagine it would take a little longer. Link to comment Share on other sites More sharing options...
Big Al Posted July 24, 2013 Author Share Posted July 24, 2013 For ships? Yes. Ships took a lot shorter than you think to cross the ocean. The fleet that attacked Pearl Harbor took only 4 days if my memory serves. So in open ocean with just about zero chance to get spotted its an easy trip. Thanks I swapped Baltimore and DC for DC and Norfolk W.V. Link to comment Share on other sites More sharing options...
Big Al Posted July 24, 2013 Author Share Posted July 24, 2013 v1.01 is up with fixes. Link to comment Share on other sites More sharing options...
Eisenhammer Posted July 25, 2013 Share Posted July 25, 2013 It still says version 1.0 when I click on the link above. And also I want to give you a big thanks for adding BF to AoD. Link to comment Share on other sites More sharing options...
Big Al Posted July 25, 2013 Author Share Posted July 25, 2013 Hmm weird and your welcome. Link to comment Share on other sites More sharing options...
Big Al Posted July 25, 2013 Author Share Posted July 25, 2013 Not sure they updated it yet, strange. Link to comment Share on other sites More sharing options...
Eisenhammer Posted July 26, 2013 Share Posted July 26, 2013 German U-boats in my game are not attacking the shipping lanes for some reason. But are actually looking for a surface fight. Is this suppose to happen. Link to comment Share on other sites More sharing options...
Big Al Posted July 26, 2013 Author Share Posted July 26, 2013 That's internal logic. They are suppose to be going after convoys. But one issue I have is that I can't keep the German navy in port no matter how I work it. If this is a serious issue I might have to lock them into the Baltic with another method via neutral tile transfer. After France falls there are scripts to send them to the Atlantic. Link to comment Share on other sites More sharing options...
crispy131313 Posted July 26, 2013 Share Posted July 26, 2013 What about giving them fleet patrol in the Baltic while France is at war or have you tried that? Link to comment Share on other sites More sharing options...
Big Al Posted July 26, 2013 Author Share Posted July 26, 2013 I did, but what happens is when the Allied fleet appears in the North Sea the A.I. wants to engage it and drops the fleet scripts. Link to comment Share on other sites More sharing options...
mcaryf1 Posted July 27, 2013 Share Posted July 27, 2013 The AI in SC has always been far too aggressive with respect to its naval aspects and this impacts the Italians as well as the Germans. It is probably too late for current versions of SC but within the AI routines there really ought to be some concept of navies being strategically on the defensive or offensive. If they are defensive, then their reaction range to threats should be reduced drastically so, for example, naval surface units could be set to stay within range of supporting land based air. This approach would allow the AI to maintain a "fleet in being" which is what the Germans actually did in Norway. I tried to simulate this in my Axis Triumphant 1942 scenario by turning the Tirpitz into a BB belonging to Finland based in Norway with AP movement limited to 2 tiles (this was in SCGC, AOD might need to be 3 or 4 tiles). I also had difficulty with the AI moving the fighter providing air cover to Tirpitz to another theatre so I located an AA unit with range 2 on a headland next to Tirpitz's port - conceptually you can regard an AA unit as being an air defence system with a mixture of guns and short range fighter interceptors . Tirpitz still did not typically last very long under AI control but at least the destruction was not immediate and I set it to have a cheap and quick rebuild if sunk with supply of 8 or more which was a fair representation of reality. Regards Mike Link to comment Share on other sites More sharing options...
Big Al Posted July 27, 2013 Author Share Posted July 27, 2013 I've been trying more clever ways to manipulate the scripts to no avail. I have to get some technical data from Hubert concerning intercept ranges to fix this. Yea the Italians have the same problem Link to comment Share on other sites More sharing options...
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