Major Spinello Posted September 30, 2006 Share Posted September 30, 2006 That is a difficult question. I myself realized I don´t use engineers very much in SC2 while I certainly did use them extensively in Clash of Steel. However, I do not exactly know why that´s so. Anyway, I guess I would like to try out garrison troops - they are certainly missing in the game. They should not be very strong, though. Just able to fend of partisans and prevent capture of (otherwise unoccupied) cities in one turn. 0 Quote Link to comment Share on other sites More sharing options...
abukede Posted October 4, 2006 Share Posted October 4, 2006 Instead of low level garrison troops... how about one of 3 options: 1. An artillery brigade? With a movement of 1. Great against naval bombardments. 2. A security unit (to repress partisans)Large ZOC. 3. Submarine/Naval Bombers. 0 Quote Link to comment Share on other sites More sharing options...
abukede Posted October 8, 2006 Share Posted October 8, 2006 Oh... a few additional requests/throughts: 1. British XXX Corps with two experience bars... located in England to represent superior leadership and discipline to arrive in Aug 40. So the player is not tempted to send them to France. 2. Patton to begin in USA... and an understrength USA armor unit to represent the foundation of armor that he and eisenhower started prior to the outset of war. 3. How about a second land/fortress square for malta with a fighter unit (strenght 3) based there to represent the fighter squadron based there that withstood Axis attacks even when they only had 3 ready aircraft. 4. Two additional axis subs in the atlantic to make the war in the atlantic that much more of a fight for life for Britain. The sub war almost brought the Brits to their knees. Additional thoughts: I played the campaign to the end serveral times and enjoyed it a great deal. 1. I invaded spain and found that the Spanish economy suffered from lack of oil due lack of supply from USA... can you get rid of that message once Rumania joins? Oil. It's also annoying to have it pop up each turn for the next 3 years. 2. Germany failed to bring land units to Africa (computer AI) but brought the entire German airforce which was defeated by land units. Is there a way for Rommel, 1 corp and 1 armor to appear by Tripoli in the beginning of 42? 3. Romania and Hungry don't automatically join... you need to invest... was this intentional? 4. Can you put a city on Crete to make it worth capturing with a German airborne? 5. Is it possible to begin the game 2 or 3 turns before Germany invaded Poland? Give the player a choice of troop placement? Also have France, England and Poland at peace at the beginning of the game? Basically force a Polish war by Sept if Germany does not attack. Thanks for the great campaign. Keep it up. 3. 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 10, 2006 Author Share Posted October 10, 2006 Abukede: Thanks for the reports. Starting OOBs: I have revamped the starting OOBs for Finland, Norway, Poland, France, USSR and Germany to the true historical OOBs. Basically this included a couple of extra armies for France and Poland, new HQs for France (very limited effectiveness) extra corps for Germany, Norway, Finland and USSR. I don't plan on altering or adding anything else at this time. Unit names: I found that there was a huge discrepency between the unit names in the game and historical unit names. Also, many of the starting 1939 corps units (especially for Germany) have to be combined for balance. Therefore I have deleted ALL corps names in favour of simply naming them based on their locations. I have changed all army and tank group names to include the names of their tactical commanders. For example, Germany starts with Panzer Group Guderian and Panzer Group Hoeppner. They also start with 14th Army Kleist, 2nd Army List etc. (I may not be remembering those correctly but they ARE correct in the scenario) I have removed Guderian from the list of German HQs as a result. UK gets BEF Gort etc. AI: I have not made any changes to the AI and don't intend to try. I will leave that up to Normal Dude and Timskorn although I still haven't tried to put their AIs back into my mod. Version Nine will have them. HQs: I have never liked the term "HQ". In keeping with history I have renamed this unit "Army Group". Therefore, Germany starts with Army Group Bock, Army Group Runstedt and Army Group Leeb. I have removed Eisenhower from the list of US Army Groups as he was more of a political leader. The US Army Groups remain as Bradley, Hodges, Patch, Patton and Clark. (Also MacArthur if the game goes late into 1945) Spain: Spain was 100% reliant on US oil during the war, thats the major reason they never joined the Axis. I will reduce the trigger % slightly though. Romania and Hungary: I have not removed their automatic entry, they occur in 1941 and depend on a number of events to come earlier. Corps: I have renamed "Corps" to "Corps/Divisions" as in some cases I have added 1-4 strength Corps to the game to represent Division strength units. (Even Battalions such as the Waffen SS etc.) All new units with strength 1-2 can be considered Battalions, strength 3-4 are Divisions and everything 5 and over can be considered a Corps. In a perfect world we would have had a map that took up all tiles avaialable to us in the editor and I could have modded a true division scale game. (check out www.slitherine.com/Commander: Europe at War) Iceland: I have fixed the messed up Iceland activation script for Version Nine. Engineers: I WIll replace engineers with "Militia". These units will defend at a 1 for INF and TANK. Their INF attack will be 1 and their TANK attack will be 0. They will have very few action points. I have added ALL of the forts, fortfified lines and general obstacles (Cliffs of Dover) that existed in 1939 to the game. There should be no reason to build anymore, making Engineers useless. USA: I have added Chicago and Tampa. Crete: There are no cities on Crete worth full "City" status. 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 10, 2006 Author Share Posted October 10, 2006 Early Start: The only problem with an early start is that at least on Axis and One Allied Major must start "at war". Sorry. Malta: Adding an extra tile to Malta makes it look silly but I will change the infantry to an air fleet. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted October 10, 2006 Share Posted October 10, 2006 Hey Honch, I have suspended work on my AI until some patches improve the basic AI, give global variables, and make more options available. Once that is completed, I will be more than happy to adapt the AI to your scenario. I love the custom scenario and play it often. Also, if you do decide to go ahead and put in my old AI, make sure you add in a Netherlands script to go along with the Axis attack on Belgium, or else they will only attack Belgium in early 40. 0 Quote Link to comment Share on other sites More sharing options...
Retributar Posted October 11, 2006 Share Posted October 11, 2006 Im an 'Avid-Rabid' player of the ' HONCH ' Genre' Games!. So don't stop now HONCH!,...we want more!. 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted October 11, 2006 Share Posted October 11, 2006 Dave: these OOB changes shift the game more into the direction of "Clash of Steel" - AND I LIKE THAT! :cool: Normal Dude: good to see that you are still around. 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 11, 2006 Author Share Posted October 11, 2006 The changes also should make the "Army" the dominant infantry unit as I will also slightly reduce their cost. They will no longer be just "double" what Corps cost. I will make them about 180% of a Corps cost. "Corps/Divisions" will be only for filling in gaps, quick reinforcements, representation of true historical Corps, Divisions and Brigades etc.. The focus will now be on "Army Groups" which have one or two "Armies" and a "Tank Group" under their control. "Militia" will represent Garrison Troops, Territorial Conscripts, Home Guards, Battalions and Regimental sized units. 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 14, 2006 Author Share Posted October 14, 2006 Version 9 is on cmmods. I have replaced engineers with Militia/Garrison. They still have the ability to fortify. This works well as it represents the workforce required to build fortifications. 0 Quote Link to comment Share on other sites More sharing options...
Gorgin Posted October 14, 2006 Share Posted October 14, 2006 Honch: FYI The files in HONCHV9 are labelled "Custom Campaign Version 8 (v1.04)" 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 14, 2006 Author Share Posted October 14, 2006 I just didn't update the name. It IS version 9. 0 Quote Link to comment Share on other sites More sharing options...
Retributar Posted October 15, 2006 Share Posted October 15, 2006 Honch !..."Dont Be Sorry!, Just Don't Do It Again!." We Take It Very-Hard And Personal Here!. Just having some fun in this somber environment!. 0 Quote Link to comment Share on other sites More sharing options...
Agent Smith Posted October 16, 2006 Share Posted October 16, 2006 @retributar, GOD, It's getting so somber around here, that YOU have to even put footnotes to SARCASM 0 Quote Link to comment Share on other sites More sharing options...
zakouski Posted October 17, 2006 Share Posted October 17, 2006 I played the version 8 of your mod. Unfortunately, they game crashed twice at the fall of france, after displaying the different Vichy government. Did it happen to anyone else ? (I was playing allies). 0 Quote Link to comment Share on other sites More sharing options...
rensark Posted October 18, 2006 Share Posted October 18, 2006 Honch I was skimming through this thread and I noticed early on you were talking about volksgrenadiers, when you meant volkssturm for German "home guard"-types. Did you ever correct this in your mod? I will be downloading this mod in the very near future. It looks like a winner! 0 Quote Link to comment Share on other sites More sharing options...
Retributar Posted October 18, 2006 Share Posted October 18, 2006 I played the latest version of your MOD, as the Axis, and the game did Not Crash after the Fall-Of-France!. 0 Quote Link to comment Share on other sites More sharing options...
zakouski Posted October 19, 2006 Share Posted October 19, 2006 I've downloaded version 9. The game does not crash anymore at the fall of France / Vichy creation. All is good so far. 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 25, 2006 Author Share Posted October 25, 2006 What do you guys think of the garrison/militia unit? Version 10 is in the works right now but I won't post it u8ntil patch V1.05 comes out which rumour has it is in the final stages. 0 Quote Link to comment Share on other sites More sharing options...
Lars Posted October 25, 2006 Share Posted October 25, 2006 Thought it was a bit odd to see the Seigfreid Line manned with them. Even odder when the later ones started showing up at Inf 3, AT 2 and Mobilization 2. On whole, I'd rather have the Engineers back. 0 Quote Link to comment Share on other sites More sharing options...
Major Spinello Posted October 27, 2006 Share Posted October 27, 2006 I think the garrison units are great in principle, but there probably should be some restriction which lets them drag behind in tech. 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted October 27, 2006 Share Posted October 27, 2006 Put all their infantry combat stats to 0. Thats what I did for my scenarios. That way they are are always 1-2 points behind. 0 Quote Link to comment Share on other sites More sharing options...
Honch Posted October 27, 2006 Author Share Posted October 27, 2006 Good idea Normal Dude. I have actually reduced their stats to SA 1, HA 0, SD 1, HD 1. I may reduce it even more. I see no problem with tech advances for them as even garrison units can be provided with trucks and armored cars as well as better rifles. Version 10 is ready now and converted to patch 1.05. (I had this available to me for a beta test) I just have to wait until the new patch is available to everyone. The new patch really enhances the AI options. 0 Quote Link to comment Share on other sites More sharing options...
Lars Posted October 27, 2006 Share Posted October 27, 2006 Need the patch so my subs can attack all them damned Allied subs sitting on the Norway route. 0 Quote Link to comment Share on other sites More sharing options...
japinard Posted October 28, 2006 Share Posted October 28, 2006 Originally posted by Honch: Good idea Normal Dude. I have actually reduced their stats to SA 1, HA 0, SD 1, HD 1. I may reduce it even more. I see no problem with tech advances for them as even garrison units can be provided with trucks and armored cars as well as better rifles. Version 10 is ready now and converted to patch 1.05. (I had this available to me for a beta test) I just have to wait until the new patch is available to everyone. The new patch really enhances the AI options. oh man. You've got me super excited. How soon will it be up? I can't wait! 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.