Zuikaku's mod

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Zuikaku
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Re: Zuikaku's balance mod

Post by Zuikaku »

So, I have finished work on new version (1.4) of my mod.
Here is the list of changes:

Map changes:
Added the following land producing factories to the Soviets:
1024,154 Karkiv x2
1140, 114 Nizhniy Tagil x2
1153, 126 Chelyabinsk x2
1055, 120 Gorky x1
1146, 118 Yekaterinburg/Sverdlovsk x1
Soviets had considerable land build capacity in 1936 which is not represented in the stock database. As a consequence Romania and Hungary combined can easily outproduce USSR leading to strange and repeated "Hungary conquires USSR" scenarios. Now, soviets will be much tougher nut to crack as they shoul'd be. Source:
https://en.wikipedia.org/wiki/List_of_S ... _factories

naval build capacities added to locations:
917, 129 Gdansk
873, 131 Kiel
870, 136 Hamburg
868, 138 Bremen
As the soviets with land capacity, Germans are handicaped in naval build capacity.

Technology changes:
1553 "lightweight radial engines" tech is now renamed and retexted to => "lightweight aircraft piston engines"
1620 "turbo prop prototype" tech is now renamed and retexted to => "improved aircraft piston engines"
1621 "advanced turbo prop prototype" tech is now renamed and retexted to => "advanced aircraft piston engines"
"turbo prop prototype tech" moved to position 1830
"advanced turbo prop prototype" moved to position 1831

What do we get by that? WW2 airplanes now won't need research in jet techs and turboprop techs (which was annoying nonsense). Piston engine technology is brand new tech branch now. WW2 planes were all piston engined, so this is historicaly correct. turboprop tech research now leads to turboprop designs.

Unit database changes:

-Tu-95, G10N Fugaku, C-130, An-32, A-400, An-12, An-24, An-26, OV-10A Bronco, C-160 Transall, C-27A Spartan - set to require advanced turboprop prototype (please let me know if I missed some of early turboprops).
-10kt nuclear bomb (8001) weight set to historical weight of 5t
-Ba-64, Ba-20 and Ba-30 soviet armoured cars hard attack set to 1 since they were armed only with MGs.
- artillery ranges are now rebalanced to more historical values (I think many of you won't like this). Big calibers now do not guarantee long ranges. So, 150mm SiG33 gun now won't have 41km range just because it is 150mm gun. It will have lower range than many 75mm field guns since it is short barreled. But there are some good things regarding this. Researching artillery is now more usefull since new models do have better ranges. Earlier, we didn't care much about researching arty since WW1 models had the same ranges as same caliber '44 or 2000 models. Cold war arty is not rebalanced yet!
-Rebalanced naval att stats for torpedo bombers since some of them seems to had too low naval attack values. Aircrafts that were capable of carrying torpedoes now have better naval attack statistics.
-German aircrafts capable carrying radio controled Fritz bombs (like He-177, Me-264 or later versions of He-111) have now slightly increased naval attack values.

I was thinking a lot about adding new units. I know that BGs are strongly opposed to that, especially regarding "wunderwaffe" or theoretical designs. Data on many of these units can not be found and there is a risk of turning the SRU into fantasy game. On the other hand, in "what if Axis/France survived" scenarios, some regions are left without designs to produce and research. So, I have decided to go ahead and add some units. I must to say this was rather difficult task to do, since most of these units are missing at least some of the data. I gave my best to include only most probable units, units with most data available, units that were tested. Also, I skipped all the overly exotical units such as Lerche VTOLs, Vrils, or Japanese death ray artillery. So... here we go...
Following units were added:

P.43 - italian tank
P.43 bis 90mm - italian tank
Panther II - german medium tank
E-50 Standardpanzer - german cold war MBT
E-75 Tiger III - german cold war heavy tank
AMX-38 - french light tank
AMX-40 - french light tank
AMX-ELC - bis french light tank
AMX-12 - french light tank
ARL-44 - french heavy tank
AMX M4 mle.45 - french heavy tank
SARL 42 - french medium tank
Renault G1 - french medium tank
Ft AC mle.25mm SA-4 - french tank destroyer
UE-57/47mm - french tank destroyer
S35 CA - french tank destroyer
SAU-40 - french tank destroyer
AMX AC mle.46 - french tank destroyer
75mm APX mle. - french AT Gun
90mm ACE AT Gun - french AT gun
GW Panther Dracula - german cold war artillery
Ft-75 BS - french SP artillery
Lorraine 39L AM - french SP artillery
AMX-105AM mle.47 - french SP artillery
BM-13-24 Katyusha - soviet MLRS
Wurfrahmen Sdkfz 251 - german MLRS
21cm Nebelwerfer 42 - geman MLRS
Panzerwerfer 42 Maultier 21cm - german MLRS
Yokosuka MXY7 Ohka - japanese suicide missile
Yokosuka MXY7 Ohka mod43 - improved japanese suicide missile
Wasserfall SAM - german cold war SAM
Hs 117 Schmetterling SAM - german cold war SAM
Me-262 HGII - improved high speed Me-262 armed with Ruhrhstahl AA rockets
Me-262 HGIII - further improvement of Me-262, with engines placed inside wing roots, almost supersonic fighter
Horten H.XVIII - german cold war flying wing bomber (pretty stealthy too :D )
Spetsnaz '57
Spetsnaz '85
Spetsnaz 2011

So I think that French and German players will now have enough units to research in "what if X survived" scenarios.
Please note there are errors possible. I'm not sure if Ohkas are going to work (missiles are somewhat strange to mod), so if you encounter some strange things, let me know :-)

More to come....
Last edited by Zuikaku on Dec 04 2015, edited 1 time in total.
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Sigma
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Re: Zuikaku's balance mod

Post by Sigma »

Zuikaku wrote: I was thinking a lot about adding new units. I know that BGs are strongly opposed to that, especially regarding "wunderwaffe" or theoretical designs. Data on many of these units can not be found and there is a risk of turning the SRU into fantasy game. On the other hand, in "what if Axis/France survived" scenarios, some regions are left without designs to produce and research. So, I have decided to go ahead and add some units. I must to say this was rather difficult task to do, since most of these units are missing at least some of the data. I gave my best to include only most probable units, units with most data available, units that were tested. Also, I skipped all the overly exotical units such as Lerche VTOLs, Vrils, or Japanese death ray artillery. So... here we go...
Following units were added:

P.43 - italian tank
P.43 bis 90mm - italian tank
Panther II - german medium tank
E-50 Standardpanzer - german cold war MBT
E-75 Tiger III - german cold war heavy tank
AMX-38 - french light tank
AMX-40 - french light tank
AMX-ELC - bis french light tank
AMX-12 - french light tank
ARL-44 - french heavy tank
AMX M4 mle.45 - french heavy tank
SARL 42 - french medium tank
Renault G1 - french medium tank
Ft AC mle.25mm SA-4 - french tank destroyer
UE-57/47mm - french tank destroyer
S35 CA - french tank destroyer
SAU-40 - french tank destroyer
AMX AC mle.46 - french tank destroyer
75mm APX mle. - french AT Gun
90mm ACE AT Gun - french AT gun
GW Panther Dracula - german cold war artillery
Ft-75 BS - french SP artillery
Lorraine 39L AM - french SP artillery
AMX-105AM mle.47 - french SP artillery
BM-13-24 Katyusha - soviet MLRS
Wurfrahmen Sdkfz 251 - german MLRS
21cm Nebelwerfer 42 - geman MLRS
Panzerwerfer 42 Maultier 21cm - german MLRS
Yokosuka MXY7 Ohka - japanese suicide missile
Yokosuka MXY7 Ohka mod43 - improved japanese suicide missile
Wasserfall SAM - german cold war SAM
Hs 117 Schmetterling SAM - german cold war SAM
Me-262 HGII - improved high speed Me-262 armed with Ruhrhstahl AA rockets
Me-262 HGIII - further improvement of Me-262, with engines placed inside wing roots, almost supersonic fighter
Horten H.XVIII - german cold war flying wing bomber (pretty stealthy too :D )
Spetsnaz '57
Spetsnaz '85
Spetsnaz 2011

So I think that French and German players will now have enough units to research in "what if X survived" scenarios.
Please note there are errors possible. I'm not sure if Ohkas are going to work (missiles are somewhat strange to mod), so if you encounter some strange things, let me know :-)
As a player, adding what-if units is fine and doesn't break immersion as long as it, as you said, isn't something outlandish or impractical like the Maus, Ratte, Japanese Death Ray etc. Also for Germany you could probably copy over West German and unified Germany produced vehicles for any later Nazi Germany units. Another area to look at for plausible What-If units, I think is the Soviet Union as they had a few vehicles and craft in development that were cancelled when they collapsed in 1991. These might be in already, but due to a lack of mid to late Cold War scenario and the time and patience I've never managed to play a game up until 1990's admittedly. :(

https://en.wikipedia.org/wiki/Yakovlev_Yak-141 (VTOL carrier capable aircraft)
https://en.wikipedia.org/wiki/Soviet_ai ... _Ulyanovsk (Modern Soviet Aircraft Carrier that was being constructed at the time of the Soviet's collapse)
https://en.wikipedia.org/wiki/Yakovlev_Yak-44 (AEW aircraft that was to be built for the above mentioned Aircraft Carrier)

Speaking of scenarios, it would be nice if a modder (not pushing this towards you since you've already said you lack the time and experience for heavy modding :P ) would make scenarios for Post-WW2 (1946) Cold War scenarios for the middle (1960) and late (1975) periods as well as after the fall (1991) and a Modern Era (2000). I think the time periods available in the Sandbox are disproportionately represented as there is a bunch for WW2, then only a couple for the Cold War and 2020 scenarios.
Tnarg
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Re: Zuikaku's mod

Post by Tnarg »

Zuikaku, when you get a chance can you look at the Panzer III series. The Panzer IIIJ seems a bit funny with a range of only 60km versus the F and N's 165km. Also the the J has about 50mm more frontal armor than the previous versions; however, the J series stats close defense, ground defense, and air defense are much lower than the F and N. It's Close Assault value is much higher than the others though. Finally the J and N series also has the demolition ability whereas some of the later models like the Panzer IV F2, Tiger and Panthers do not.

Did you ever decide what you are going to do with the Panzer 38 series too, as I can never seem to get the Czech to research them before the Czech events fire.

Thanks.
Tnarg
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Re: Zuikaku's mod

Post by Tnarg »

One thing that Supreme Ruler is missing and something I've always wanted to see, even if it just symbolic would be Headquarters units. I figure if there is anyone to be able to do this it would be Zuikaku, with your amazing modification that you have already implemented with your mod to bring more realism. I know the game engine is very limited and I'm not sure how the AI would use them but at the very minimum they would basically be mobile supply depots or transport units with tons of supply that have been stockpiled depending on the headquarters size and something in which battle groups could be built around. I have seen the AI use ground transports, so maybe the could utilize these and benefit from them.

Here's what I'm thinking and am open to suggestions. In a nut shell for this game engine at the very minimum they would basically be units that have tons of supply, hence they act as a mobile supply depot except they don't actually create supply, they just have tons of supply stockpiled before the battle starts. So they could help extend the range of an organized push into enemy territory. A thrifty player could then utilize transport trucks or helicopters patrolling back and forth between troops on the front and the HQ unit a couple of hexes back to keep them in supply longer.

Could probably use the land mobile radar unit image for HQ. They should be expensive in both cost and time to build. Over all they would just be really obnoxiously large ground transport units, but instead of creating 10 to 100 supply trucks, they would be just one symbolic unit. And if you lose it you swear out loud, if you see it getting close to being cut off, you orchestrate a complete change of plans, and if you destroy an enemies with a dedicated attack you can pat yourself on the back and watch the enemies in the area fall apart due to lack of supply (not sure if moral can be effected by the loss of certain types of units, but hey good for role play I guess)

Brigade HQ. 50-100 personal, transport unit with 500-1000 units of ammo and fuel(supply)
Division HQ. 200-400 personal, transport unit with 2000-4000 units of ammo and fuel (supply)
Corps HQ. 600-1200 personal, transport unit with 6000-12000 units of ammo and fuel (supply)
Army HQ. 1800-3600 personal, transport unit with 18000-36000 units of ammo and fuel (supply)

My numbers are probably way off, but open for debate.

They could possibly have the engineer ability to simulate their ability to reorganize and repair the existing infrastructure of the hex they occupy.

Could also use the HQ unit as the hub for another battle group, that supports several other battle groups. Just as real HQ, you could have artillery, aa, engineers, at, and combat unit replacement battalions attached which are then organic to the battle groups the HQ is supporting in the area. Example battle group 1 is attacking a town and request the organic artillery and engineers, while battle group 2 is facing some heavy tank opposition so could request the AT battalion and hey they lost a tank battalion in the last day, so send thema new tank battalion replacement too. When over they rally back to the HQ battle group.

Of course all of this can be done now without an actual HQ unit, you just have tons of supply trucks to be your supply hub with the attached support battalions and call that your HQ., but it's just something I've always wanted to see in this game. Something symbolic, something for those that really like to micro manage the battle and logistic system of this game.

Thanks.
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Re: Zuikaku's mod

Post by Zuikaku »

PzIIIJ is corrected for the next update.

Regarding HQ units, I just do not see the point for them in current battle engine. In some strategies like legendary TOAW, HQ units provide supply, command, coordination and morale bonuses for any nearby subordinate units. Any similar impact in SRU is impossible without serious code changes. Adding HQs units just for the sake of having them is going to make life harder for overly confused AI. How to teach AI to use HQs? giving supply HQs which players are only capable to use is just going to give player even more advantage over the AI, further disbalancing the game and even now we got quite enough "Andora's world conquest" AARs.
And even historically, HQs were not immensely abundant supply sources. They helped to increase supply, but were not massive mobile supply dumps. Also, I don't like idea of overriding logistical problems and allowing easy 1000km deep blitzkrieg thrusts over the desert.

I would like to see HQ units which coul'd control and command battallions assigned to them. When you give command to HQ unit (e.g. to defend Paris), HQ unit woul'd deploy battallions arround assigned perimeter, dig in infantry and anti tank guns, support them with artillery and AA and hold tanks and some infantry as reserve. All of this is impossible due to limitations of SRU engine and I just do not see any use for another large transport truck unit :cry:

Thank you for all the compliments but I think that you are somewhat overestimating my capabilities. :D
And excuse me if being dissappointing. Anyway I might add world HQ truck based unit just for your version of the unit database if that's gonna make you happy , but something like this won't be in the "official" release. :-)
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Tnarg
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Re: Zuikaku's mod

Post by Tnarg »

Zuikaku, thanks for the feedback, it's always good to get someone else's input and take especially one from the point of view that knows what can and can not be done via modding. Long ago I had visions of a HQ unit that could enhance troops within a certain range of the HQ unit. The higher the HQ, the farther the range. That's when I sadly learned some of the limitations of the game engine. So I settled on my current version that being a mobile supply stockpile unit (that is slightly faster than supply creep)to help with organized (player) pushes in enemy territory. But again this can all be done currently using tons of supply units that are under one banner if you will.

I would greatly appreciate my own little mini version, so thanks for that, if and when you have time that is.

We talked about the Panzer 38 a while back, any thoughts on that since then.

And finally I noticed that you added the T-14 Armata Russian MBT for the modern day. Any thoughts on their other variants of this such as T-15 IFV, 2S35 SP artillery, and BM-2 short rang rocket artillery (TOS-2), which is similar to the TOS-1 Burantino built on the T-72 chassis.

https://en.m.wikipedia.org/wiki/Armata_ ... t_Platform

Keep up the good work.
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Re: Zuikaku's mod

Post by Zuikaku »

Tnarg wrote: I would greatly appreciate my own little mini version, so thanks for that, if and when you have time that is.
I'll try to finish the next update before the year's end. But as you might noticed I'm somewhat short on time thesedays. Anyway I have done some work on the update and done some research that will made french players quite happy since french tree will be now without any "no designs to research" and I have to say I'm quite proud of this :D
Tnarg wrote: We talked about the Panzer 38 a while back, any thoughts on that since then.
The main problem with Pz38(t) is that czech AI just don't have enough time and capacity to research them at historical rates since AI research priorities are somewhat different. I'we been thinking about some solutins for this including giving Czechoslovakia more researched tech in the start. But anyway it is quite doubtfull if it is worth doing this only to force AI research this particular tank.

The other solution might be giving Pz38(t) german regional code. On the other hand, germany got more than enough of it's indigineous designs. Frankly, I don't know what to do at the moment.
Tnarg wrote: And finally I noticed that you added the T-14 Armata Russian MBT for the modern day. Any thoughts on their other variants of this such as T-15 IFV, 2S35 SP artillery, and BM-2 short rang rocket artillery (TOS-2), which is similar to the TOS-1 Burantino built on the T-72 chassis.
I'm keepeng the close eye on new (russian and other) designs. So far I don't have enough data on Boomerang and Kurganets IFVs (I know they plan to arm them with excellent 57mm cannon and Krizanthem ATGM) and Koalitsiya SPG. As soon as I find some reliable info, I'll add these units.
Tnarg wrote: Keep up the good work.
I think I just made AI to simultaneously produce PZIV (CS tank) and PzIIIJ. That happenned after correcting some of PzIIIJ and PzIV values. so, basically, PzIIIJ is more capable of fighting tanks and PZIV fighting soft targets. They both have similar ground defense values. Hope this woul'd work :D
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Re: Zuikaku's mod

Post by Zuikaku »

Update 1.5 is now available!
Here is the list of changes:

following facilities have been added on map:
1395, 142 Irkutsk 1X air production
1119, 113 Perm 1X air production
1055, 122 Pavlovo 2X air production
1622, 242 Kure 1X Naval production
1634, 239 Akashi 2X land production

many USSR aircraft factories that existed in '36 have been missing. Please note that USSR had aircraft industry with capacity dwarfed only by USA at the time. Also, Kure naval arsenal was missing. Also, Japan now have more adequate land build capacity.

Following facilities have been removed from map:
1526,300 Guangzhou - research center
1526,227 Zibo - research center
1513,299 - 5X power hydro
1514,300 - 5X power hydro
1493,262 - 4X power hydro
1494,262 - 5X power hydro
1506,262 - 3X power hydro
1507,262 - 2X power hydro
1506,273 - 4X power hydro
1517,271 - 4X power hydro
1518,268 - 3X power hydro
1496,238 - 3X power hydro
1539,267 - 4X power hydro

China had far too great research capacity. And it had far too much hydroelectric plants. I also hope that by removing them China will become more dependant on imports and it will experience shortages. I'm also thinking about removing some of it's industrial capacity to better reflect China's lack of industrialization at the time.

China is stripped of all techs with only industrialization left in order to reflect heavy situation and turnoil it was experiencing. China now won't be able to easily defeat Japan or be competitive in tech race (historically China managed to catch up the rest of the world only recently). Also, playing China now will be a real challenge.

following units have been added:
Potez 230 - french lightweight fighter
Bloch 150 - french fighter
Arsenal VG-33 - french fighter
Arsenal VG-39bis - further development of Arsenal VG-33
Arsenal VB-10 - french heavy fighter
Hanriot SNCAC NC-600 - French heavy fighter (multirole)
Breguet Br.690 - french tactical bomber
LN.402 - french dive bomber
Latecoere 298D - french float torpedo bomber
Amiot 354 - french level bomber
Br.482 - french level bomber
Bloch MB.162 - french level bomber
An-9 - soviet transport aircraft
An-4/Tb-1G - soviet transport aircraft
Yak-6 - soviet transport aircraft
Shche-2 - soviet transport aircraft
Bloch MB.220 - french transport aircraft
Caudron C.440 Goeland - french transport aircraft
Wibault 283-T - french transport aircraft
Dewoitine D.338 - french transport aircraft
SE.161 Languedoc - french transport aircraft
SAS Commandos ('56) - British special forces
SAS Commandos ('84) - british special forces
SAS Commandos ('11) - british special forces

Following units have been corrected:
-LN.401 and LN.402 aircrafts set to be able for long deck carrier operations
-Pz IIIF renamed to Pz IIIF-G in order to define unit type more precisely
-Pz IV renamed to Pz IVC-F in order to clarify unit type. Also hard att lowered to 6 and close attack increased to 8. Ground def lowered to 7, tac air def lowered to 9, Indirect def lowered to 10, close defense lowered to 10.
-Pz IIIJ close attack lowered to 5. Ground defense increased to 9, tac air def increased to 9, indirect def increased to 11, close def increased to 8. PzIIIJ had inexplainably low defense ratings although it had far better armour than early PzIVs. That made it highly unatractive to AI.
-Pz IIIN soft attack increased to 9, hard att lowered to 6, fort att increased to 8, close att increased to 8. Ground defense increased to 10, tac air increased to 10, indirect def increased to 10 and close def increased to 12. This tank also had unexplainably high anti tank values although it was CS tank and carried short-barreled gun. It also had far too low ground def. ratings.
-Matilda II grnd def increased to 11 tac air def to 9, close def to 12, ground and surface attack ranges set to 1. It was really funny to se "Queen of the desert" known for her almost impenetrable armour (at the time) having lower defense values than paper thin failed projects like Tetrarch.
-KV-2 surface and grnd ranges set to 5. soft att increased to 14, hard att lowered to 8, fort att increased to 14, naval att increased to 8, close att increased to 10,
grnd def increased to 12, indirect def lowered to 15
-M3 Lee build time increased to 1,5, cost to 0,192.Soft att increased to 9, hard att to 7, tac air def lowered to 8 (big, fat target)
-B5M low air att lowered to 2, medium air att lowered to 2, soft att lowered to 7, fort att lowered to 5, ground def lowered to 4, air def lowered to 5, indirect to 2, close to 3, close att lowered to 6. Explanation - B5m was not a fighter and it did not have
the maneuverability of Aichi D3A1 which coul'd engage Wildcats. It was a troublesome design less combat effective than B5N.
-Cr.32 Falco low att increased to 4
-Ba.27 Metallico air def decreased to 2, close def decresed to 2, low att decreased to 2 (this was failed aircraft much worse than Cr.32 and AI likes it a lot, but not any more)
-C.200 Saetta low air att increased to 4 , medium air att increased to 4
- Both light infantry types are stripped of russian, german, US and UK regional codes and thus are unavailable for these regions to research and build.

Other changes:
-Whirlwind, Whitley and Beaufighter reclassified as multirole
-An-4/Tb-1G and An-9 set as researched designs for Soviets
-Caudron C.440, Wibault 283-T and Dewoitine D.338 set as researched french designs

AIParamas changes:
AI now values more artillery ranges


With this update I have acomplished the most of my goals. Most of missing units are included, Axis and French are now playable with their own designs throught the early Cold war, AI builds more variety of units (sometimes it builds 3-4 tank types simultaneously), AI builds more historical units, and some of the most notable unit errors and historicall errors have been corrected. While majority of the job is done, I'll continue to correct errors and update the mod although with much slower pace (since most of the work is done).

I hope you'll enjoy the changes!

Merry Christmass and a happy New Year! And let we all see less wars and tensions in the real world in following year(s)!
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Re: Zuikaku's mod

Post by Tnarg »

Great update! Thanks.
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Re: Zuikaku's mod

Post by oberkommando »

Ufff! Nice mod!. Thanks a lot Zuikaku. I have to ask if this mod works overwriting previous versions. I mean if i install V1.5 will i be later to load the same gamewith a later V1.6?
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Re: Zuikaku's mod

Post by Zuikaku »

oberkommando wrote:Ufff! Nice mod!. Thanks a lot Zuikaku. I have to ask if this mod works overwriting previous versions. I mean if i install V1.5 will i be later to load the same gamewith a later V1.6?
Unfortunatelly ,not. I mean, you'll be able to load the game with the new mod, but you'll get none of the database changes, new units or map changes. Only AI paramas takes immediate effect. But you can play the game without worries, there'll be no new version for some time (no missing unit designs left and I need to collect list of new errors in order to have enough meterial for the new update). :-)
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Re: Zuikaku's mod

Post by Tnarg »

So while I was awaiting your release of 1.5, I started playing a sandbox 2020 World to test out your spetsnaz upgrades and some of your other modern day fixes. A couple of things that you might be interested in looking into if you want to make any more corrections.

The land transport units are just off. The heavy supply truck takes 16 days to build while the regular supply truck takes 2. Their transport cargo capacity is pretty similar 240t versus 192t

The Russians have a few units that are paradrop capable like the Vodnik wheeled light infantry vehicle that are very cheap and a very low build time considering they are parachute capable. To revisit an earlier discussion we had about World War II era paratroopers their build times are are very low (11 days) considering the extra training a paradrop capable unit would receive. Here are some more findings if you are interested:

Modern day airborne elite 27 days

airborne 62' are 41 days

Couldn't find a more modern (regular) airborne though, might have missed it though in the research order though

airborne elite II ( there are two entries one for 36 days one for 30, both have origins Multiple, and the same exact stats)

F.A.R.P airborne supply 29 days

light infantry '60 (the hummvee one) 19 days

Russian 2S9 (2A60) Anona-SVK 120mmSP 18 days

One could argue that some of these units were designed to be dropped from a plane and probably cheap to build, but I am going out on a limb that the crews that mount them are airborne qualified thus would need additional training.

Also, maybe someone else can answer this for me but some countries starting unit strengths vary for example Germany modern world sandbox Leopard units have 58 for Strength, if you were to build one it would be 44, Russian armor and infantry units that you start with are all pretty much 20 to 40% less strength, where as their aa, artillery, and such are normal. U.S. Looks like they all start at normal. I dunno, just an observation and have always been curious as to the starting ORBTS and their locations on the map and what data was used for those, or if it is just random?

Thanks
Oh nice fix on the British Commandos too by the way. I even gave up up the modern day I just started two days prior to your 1.5 release. Saw that update and decide that I just couldn't live without the possibility of meeting them on the field! Any way to convince you to update the French Elite/mountain troop to modern day standards as well, maybe call them Foriegn Legionnaires.
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Re: Zuikaku's mod

Post by Zuikaku »

I'll take a look on this. French legion etrange is planned along with few other units I've found missing.

Thanks for the feedback! :-)
Last edited by Zuikaku on Dec 27 2015, edited 1 time in total.
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Re: Zuikaku's mod

Post by Tnarg »

Hello Zuikaku, I know you are planning a few more changes, just wondering if any of them are going to be WWII era related. If not I think I'm going to start a new game. If you are making some changes to WWII units I will wait. Thanks.
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Zuikaku
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Re: Zuikaku's mod

Post by Zuikaku »

Tnarg wrote:Hello Zuikaku, I know you are planning a few more changes, just wondering if any of them are going to be WWII era related. If not I think I'm going to start a new game. If you are making some changes to WWII units I will wait. Thanks.
Hi!
Nothing big for now. A few missing hungarian WW2 pieces of equipment and a few modern new units. Maybe some map changes regarding China (but highly unlikely). I'm still collecting info and making a list what to do. So far, there are not enough changes for a new update, so you can start playing :-)
Please teach AI everything!
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