Unit Errata
Moderators: Balthagor, Legend, Moderators
- number47
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Unit Errata
Another schticky?
Artillery piece "SU-152 Model 1944" is researchable from the start so obviously it is missing some pre-requisits and being such a powerful unit, it can cause serious disbalance.
Artillery piece "SU-152 Model 1944" is researchable from the start so obviously it is missing some pre-requisits and being such a powerful unit, it can cause serious disbalance.
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- General George Patton Jr
- General George Patton Jr
- Chesehead
- Brigadier Gen.
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Re: Unit Errata
Flakpanzer IV Kubliz has 0 stats at all. Also, it seems researchable from the start.
- Zuikaku
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Re: Unit Errata
Japanese B4N and B5N were carrier capable. They seem not to be in the game.
They were also torpedo bombers but have pathethic naval attack ratings....
And also, Japan can research PG Guided missile in 1936. I know that Japan's naval tech was superior, but that's a bit too much Maybe navalized missiles should be prereq for researching PG guided missile boats....
They were also torpedo bombers but have pathethic naval attack ratings....
And also, Japan can research PG Guided missile in 1936. I know that Japan's naval tech was superior, but that's a bit too much Maybe navalized missiles should be prereq for researching PG guided missile boats....
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- Balthagor
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Re: Unit Errata
SP-1 Spahkreuser attack ranges mentioned in another thread.
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Re: Unit Errata
US at start patrol boats have 0 speed and 0 range. They will deploy but cannot redeploy to reserves, etc.
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Re: Unit Errata
UK Lynx helicopter (71 Tech) is available from the start
- Balthagor
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Re: Unit Errata
fixed for next update.Aragos wrote:UK Lynx helicopter (71 Tech) is available from the start
- Zuikaku
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Re: Unit Errata
J-38 75mm towed AT gun and
J-90 75mm towed AT gun
are available to build after research of "Improved main guns" tech prereq, but without need to research the unit type itself. So, basically, after prereq tech have been researched, you get these AT guns for free - without need to research them...
J-90 75mm towed AT gun
are available to build after research of "Improved main guns" tech prereq, but without need to research the unit type itself. So, basically, after prereq tech have been researched, you get these AT guns for free - without need to research them...
Please teach AI everything!
- Balthagor
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- Zuikaku
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Re: Unit Errata
SiG 33 15cm and
SiG 33 15cm Sturmpanzer B
DID NOT have a range of 41km. They were short barrelled (155L11), low muzzle velocity, infantry (close) support weapons and not long range artillery pieces.
The maximum effective range of SiG 33 gun was 4700m or ~5km.
SiG 33 15cm Sturmpanzer B
DID NOT have a range of 41km. They were short barrelled (155L11), low muzzle velocity, infantry (close) support weapons and not long range artillery pieces.
The maximum effective range of SiG 33 gun was 4700m or ~5km.
Please teach AI everything!
- Balthagor
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Re: Unit Errata
The Supreme Ruler series uses standardized artillery ranges based on gun size;
This is one of the abstractions we have chosen to make to make gameplay more understandable.
If there is certain technologies at play, we could decrease the base values and add techs which increase the ranges accordingly, but that would affect all types of ballistic artillery units.
Anything < 105 is currently given 18km. With a 16km hex size, anything less is problematic.
Also remember, the default game settings use "enhanced ranges".
This is one of the abstractions we have chosen to make to make gameplay more understandable.
If there is certain technologies at play, we could decrease the base values and add techs which increase the ranges accordingly, but that would affect all types of ballistic artillery units.
Anything < 105 is currently given 18km. With a 16km hex size, anything less is problematic.
Also remember, the default game settings use "enhanced ranges".
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- Zuikaku
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Re: Unit Errata
SiG 33 guns are somewhat overpowered then. Maybe you should consider lowering their other statistics (hard attack value) or lowering range to at least 18 km...Balthagor wrote:The Supreme Ruler series uses standardized artillery ranges based on gun size;
This is one of the abstractions we have chosen to make to make gameplay more understandable.
If there is certain technologies at play, we could decrease the base values and add techs which increase the ranges accordingly, but that would affect all types of ballistic artillery units.
Anything < 105 is currently given 18km. With a 16km hex size, anything less is problematic.
Also remember, the default game settings use "enhanced ranges".
Please teach AI everything!
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- Colonel
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Re: Unit Errata
@Balthagor - would it be possible to publish some of the main recipes you`ve come up with for unit adjustment? It would help make unit stats observations more pertinent. The above scheme for example is very helpful in understanding the line of thinking in that regard.
- Balthagor
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Re: Unit Errata
I understand the request, but can't at this time, that's one of the few that is organized.
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Re: Unit Errata
Alright, maybe at a later stage then. I think a central list of guidelines (maybe posted in the first post of the errata thread) would help to keep "correction" proposals along your lines of thought. There are bits of explanations here and there on the forums relating to previous titles, but a single, up to date collection which could be updated and consulted easily would be great. And it could even be compiled gradually, by adding single standards from time to time, as they are set and you have time for that. People might see a wrong speed for a vehicle, but in fact the existing value is explained by 80% of the maximum speed and is actually "correct".