Still busy updating the mod to 8.6.0?
I’m still busy updating my mod too from 7.1.8 to 8.6.0. I started easy with anything but the units.csv file. Gosh, it already took a while for me to get the spec-tree lines look fine in the Soviet campaigns with my proper dates.
Let’s see what ideas I can rip off from your mod now in return. About some things I read in the OP:
- Naval transports have two steps: moving and debarking on the same turn is possible
I like that, but I restrict it to only LCVP and LCT as these got somewhat amphibious capability.
I wanted this for the LVTs and other simming vehicles too, but the game always blocks the switch-button whenever you move, even with 2 steps and/or action points available. Boo!
I see you finally gave in with the support AA fire of the capital ships. It’s simple the best thing to watch during naval-air engagements.
- Changed Ger. Panther traits according to Ichthyic's recommendation
While I would never give the guerilla trait to a non-engineer vehicle, adding the weakFlanks trait to armored vehicles with awesome front protection but miserable side is maybe indeed a good idea to better reflect the difference. I need to check this one day which ratio is reasonable for granting this disadvantage.
I’m also not sure yet if HeavyTreaded for Panzerkeil is worth it for the Panther although I’ve read and seen photos where Panthers got accompanied by Panzer 3 or 4 as anti-infantry protection. That was the point to give the outdated Pz.3 a short 75mm gun in the end. Without HeavyTreaded, the Panthers got their deserved cross-country performance.
- Increased all cavalry movement +2, added assault=1
That’s my speed too, but an assault bonus compared to regular infantry feels wrong, as they don’t demolish entrenchments any better. Horse-cavalry rather tends to ignores entrenchments by jumping over trenches on the move, although barbed-wire hinders them as same.
One thing you could still try is give cavalry 2-steps, but they get really powerful then if they trample over low-eff infantry by running around blocking units. You can test this in Morning Sun very well against Chinese cavalry. I still hesitate to give 2-steps back to them, but with recent light-tank 2-steps introductions, cavalry as typical recon and hunter units should fit to such style.
- Reduced maximum range for all commanders to two hexes
I think that wouldn’t simulate well what especially high-ranking commanders, like Rommel or Zhukov, affect among the battlefield, but the vanilla bonuses are definitely too much that’s why I have toned them severely down. I have reduced all 0-range commanders to +1/+1 and >0-range commanders to only a single +1 bonus. This way, the 0-range ones are always more beneficial than the >0-ones as the lower-ranks typically directly get into action with the attached unit.
It’s still understandable if you don’t want to mess too much with the vanilla stats.
- To be solved: (Add bombard ability to all ships -- Problem with icon space/cargo hold)
You maybe still know that I already did that for all destroyers, cruisers and battleships, but utility ships like the minelayer are better left untouched with the many options. I can’t remember if I changed something like cargo space for that to always make it work.
Alright, time to get back to units.csv. Bah…