Uhu wrote:I didn't forget the late war inf icons too. I plan to make late war inf icons for the British and Soviets too.
Plus I see it useful to have for most units a different *.png - even they share the same icon - to have different bigunit and better identification, immersion - I started to do this already.
Yeah, it would be nice to have a different icon for those late war units. But the real problem is to have correct animations and sounds for those, i.e. the British used the PIAT portable anti-tank weapon which differed from the other bazooka type weapons as it did not have a muzzle smoke when firing so the existing bazooka animation would not be suitable for that:
https://www.youtube.com/watch?v=Ku_oAmIcsvE
- The partisan penalty still comes in the beginning of Axis turn. Maybe setting it to the beginning of Allied turn would make a difference?
I double checked it and the warning message indeed comes up at the beginning of the Axis turn, telling the player that there are partisans disrupting the railway lines and they have to be removed/destroyed to avoid getting a penalty at the end of the turn. And the penalty is given at the end of the axis turn if there are still partisans there. So theoretically it should work as intended, but I can only check it again in game when I start another test play some time later.
- I looked the penalties (partisans, bombing), it looks easy to edit them, to make a Rommel version from that. If the next version comes out, I can make it.
OK, it is indeed not too hard there are 3 partisan and 9 bombing scripts to be changed accordingly.
- I made some tries to make a more realistic Fallschirmjäger transportation: one solution could be to make it multipurpose with a Ju 52 transport as second unit (with bomber status to have fuel) - but it would still need from the player to play "honorable" to use them realistically. Plus the after-airdrop-suppression would be completely abandoned. So I still don't know, if it possible to adress this issue somehow.
But it would mean that paratroopers can switch to Ju 52 transport any time even if they are not at an airport which is kinda weird, I guess. Unfortunately air/sea/rail transports seem to have unlimited fuel by default in PzC, even if they have a fuel amount added in the equipment file. This seems to be hard coded and might well be a bug in the base game.
Or a ground transport (which has fuel system) to "teach" fly? Or making a new transport type?
That might work, but it would also mean that paratroopers could embark their Ju 52 at any place and fly away, not only at airports.
uzbek2012 wrote:Thank you !) And now with frequent departures in the system reached 52 course (have to do a few spare saves )))
That "frequent departures in the system" might mean a crash to desktop? In that case I would recommend adding the /nocache to the panzercoprs.exe file as described in the first page of this topic.
Moscow and many cities have fallen but the red army is stronger than all went on the offensive on all fronts )))
Well, after Kursk, which is around turn 50 in the mod the Soviets indeed went on the offensive on all fronts and did not really stop until they reached the Elbe river (((
Too many partisans and indeed enemies (((
As I wrote in the first page of this topic this is supposed to be a historically accurate mod, which means the Axis are heavily outnumbered by the Allies, just as hisorically. For example note that during WWII the Allies produced some four times more aircraft and tanks than the Axis and it is well represented here. As for the partisans: "The Yugoslav Partisan movement grew to become the largest resistance force in occupied Europe, with 800,000 men organized in 4 field armies." (Wiki) Which is quite a reasonable force to deal with, and it is well represented in this mod, too.
Looking at the screenshots you uploaded I must say that this war is probably lost as the Allied offensives will only get worse in 1944/45.
I noted the following possible problems:
1 - too weak air defenses in Germany: in the picture showing the situation in North Germany I cannot see any German AA guns or fighters. No wonder that the Allies already rule the sky over Germany. I have a save from my previous historical test play from turn 48, just a bit earlier as your screenshots. As you can see I have four AA guns and some fighters and a bomber destroyer deployed in the same area:
And two more AA guns and another bomber destroyer in West Germany and the Low Countries:
As a result there are no Allied bomber formations present. I must say that it is not a good idea to neglect the air defense of Germany as in that case the Allied bombers start to cause a serious prestige penalty as early as in 1942-43. I would say it is highly recommended to leave the historical force in Western Europe for defense: JG 1, JG 2, JG 26 and possibly 1-2 bomber destroyer units (Bf 110G, Ju 88G), too. Also, most AA guns should be left there and upgraded to 8.8cm Flaks. If you move these forces to the east Germany becomes way too vulnerable to the Allied air offensive. I would suggest attacking the Allied air units with Flak first to weaken them and then mass attack them with the best fighters. Unescorted bombers can be destroyed easily with the Bf 110 G and similar units with high anti air stats. Even then, the Allied air forces will eventually become very strong in 1944/45 so countering them would require the whole Luftwaffe, which, in turn requires the defeat of the USSR by then. Or, you have to succesfully invade England.
2 - no unit upgrades: as I see most fighters are Bf 109 F and I can even see a Bf 109 E on one of those screenshots. However, the Bf 109 G is available from mid 1942, most of those should have been upgraded to this later and better fighter type, with some of them upgraded to the even better Fw 190. The Bf 109 F -> Bf 109 G is an in-family upgrade, which means it is very cheap and you get a much better fighter. Also, most obsolete Minor Axis fighters can be upgraded to Bf 109 in 1943 at a reduced price. There are some other non-standard in-family upgrades such as the Panzer III -> Panther upgrade option which makes these upgrades significantly cheaper.
3 - Possibly Malta should have been taken: even if you "only" want to defeat the USSR, which is also very hard, it is highly recommended to capture Malta, otherwise it becomes a real pain in the ###, just as historically. To do so you have to take the Ju 87 unit with Rudel as a hero as probably that is the only unit which is strong enough to destroy the Malta fortress. Obviously it needs some storng fighter escort as well, most preferably a good Fw 190 or maybe two.
4 - Capturing Moscow and Leningrad is a nice achievement, and it reduces the number of Soviet reinforcements appearing from 1943. But, it looks like it cost you too many units as I can hardly see any tanks on your screenshots. So try to save as many of your units as you can during the Soviet winter counter offensives. Try to use a mobile defense tactic: try to avoid direct confrontation between German and Soviet tanks as the T-34 and KV types are much better than the early Germans tanks. Instead, retreat to favourable defensive positions if needed, try to lure Soviet tanks to close terrain like forest, hills or cities and then mass attack them with infantry and AT units instead of using the inferior, but expensive German tanks.
Still, I am not an "expert" of this mod, I think this title goes to Uhu and Delta66, so they might provide some more hints on how to turn the tide and beat the AI.