Post by valorius on Feb 11, 2023 2:30:16 GMT
I have just been making a few adjustments to the Europe map. Moving a few cities.
Regarding new artillery rules. I will fix an option button if wanted... (Val.)
I will probably not use that option button so soon but I have nothing against it's existence.
Actually, in the first turns with the "new artillery" I got "unstucked" from one or two enemy blockings.
Definitely, I am using more tanks and less artillery.
Comparing with the "old artillery" it comes to my mind I may have been playing "Artillery General" throughout these years...
Europe Map:
You got me into a little bit of doubt with the inclusion of the New Europe Fiasco 2700X1500 map in v782.
Actually I called it "Fiasco" because I could not edit the thing due to the 1000 pixel barrier.
But unless my memory is failing catastrophically I have a reduced version that is even 10% edited or so.
Let me get back on that...
Right!
Europetest02 with 1000X600 pixels.
Almost exactly the same geographical area of the 2700X1500 map.
I remember the reduction resulted in something with a thousand pixels and a bit more.
Reason why I ended up cutting 40 or 60, or something around that, pixels to the left side - leaving Canada and the States just a bit narrower than in the bigger version. Almost all of the cut was forest and bits of lakes. But for practical purposes it is all the same an "Europe" map from the center of the US to the center of India, only 2,7 times smaller.
I added many cities in the less needed Central American area.
A reasonable part of Canada's and a few US's.
And the last ones in the area of Somalia.
So, it has an immediately obvious disadvantage: it needs a huge amount of city adding, instead of just shifting a few.
Plus road adding.
Rivers too probably.
Additionally the scale is smaller than ETO's.
Advantages are a much wider area covered and being just a bit warped instead of ETO's big "curl".
(I believe this warp I detected may come from the uneven hex dimensions)
The way the new artillery rules were, they were basically just anti-tank guns. There is no way on god's green earth that a 3 range 88mm anti aircraft gun should be returning fire against an artillery battery 3 hexes away.
What *Would* be very neat would be modifying air defense units to allow them to have either a direct fire or indirect fire role- because historically they did have that function (at least the good ones did)
Not sure how you'd code that.
As far as was mentioned above somewhere, artillery should be able to provide support fire to any unit that is attacked within it's range, as long as the attacking unit is also in it's range.
I do agree that artillery can be overpowered, i have personally addressed this by rewriting the defense values of many units in the game -OR- reducing the attack values of artillery, since i was unable to code the artillery attack mechanism myself.
I think reducing the hard attack of artillery against armor (as mentioned above) that is not attacking in direct fire is a good idea.
PS: One really persistent and annoying bug, units that have zero ammo are able to inflict damage vs attacking air units, it is very common.
Also, units with no fuel are able to retreat when attacked by ground units, when i would think in reality those units would be forced to surrender.