This is a continuation of the thread "RED FRONT ROCKS"... It was getting too long and unhandy.
Also Red Front, version 2 is complete and will be transmitted to CSC within a few days.
Jim:
I think most of your concerns are addressed in the new version. The Guard Tank regiments/divisions give the Soviets a lot of help to conquer Germany (Get 2 new Guard units, extra tough T-34/85s every time you kill a Tiger II in the last 2 seasons of the war) also Soviet planes are cheaper, Germany progressively loses it's airforce, Romanian troops and SG units when appropriate progress is made into Germany.
The only way to prevent Germany from producing a unit that was already available before is make it unavailable in the rules.txt file which means that Germany would lose certain capabilities on a certain fixed turn (Upon loading one of the new rules files) if I make the unit obsolete with a tech, the AI immediately disbands it. That's what happens when Romania surrenders, all Romanian troops are disbanded and since all New Romanian troops appear in Bucharest (By event) and the conquest of Bucharest is the trigger for making the units obsolete you should never see another Romanian soldier in the field!
Regarding the Su-152, if I give it the "ignore tank defenses" flag you will produce it but the Katyushas then lose their value and you won't produce them.
At the end of the game I was producing:
* T-34/85s because they are cheap and have the best movement.
* JS-2s because they are defensively the best unit and can knock out any German tank in the open.
* Su-152s because they are as powerful at killing the tough German tanks as the JS-2s and a lot cheaper to produce (Defensively they are only so-so).
* The Katyushas because they are the best at knocking out the city defenses.
* Red Army because they can be produced with very few shields and can keep conquered cities under control.
* Heavy artillery to deal with the toughest cities but I produce it near the front and it requires Labor brigade support (Build fort next to city to be conquered).
* Yak-9s to protect the units stacks from the Luftwaffe
* IL-2s because they "clean-up" every German unit that wanders out of their cities without bothering my main force.
Mao:
I think, but don't remember for sure, that version 1 does not have the Polish uprising. A lot of these features are new with version 2. Conquering Warsaw in 1944 or 45 in version 1 would just have triggered the Germans getting the "Volksturm" technology and starting to build the units with Panzerfaust and the "Fortress Germany" wonder.
New features in version 2:
Many new events in 1943-45, relating to the fall of Germany.
Problems with Germany "cash overflow" fixed.
Many new unit graphics, some new units.
AI more aggressive in 1941-42, more likely to reach historical targets.
Improved playability.
New sounds imported from war movies.
Many new Soviet cities, including some key historical battle locations (Orel, Petsamo...)
Siege mortars and Panzerfaust unit statistics improved so AI will use them effectively.
SOON COMING TO CSC - APOLYTON HOSTED SITE!
Also Red Front, version 2 is complete and will be transmitted to CSC within a few days.
Jim:
I think most of your concerns are addressed in the new version. The Guard Tank regiments/divisions give the Soviets a lot of help to conquer Germany (Get 2 new Guard units, extra tough T-34/85s every time you kill a Tiger II in the last 2 seasons of the war) also Soviet planes are cheaper, Germany progressively loses it's airforce, Romanian troops and SG units when appropriate progress is made into Germany.
The only way to prevent Germany from producing a unit that was already available before is make it unavailable in the rules.txt file which means that Germany would lose certain capabilities on a certain fixed turn (Upon loading one of the new rules files) if I make the unit obsolete with a tech, the AI immediately disbands it. That's what happens when Romania surrenders, all Romanian troops are disbanded and since all New Romanian troops appear in Bucharest (By event) and the conquest of Bucharest is the trigger for making the units obsolete you should never see another Romanian soldier in the field!
Regarding the Su-152, if I give it the "ignore tank defenses" flag you will produce it but the Katyushas then lose their value and you won't produce them.
At the end of the game I was producing:
* T-34/85s because they are cheap and have the best movement.
* JS-2s because they are defensively the best unit and can knock out any German tank in the open.
* Su-152s because they are as powerful at killing the tough German tanks as the JS-2s and a lot cheaper to produce (Defensively they are only so-so).
* The Katyushas because they are the best at knocking out the city defenses.
* Red Army because they can be produced with very few shields and can keep conquered cities under control.
* Heavy artillery to deal with the toughest cities but I produce it near the front and it requires Labor brigade support (Build fort next to city to be conquered).
* Yak-9s to protect the units stacks from the Luftwaffe
* IL-2s because they "clean-up" every German unit that wanders out of their cities without bothering my main force.
Mao:
I think, but don't remember for sure, that version 1 does not have the Polish uprising. A lot of these features are new with version 2. Conquering Warsaw in 1944 or 45 in version 1 would just have triggered the Germans getting the "Volksturm" technology and starting to build the units with Panzerfaust and the "Fortress Germany" wonder.
New features in version 2:
Many new events in 1943-45, relating to the fall of Germany.
Problems with Germany "cash overflow" fixed.
Many new unit graphics, some new units.
AI more aggressive in 1941-42, more likely to reach historical targets.
Improved playability.
New sounds imported from war movies.
Many new Soviet cities, including some key historical battle locations (Orel, Petsamo...)
Siege mortars and Panzerfaust unit statistics improved so AI will use them effectively.
SOON COMING TO CSC - APOLYTON HOSTED SITE!
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