Oleg Mastruko
Posts: 4923
Joined: 10/21/2000 Status: offline
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UPDATE I updated Raw Deal campaign to v1.1, for GG WAW patched to 1.040, download it here: Raw Deal Campaign 100 kB Zipped file. Installation of this campaign is very simple, removal is simple as well. I suggest you try this campaign out, I think you will not want to remove it ;o) Oleg ======================= I've been working on a mod to this fantastic game. I think flurry of activity on this board and dozens of games being played since the release, highlighted some "areas" that can easily be solved and/or improved by mod. Being the member of beta team, I posted these notes and ideas on the beta board as well, and it remains to be seen if some will be included on the "official" patches. Keep in mind, in official patches, everything needs to be thoroughly tested as regards the playbalance and possible bugs. In "mod world" - it's "free for all" And that's exactly why I am doing this. There's NO guarantee this mod is perfectly balanced. There's NO guarantee it will be more fun than stock game. (In fact it is harder for most sides.) But I DO guarantee every change I did is argumented, documented and researched. AI should work fine with this mod. RAW DEAL '40 **************************** - Caucasus resources reduced to 4, moved 1 resource to North Urals. IMO too many gamey techniques revolved around Caucasus' humungous pile of 6 resources, and this led to attacks with main purpose of destroying resources just to deny them to the enemy, and/or make him waste supplies to repair them. Not realistic. 6 resources there were too much anyway (note there are 2 more just north in Grozny). I moved one resource point to North Urals (huge coal mines of Vorkuta region), and removed 1 resource from the map. This still leaves huge 4 resources in the region. Net result: 1 resource less for USSR. - Shuffled Ukrainian resources (Kiev and Kharkov regions). East part of Ukraine is richer with resources than West, so I took 1 resource from West, moved it to the East. Overall balance stays the same. - Moved Soviet Far East factory from Vladivostok to Irkutsk. This is historic in itself, but my main motive was to slow down the Japanese advance in Siberia. One of recurring "problems" (ie. semi-gamey, and unrealistic techniques) is that Japanese attack on USSR Far East is too easy. Usually Irkutsk is easily taken, and then Vladivostok is isolated, reduced, and units there destroyed. Irkutsk WAS significant industry center (I would say even bigger than Vladivostok). Now, by allowing the Soviet player to control Irkutsk production before USSR is activated, he (Soviet player) would have some sense of control over his fate. Irkutsk stuff can retreat if attacked, Vladivostok usually cannot. Added 1 population point to Irkutsk as well. - Replaced some French and Dutch INF with Militia. This reflects their low morale and training. See the next note for further explanation. - Replaced some of starting German ARM units with INF (they didn't really have that much tanks and motorization in 1940). Although these changes are realistic and reasonable on their own, the real purpose is to make German "Spain-Gibraltar" strategy harder. Too many players were using their tanks to crush France on turn 1, and proceed to take Spain on turn 2, and usually (if UK player didn't counter them) Gibraltar by turn 3, in one huge "serial Blitzkrieg" to close the Med (with tanks). It was too easy to do, and not very realistic in my opinion. This way, France is still very easy to take, but proceeding further towards Spain etc. isn't that easy. - Added 1 tactical air to Germany. Stukas, dude, ugly and sexy at the same time, need to have more of 'em... - Removed rough terrain in Gibraltar and Malta. Rough terrain + forts result in attacker having to have 4:1 to capture the area. Given the miniscule size of these areas, I think their fort + rough benefits were unrealistic, so I decided to remove "rough" attribute (they are still fortified, so now you need 3:1). Gobi desert is example of "rough terrain", Gibraltar and Malta are not, because they're so small, no matter how "rough" they really are, it's marginal given the scale of this game. - Added railway to Gibraltar. In stock game Gib has no rail. That means in some situations Gib can be reinforced only via sea, even though Axis controls Spain! That's bizarre. Yes, you can move some units from Spain to Gib using tac movement, but you can't strat move, say, units from West Germany to this miniscule territory, couple square miles large. Technically, there is NO rail in Gibraltar, but there's rail in Spain just couple miles accross the border in Algeciras. Within 3 months period that is covered by one turn, some units could be transported from the nearest railhead in Spain, to Gib. So, if player decides to spend supply to repair Gibraltar "rail", he can strat move stuff there. Big thanks to color for making the customized map graphic with Gib railway! - Turkey, added INF+ ARTY to Anadolia, removed INF from Istambul. This prevents player from attacking Turkey's backdoor which could be exploited by Axis (attack through Syria) or Soviet player. Also, Turkey is now stronger overall. - Added fort to East Germany. In most games Berlin fell too easy, while West Germany held out in its fortified area. - Removed armor from USSR heavy bombers, added armor to USSR tactical bombers. Soviet tactical bombers Il-2 Sturmovik were heavily armored and known as "flying tanks". In fact I wanted to remove armor from all Allied bombers, maybe compensate by adding durability, but decided the game works OK as it is, and left the armor on heavies (except Soviet heavies, as explained). - Added factory to Hungary. Hungarians historically had significant industrial production. In great scheme of things this factory won't help Axis too much because it's the resources that are the limiting factor for Axis, not factories. Hungarian factory limitations and multipliers are same as Rumanian. - Added one Population to Hungary. So now they can produce militia units, which is realistic. - Removed one starting militia from Hungary. Since they now have their own factory and are able to produce militia, I removed one (of three) starting militia from Hungary. - Removed one starting militia from Bulgaria. - Axis auto victory requires 72 PPs (instead of 70). In my opinion, 70 was too easy to get. - Added transport link Alaska-Vladivostok. This is important change, and anyone thinking this game is too easy for Axis will have to reconsider. This is not widely known but is perfectly historic BTW – of three transport links for Lend Lease, Vladivostok was by far the most active one (more active than Arctic route or Persia route). Stuff was transported mainly in US built ships, with Soviet flags, to prevent being attacked by Japanese. Japanese took extra care not to sink Soviet ships, lest they start a war with USSR – something they wanted to avoid at all costs. In the game, Japanese (or Axis) player will face the similar choice: attack the Soviets, or watch tons of LL stuff go under your nose to help fight your German buddies? Transports and sea zones are frozen, and cannot be used for anything except ferrying supply (until attacked). - Finland enters the war after Baltic States are taken. I don't think it is realistic for Finns to wait until the Leningrad is taken. Finns alone are too weak to take Leningrad anyway, and their "purpose" in this game should be to attack Murmansk region – something they tried to do historically (with limited success), without waiting for Leningrad to be taken. If player decides to use Finns to help attacking Leningrad – this could be taken to represent Finnish forces "tying" up some Soviet forces on the ishtmus and helping Germans in their efforts – which is historic. - Removed Finland air unit. I don't think it makes sense on this scale. - Changed two Finnish INF to Militia. Finns are too strong in the original setup, and since in Raw Deal they activate earlier, they will have to live with being weaker. Given the scale of this game, historical Finns didn't take any territory on the map. In Raw Deal they won't be able to take anything, unless they are very lucky, or the Soviets are uncautious, or they get significant help from Germans, which is all fine. Now they have 2 INF + 2 Militia. **************************** That's it. I personally HATE badly documented mods, and never use them unless everything is clearly explained. So you can be sure this mod is going to be thoroughly documented, argumented, and explained. And of course - open to discussion... Oleg
< Message edited by Oleg Mastruko -- 6/17/2005 5:10:29 AM >
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