Rising-Sun -> Improving Grand Campaing scen#1 (6/29/2019 9:55:47 AM)
I finally got to Japan figure out her resources reserved and noticed it was inaccurate. She should have enough resources for six months, in my calculation I got around three months. So while using the editor, only highest field I can enter under resources are 999,999. Having too many of those in low installations (bases) will cause it to spoil. So manage to do some testing and finally got it where feel about right and unfort I had to change the inputs and outputs on these centers...
Oil Center will produce 10 oils. (untouch)
Resource Center will produce 12 resources (instead of 20).
Heavy Industrial require 1 fuel + 10 resources (instead of 20) = 2 supplies and 2 HIs. *Note Japan didn't use much fuels for HIs, mostly from coal burning, etc. Use 1 instead of 2.
Light Industrial require only 5 (instead of 15) resources = 1 supply point. *Note only change Light Industry usage 5 resources instead of *was(10)15, that's half what Heavy Industry use.
Oil Refinery require 10 oils = 9 fuels and 1 supply point. (untouch)
Manpower Center generate 3 (instead of 5).
So this setup is the only way it will work above.
Japan need 13,825 resources for Light Industry and 50,170 resources for Heavy Industry. She will generate 9,312 resources on her own and behind -4,513 resources to make up for complete Light Industry. So sometime after six months better have positive resources or not be able to make any Heavy Industrial Points. Also need 5,017 fuels to make up for this.
Since some changed have been made, decided to reduce the payloads for those merchant ships by 33% and will not touch the troop transports. This included Allies as well.
Also added some Daily Supplies (free) in bases, these supplies will run in from fishing villages, nearby farms, residence's basement, underground networks, etc. Similar to partisans that are hidden in the areas.
Been messing with this editor for over a month, almost finish up the Soviets. Still a long way to go. After played it few times in the last four or five years and noticed some stats on units, devices or even the setups in the game, doesn't feel right or at least I wanted to do some changes to it.
I do like to hear some feedbacks from you guys, what you think I should do and don't. When I started working on the Soviets, noticed some units are alittle off with XP, Morale, etc. Even added extra features for the Soviets, so they can produce supplies. But still there a lot of things all over the place need to be growing, instead of having full strength industries. Also noticed most of all these Soviet reforcements were close to full strength before they are deployed. Infact should have been breaking down to at least 90%, cause take time to put these units together and most men and equipment were sent to Western Fronts. Depending on the units, some were pretty skilled and withdrawal to the Western Fronts.
One thing that bother me is that, when the units is deployed, wanted to place it Soviet Union, rather having them put in front line. The fortress of course will be placed where ever they are setup, of course the strength of the fort will be down to 90%. It will take time for that fort to develop rather having all that setup right way.
Have lower the experiences (XP) for most units and boost morale in some. For example, Region Fort, reduce the XP down to 60 and morale up to 65, the reasons I boost the morale, cause they feel protected or safe. Did the same thing for armored units as well. Regular troops will have at least 50 morale instead of 60 or 65, esp the recruited one. Some special forces will have minor boost, except for experience that are being recruited.
By the time I looked into the aircrafts and air groups, noticed some guns were way too high in accurate, I mean over 108 accurate!!! So I lowered it down to reasonable numbers compare to others. I did some research on those devices, nothing special compare to others. Now some aircrafts are alittle off as well, for example maneuverable craft. I did some research on MiGG-3, that aircraft is almost like a American P-51. So this MiGG-3 wasn't good at low altitude and it was meant for high altitude, so changing the numbers on those maneuver depending on the altitude, the higher the better compare some aircrafts. Took me awhile to set this up for all Soviet planes. Least I got it pretty well balance, also noticed only fighters and fighter-bombers have maneuver rating, so I put this on all aircraft regardless.
Also some of these planes are highly agile, but it doesn't mean it will do well in the air or even hit the targets with their armaments. For example, I-15bis, a standard biplane with good maneuver for lower altitude and it wasn't good aircraft to control that is trying to shoot at something, I-153s were even worst, cause it wobble pretty bad that doesn't have proper airframe or for its size. So this is why I lowered the accurate of those guns.
So the best Soviet interceptors are MIGG-3, Yak Series and La Series compare to Focke-Wulf 190 Series. Also reduce most air group size, most of them are way too big. Some Soviet air groups will be half of that size even reforcements too.
And now I wanted to add Armament and Vehicle Factories in Soviet Union, for some reasons it was invisible and dunno why. I mess with it, couldn't tell if it was doing anything, so I removed it. But I did however add some aircraft productions in Soviet Union, wanted to add aircraft's engine factories, but wasn't sure if that was working or not.
Finally finish up the Chinese, look like it will be pretty good setup there. But China is limited what they can do and her industrial zones is rather low.