I noticed that SMG II need to be built from scratch instead of upgrading the SMG I. I know that SMG is a model but should it not be up-gradable also.
I see what you mean, in that they are exactly like tanks, etc., in that they are extinct dinosaurs and you can't upgrade them. It is more realistic for tanks and fighters, since most of the effort for the new unit goes into the equipment. I have to think about this, and I would have to get Vic to add some Execs to do this.
I noticed that as map size increases Research costs go up...is this necessary? Correct? Part of ATG? Can it be reset by rules?
Yes, this is an ATG thing. It can probably be changed, but I am not sure how.
One suggestion: Not sure who this should go to. Allow models to be deleted. It is distracting to have old models still shown when I cannot build them. Or when I accidentally create two models of the same thing (UGH wrong model button got pressed).
A feature to ask Vic for
AI is hard...that's why I prefer HUMAN only games. Generally after 10 turns the AI is out of supply because it overbuilt and will lose. It simply cannot continue it's offensive no matter how aggressive it is set.
Lots of complaints on this. When I get something stabilized, I will look at how to get the AI more supplies. Bombur has indicated that he thinks allowing factories to build supplies will work. Another might be an AI only supply factory that produces only supplies. Let it be one of the factories the AI can build. It might be possible to use ExecAIAutoChangeProd (but this would probably require some implementation from Vic). You can use this to change production of AIGroup, which you can see by the AI Role Score. Here it is possible to switch from one group to another for each production center. I don't think supplies are a group though (although using -1 will get the AI to produce PP, perhaps it can be set to use 0 for supplies). The other way is to "cheat" and give the AI supplies based on what it needs.
Lastly for today: I know why you moved artillery to division level but now if you bombard with the artillery the division cannot take part in the attack afterwards. A lot of nations had artillery CORPS (and Divisions) for heavy bombardments...perhaps make a heavy artillery unit for this.
That is a thought. You can actually separate them out, and use them as artillery, even as is. It is a substantially different mindset this way, and perhaps not the best way to go about it, as one cannot pund the enemy beforehand to reduce readiness. Although, I tend to think that artillery is actually more effective in defense than offense. And, most artillery in WWII had ranges < 20 km, which is one hex here.
On a different note, I fixed two other "minor" bugs:
1. Forest low mountains had build roads set to .false. At this point it should only be high mountains snow where building of a road is not possible.
2. Reduced the storm probability in summer slightly.