Hello there.
The following experiment has been authorized by Fernando Torres to see if it is possible to improve air and naval combat to bit more realistic. I did make similiar test in unmodded HoI2, but now they arrive to be applied for World in Flames mod
http://rapidshare.de/files/48272104/db.rar.html - Checksum WZQX - updated 3.9.09
To install, take backup of your db folder in X:\HoI2\db\ or where ever your WiF installation is and copypaste the new one in HoI2 base folder.
Please note that if you wish to use these modifications, you have to start a new game.
Things that have been changed:
-Naval and air units have stats noticably modified in general.
-Air doctrine tree is bit modified for slightly higher org early on, also +range experiment has been added under strategic destruction tree.
-Interception bonus slightly reduced. Base proximity modifier remains the same.
-Surface defence value has been slightly increased for CAS and tact. bombers.
-Max. air stack sizes reduced to 3.
-Submarines no longer gain extra organization from doctrines.
Things to look for\try for\be impressed for:
-Smaller fleets, E.G. 2-3 capital ships + enough screens is capable of holding on it's own for a while rather than be instantly sunk if slightly larger fleet is encountered.
-Carriers are technically more important due naval combat changes, as major SAG vs SAG engagements are more likely to result gradual damage and sunk ships among the fleet rather than one side being on dominative position.
-Air superiority (or supremacy) might be more difficult than it seems. It may take few weeks to effectively cease active hostile air operations instead of just few days. Also, it might take several air engagements to actually fall below 80% strenght squadron-wise if forces are equal in engagements.
Notes:
-Battleships and battlecruisers have almost identical sea attack. This is made on purpose to adjust reasonably with the new unit stats.
-Multi-roles do have always slightly higher air def and air attack than interceptors. This is made to balance the units, as why one would build fighters if interceptors are equal (and beter due interception bonus) besides the range. As result, fighters are (theoretically) beter dishing out attrition, while interceptors are far beter aborting the bomber attack. Practically leadership, experience, base proximity and other things are more important modifiers how the combat turns out than simply numbers or beter stats.
Bear in mind that this is only an experiment more or less. Any kind of feedback is appreciated to improve the overall result. Have fun testing with these and please post feedback in this thread.
The following experiment has been authorized by Fernando Torres to see if it is possible to improve air and naval combat to bit more realistic. I did make similiar test in unmodded HoI2, but now they arrive to be applied for World in Flames mod
http://rapidshare.de/files/48272104/db.rar.html - Checksum WZQX - updated 3.9.09
To install, take backup of your db folder in X:\HoI2\db\ or where ever your WiF installation is and copypaste the new one in HoI2 base folder.
Please note that if you wish to use these modifications, you have to start a new game.
Things that have been changed:
-Naval and air units have stats noticably modified in general.
-Air doctrine tree is bit modified for slightly higher org early on, also +range experiment has been added under strategic destruction tree.
-Interception bonus slightly reduced. Base proximity modifier remains the same.
-Surface defence value has been slightly increased for CAS and tact. bombers.
-Max. air stack sizes reduced to 3.
-Submarines no longer gain extra organization from doctrines.
Things to look for\try for\be impressed for:
-Smaller fleets, E.G. 2-3 capital ships + enough screens is capable of holding on it's own for a while rather than be instantly sunk if slightly larger fleet is encountered.
-Carriers are technically more important due naval combat changes, as major SAG vs SAG engagements are more likely to result gradual damage and sunk ships among the fleet rather than one side being on dominative position.
-Air superiority (or supremacy) might be more difficult than it seems. It may take few weeks to effectively cease active hostile air operations instead of just few days. Also, it might take several air engagements to actually fall below 80% strenght squadron-wise if forces are equal in engagements.
Notes:
-Battleships and battlecruisers have almost identical sea attack. This is made on purpose to adjust reasonably with the new unit stats.
-Multi-roles do have always slightly higher air def and air attack than interceptors. This is made to balance the units, as why one would build fighters if interceptors are equal (and beter due interception bonus) besides the range. As result, fighters are (theoretically) beter dishing out attrition, while interceptors are far beter aborting the bomber attack. Practically leadership, experience, base proximity and other things are more important modifiers how the combat turns out than simply numbers or beter stats.
Bear in mind that this is only an experiment more or less. Any kind of feedback is appreciated to improve the overall result. Have fun testing with these and please post feedback in this thread.
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