Tech Tree: Land units, techs and doctrines
It's probably high time to start a tread about land techs in CORE mod.
As a base we would work on MKSheppard tech mod ver. 4i.
http://mywebpages.comcast.net/rcrierie/wargames/HOI/TankMod
Personally, I must say - I love it. It got all the things I missed in original tree - French heavy tanks, tankettes, lots of upgrades for planes and so on. Also, there is more chance to give coutries their tech without losing balance of a game.
All this additions, however, resulted in many mayor changes in game. Of course it doesn't bother human players - but AI is totally unprepared for it.
As whole mod is rather huge, I suggest that we discuss land units and techs on this tread, leaving navy and planes to others.
Ok, here is some ideas about corrects in mod:
1) creating new tech preferences for AI's - most important part before adding tech mod to CORE. Technology tree in MKSheppard tech mod is vast and AI's are not good in choosing what kind of tank would be better for them.![Big Grin :D :D](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Example - I played 1.03b with New Order mod and tech mod. In 1941 SOV best tank was T-35 - because AI tried to invent every tank tech available (first tankettes, then multiturret tanks and so on). The same happened with UK and USA. It leads us to...
2) deactivating techs - one of most fun parts of tech mod is ability to create many tanks od particular group (example: first basic medium tank 30mm, then basic medium tank 40mm and so on). Sadly, AI tries to invent EVERY variant, loosing time and resources. So - ability to create only one tank of particular group is a must. I hope that human playes are able to choose wisely.![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
2) supplies - most important part of tech mod is role of supplies. Thanks to changes made in artillery section (every artillery tech results in bigger use of supplies), army of 100 divs can eat 500 supplies a day!
It's of course realistic - but only when you choose if you want to add some piece of equipment to your army. Since in HoI all infantry upgrades are automatic, it results in sudden rise of supplies use. It was probably intended to limit number of units - but in my case it resulted in limiting tech research - I was afraid that after another upgrade I would have to disband part of my army to keep it work (actually, I had to do this anyway)! Of course human player could do this - but AI not.
I suggest limiting supply consumption to 0.1 max for every new tech, and in case of tech which actually take place of another, invented earler, not changing consumption at all (example - MG-34 and MG-42).
3) Elite units. Hmmm, those elite units were used only by Germany - adding here Soviet Guard units it's kind of misinterpetation. Soviet Guard were not handpicked - it was honorary title granted to the units, which played key role in important operation (or simply survived really bloody battle without routing). So there is not much examples of this elites? Also, there is no connection between "handpicked" personnel of this units and their performance - in may cases SS units were so good simply because they get best equipment and supplies. And fanaticism lead them to loosing much more manpower then in regular Wehrmacht units (actions like idiotic charge through the Arnhem bridge speak for themselves).
I suggest changing their org bonus to 10 (instead of 20), and adding supply consumption 0.2 (to recreate better rations and equipment needs).
Well, that's all for now. I wait for answer from people who would like to particpate in development of land techs in CORE.
It's probably high time to start a tread about land techs in CORE mod.
As a base we would work on MKSheppard tech mod ver. 4i.
http://mywebpages.comcast.net/rcrierie/wargames/HOI/TankMod
Personally, I must say - I love it. It got all the things I missed in original tree - French heavy tanks, tankettes, lots of upgrades for planes and so on. Also, there is more chance to give coutries their tech without losing balance of a game.
All this additions, however, resulted in many mayor changes in game. Of course it doesn't bother human players - but AI is totally unprepared for it.
As whole mod is rather huge, I suggest that we discuss land units and techs on this tread, leaving navy and planes to others.
Ok, here is some ideas about corrects in mod:
1) creating new tech preferences for AI's - most important part before adding tech mod to CORE. Technology tree in MKSheppard tech mod is vast and AI's are not good in choosing what kind of tank would be better for them.
Example - I played 1.03b with New Order mod and tech mod. In 1941 SOV best tank was T-35 - because AI tried to invent every tank tech available (first tankettes, then multiturret tanks and so on). The same happened with UK and USA. It leads us to...
2) deactivating techs - one of most fun parts of tech mod is ability to create many tanks od particular group (example: first basic medium tank 30mm, then basic medium tank 40mm and so on). Sadly, AI tries to invent EVERY variant, loosing time and resources. So - ability to create only one tank of particular group is a must. I hope that human playes are able to choose wisely.
2) supplies - most important part of tech mod is role of supplies. Thanks to changes made in artillery section (every artillery tech results in bigger use of supplies), army of 100 divs can eat 500 supplies a day!
It's of course realistic - but only when you choose if you want to add some piece of equipment to your army. Since in HoI all infantry upgrades are automatic, it results in sudden rise of supplies use. It was probably intended to limit number of units - but in my case it resulted in limiting tech research - I was afraid that after another upgrade I would have to disband part of my army to keep it work (actually, I had to do this anyway)! Of course human player could do this - but AI not.
I suggest limiting supply consumption to 0.1 max for every new tech, and in case of tech which actually take place of another, invented earler, not changing consumption at all (example - MG-34 and MG-42).
3) Elite units. Hmmm, those elite units were used only by Germany - adding here Soviet Guard units it's kind of misinterpetation. Soviet Guard were not handpicked - it was honorary title granted to the units, which played key role in important operation (or simply survived really bloody battle without routing). So there is not much examples of this elites? Also, there is no connection between "handpicked" personnel of this units and their performance - in may cases SS units were so good simply because they get best equipment and supplies. And fanaticism lead them to loosing much more manpower then in regular Wehrmacht units (actions like idiotic charge through the Arnhem bridge speak for themselves).
I suggest changing their org bonus to 10 (instead of 20), and adding supply consumption 0.2 (to recreate better rations and equipment needs).
Well, that's all for now. I wait for answer from people who would like to particpate in development of land techs in CORE.
Last edited: