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Thanks Fernando.... looks like a cool site. My French is not the best though. Shame on me, I am not a very good Canadien.

Many interesting changes, we will see where all this will lead us at this time.:p

@still nothing about zie atlantic wall, gothic line or soviet fortifications events ;)

The next thing I am working on is changing the China surrender events so that a player can use the ai generated surrender events, and still have the mod function properly.

I can eliminate a rule this way, and reduce confusion for Japan players, who should just be able to do what they like.

Another idea that came up (Nostra) was the creation of an earlier version of the Mechanized unit for 1939. This would be a prototype of the later versions, wich would have the same hardness as motorized infantry. It would be more expensive, but have the ability to upgrade to the better mechanized units later on.

This would conform to the German historical unit development, where motorized divisions were later equipped AFV transports and Armoured cars.

Still thinking about how to do this without making pure motorized useless.
 
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Still thinking about how to do this without making pure motorized useless.

Pure motorized isn't useless, as it and not mechanized gives the combined arms bonus with armor. Plus, if you make motorized have the same terrain and weather combat modifiers as regular infantry -- especially river attack -- and reduce the cost relative to regular infantry somewhat, it will be more realistically useful than it is now. I ahve always maintained there is no justification for penalizing motorized infantry in combat modifiers vis-a-vis regular infantry, because motorized infantry don't fight from their trucks. They dismount to fight. They will fight no less effectively than non-motorized. One can argue the wyoudl be MORE effective,s ince they didn't have to hump a rucksack 50 miles to the battlefield.
 
I more or less followed your thinking on the issues of Motos.

However, Waffen pointed out that the German development of their mobile divisions followed a path that was distinctly different than those of the Allies, and that their early motorized units were the ones that eventually became their Mechanized ones, with mobile assault guns, small batches of tanks, and armoured cars and so on and so forth.

I pointed out that the Allies actually did produce motorized units that were essentially as you describe, infantry delivered to the battlefield on trucks, and they continued to do this throughout the war. I made the point that Allied production made it possible to mount large amounts of infantry in this manner feasible, while the Germans basically had to prioritized their best equipment so that it went to their elite divisions.

I am sure the Germans would have preferred to have an almost entirely motorized army in Europe like the USA, but they simply could not do it.

My idea is that an early version of the "Motorized-Mechanized" division could be created to simulate the German concept, one that would feed into the mechanized tech tree as opposed to the motorized tech tree. My only problem with this is that the Allies might exploit this and avoid the "Motorized" tech tree entirely in an a-historical manner and only build the unit that feeds into the "mechanized tech" tree, and in this sense the Motos would become useless.
 
I have finished ironing out the major bugs in UMPP:

1) Fixed the sprite positionings for the new province set up, Sedan, Laon, Bilbao, and Namur.

2) Fixed the Naval distances.

3) Set up the airport in that appears to be in Riems, so that it appears in Metz, where it actually is.

4) Various value changes and bug fixes in the Goering's Delay scenario.

The new Cheksum is ZZVP, and there is small patch up from UMPP to ZZVP, and a complete version: EIR II -- 2009 -- ZZVP. All ongoing games will continue with the patched version.
 
New Patch to fix a few minor details. Mainly just fixing the river crossing at Troyes-Sedan.

The new Cheksum is JQBQ, and there is small patch up from UMPP or ZZVP to JQBQ, and a complete version: EIR II -- 2009 -- JQBQ.All ongoing games will continue with the patched version. The small patch should be applied over ZZVP, and works for it as well as UMPP.
 
Ok, so I have studied this new patch ARM 1.3 and the effects of the new spy system, and it look good as an overall concept. There are some flaws in the vanilla set up, which I think can be modified substantially.

The biggest problem is the vulnerability of minor countries to spying in general. But I think this can be ironed out with some of the new values addes to the "Misc.txt" file, and the new "spy_costs.txt" file.

There has been some talk about updating the present games with this patch, and I am not theoretically opposed to doing this but the saves would require a lot of work. So if people want to help me do that, I don't object. All of the spies have to be eliminated from the each and every country, and then then new ones added. As well because the "para bug" is fixed, all the values for all of the countries airborne assault modifiers must be changed to fit with the corrected system.

Also CVL's have to be reintroduced to the British OBB.

So, if people want to help me fix these saves I don't object, otherwise we should just stick with the present system.

That said there is no telling where the new spy system will take us, but I already made some adjustements to it, that should make it less exploitable, but I can't promise it will be balanced.

I'd like to take a straw poll of the players to determine if we should do this change right now, in mid game.
 
Patch updated, in signature.