Posted: Fri Jan 04, 2008 5:40 pm Post subject: Karelian Isthmus War Report
I just plated this mod trough and its time to report.
Both side got Elite difficulty.
Ok first this was first mod where i didnt kick enemy off the map and also, this
was longest mod i have played. Mainly because i couldnt kick enemy off the map.
And that was because enemy battlegroup are allways faster than my groups.
So most of the time i played same 5 maps again again and once more again.
Yes i got 3 Tank group which where enough fast to advane to next map
faster than enemy moving to map where im and block my movement.
1st tank group destroyed in beginning against Josef Stalins and those two
other ones fighted in the end of grand gampaing.
How ever there wasnt much help about those tank groups because. Horizontal movement wasnt possible on the right edge of "big map". So they reached right edge of the "big map" in few turns and then only direction where they were allowed to move was backward.
There were also lot of other places where connections beetween maps
didnt worked out. Like it was possible to move up from bottom, but
not to down from top.
So i would love to heard is there some historical reasons...why there was no
possibility to move horizontaly on most of places.
After that i got just one way to kick enemy off, destroy them att all
in to that point that they have no motorized units and their moving
speed get enough low that i can move as fast. How ever the mod punched
me on face with strong hit....when i destroyed first enemy tank group with
it all reserves it came back with full reserves. Like what the F*CK is that.
And that repeated many times during campaing.
Also there where some small mistake like guns which couldnt fit to bumkers.
but those are just small things.
Historical things were covered quite well. Just one thing was that
my sources say that JR 58 was part of 19. D not part of 10. D
Feedback was maybe little bit negative, but with few fixes game would be awsome and also big PLUS from theme chose. There is allredy much mods
from german front.
Is this version 2.2 that you have played? Because that version is updated with more map connections than the first version...
The reason for the lack of mapconnections was to force the AI to move forward. As mentioned earlier, not everyone seems to like this but it was a test from me to change the gameplay, good or bad :mad1
Why did you play with the AI on elit, they are stronger as recruit...
As my contribution for modmaking is over you cant expect any more updates to this mod. If i ever starts over again i will finish of version 2 of the Berlin mod.
Sapa - question for you. How does the difficulty level impact game play? Does it effect number of units in a forcepool or does have more impact beyond that?
I spent some time working on the Karelia2 custom op last night and I'm trying to figure out how I can weaken the Russians for more balanced h2h play. The Russians have HUGE numbers in their forcepools. Right now I'm considering fielding 2 Finn BG's for every Russian BG in play.
The maps in this Mod are probably some of the best I have ever seen. Thanks again for all your work on it.
Sapa - question for you. How does the difficulty level impact game play? Does it effect number of units in a forcepool or does have more impact beyond that?
I spent some time working on the Karelia2 custom op last night and I'm trying to figure out how I can weaken the Russians for more balanced h2h play. The Russians have HUGE numbers in their forcepools. Right now I'm considering fielding 2 Finn BG's for every Russian BG in play.
The maps in this Mod are probably some of the best I have ever seen. Thanks again for all your work on it.
Cant really tell the difference but if you notice on the command screen when you change between recruit and elite the strengh will change...
I tried to make the mod in the historical way. For example on the north part of the stratmap it is a lack of mapconnections..that is for preventing the AI (Russians) to move the battlegroups with IS-2 tanks to the rivercrossing at Vuosalmi. Why? Because there were not any IS-2 at Vuosalmi, just KV-1 and T-34.(This is an opinion from an old fool that has red to many books about the battle!)
Yes the forcepool is huge but the number of tanks is almost the exact numbers that was used in the battle. Except for the Finns, they have more tanks in the mod than the historical number!
If i should make a multiplayer version i would do this:
1. Make the Russian 10 men infantry groups smaller (to 7 or
2.In Battlegroups.adb, change tactics and agression for the Russians to 3. (In the mod they have all number 5) Change charisma (to 2 or 3), agression to 0.
3.Lower the speed on the Russian BG from 4 to 2.
4.In AlsTeams.adb lower the morale and experience on all Russian units.
5.And of course you can remove how many tanks you want (this is the old CC question? should you have a historical mod or a playable mod) This is up to the creator i think...
After all..i make my mods for my own pleasure first and for the community last!
Well I VERY much appreciate all the mod makers do to create these awesome mods to my all time favorite game. I wish I had the skill set necessary to create a mod or assist in some capacity but unfortunately I do not. So thank you for all your work on these mods.
I respect your desires to create the mods how you want.
I will continue to press forward with creating a balanced Op for h2h play and probably have to be a little creative in defining some rules and putting some limitations in place.
Well I VERY much appreciate all the mod makers do to create these awesome mods to my all time favorite game. I wish I had the skill set necessary to create a mod or assist in some capacity but unfortunately I do not. So thank you for all your work on these mods.
I respect your desires to create the mods how you want.
I will continue to press forward with creating a balanced Op for h2h play and probably have to be a little creative in defining some rules and putting some limitations in place.
Thanks,
Pzt_Kevin_dtn
Good luck with it! It is nice to hear that it works im MP. I suppose that is because i used the 5.01 resource.dll file for Karelia 2. Stupid me that didnt relaised that before
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