AG Supreme

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Author: wux

Last revision: 6 May at 20:12 UTC (2)

File size: 20.97 MB

On Steam Workshop

Description:

Welcome to AG Supreme mod!

This mod focuses solely on improving the Army General campaign experience.
Mod is playable in skirmish battles.
FOBs are now in game!
More Strategic points per turn on the campaign map!
Timers and Flags have been reworked!

General changes:
Time&Battles
– Base AG Supreme mods Timer and Flags are same as in vanilla game
you need to use submods!!! because otherwise some changes won’t work (2 Airforce regiments per battle, more points on campaign map, more points on battle maps)
For changes there are now submods to affect Timer and Flags and Transports staying

AG Supreme ST…

AG Supreme ST120 – changes the timer to 120min
AG Supreme ST90 – changes the timer to 90min
AG Supreme ST60 – changes the timer to 60min
AG Supreme ST45 – changes the timer to 45min

AG Supreme SF…

AG Supreme SF0 – changes the Flag control so defender has no influence on the timer
AG Supreme SF99 – in breakthrough battles attacker needs to capture
> 4 flags to stop Total defeat timer
> 6 flags to stop Major defeat timer
AG Supreme SFV – V/D timers as in vanlilla game (Minor, Major, Total)

AG Supreme SU…

AG Supreme SUG – when playing axis
AG Supreme SUS – when playing ally
AG Supreme SUA – all transports staying (as it was before)
AG Supreme SUN – no transports staying (as in vanilla game)

– in conquest battles (meeting engagements) V/D Timers are different than in breakthrough except with SFV submod or base mod version (vanilla timers)

Submods can be combined in any way you like

> AG Supreme + ST120 + SF99 + SUG -> Timer 120min + slower V/D Timers + axis transports staying
> AG Supreme + ST60 + SFV + SUN -> Timer 60min + vanilla V/D Timers + no transports staying etc.

You need to play with any combination of *all three* types of submods!!!
Especially SU.. submods as they control other behind the scenes things!!!

AG Supreme ST45
https://steamcommunity.com/sharedfiles/filedetails/?id=3077279597

AG Supreme ST60
https://steamcommunity.com/sharedfiles/filedetails/?id=3093648895

AG Supreme ST90
https://steamcommunity.com/sharedfiles/filedetails/?id=3077212681

AG Supreme ST120
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201677

AG Supreme SF0
https://steamcommunity.com/sharedfiles/filedetails/?id=3077201367

AG Supreme SF99
https://steamcommunity.com/sharedfiles/filedetails/?id=3077212354

AG Supreme SFV
https://steamcommunity.com/sharedfiles/filedetails/?id=3077279928

AG Supreme SUG
https://steamcommunity.com/sharedfiles/filedetails/?id=3123103439

AG Supreme SUS
https://steamcommunity.com/sharedfiles/filedetails/?id=3124724985

AG Supreme SUA
https://steamcommunity.com/sharedfiles/filedetails/?id=3140118227

AG Supreme SUN
https://steamcommunity.com/sharedfiles/filedetails/?id=3140120044

*disclaimer* during the campaign submods are not interchangeable (you can’t change ST120 to ST90 during campaign)

DO NOT play the AG Supreme base mod on its own without submods! -> it is not recommended as 2x Airforce regiments, more points on campaign map and more points on battle maps, and some behind the scenes things won’t apply then -> it may not crash but it is not the mod as it is intended to be enjoyed -> if you want to play vanilla style better use ST45, SFV and SUN submods.


CHANGES IN THE GAME:

*with submods* you now have 40 starting points per regiment in battle (5*40=200 if all 5 divisions come in A)

*with submods*

More reinforcements points per turn on the campaign map

– in all campaigns both axis and ally side now get 20 points per turn (except Baranovitchi where soviets get 40 ppt)

*with submods* Airforce regiments
– you are now able to call in 2 aircraft regiments per battle
> this is to simulate real fighter support for your bombers

*with submods*Remote contolled explosives and Landmines
– they are in Defense tab
– it is heavily recommended to deploy all of them in the deployement phase
– although they can be called after during battle, they cannot move so they will remain at spawn

Game
– game speeds have been changed so now it goes:
slow x0.50 (back from x0.80)
normal x1.0 (was x1.0)
fast x2.0 (was x2.0)
very fast x30.0 (was x3.0)
– AI now remembers your units position after it fired or it has seen it for 120sec (removed infinite memory on higher difficulties)

Defences
Barbed Wire – 8000m of barbed wire available
– barbed wire can now be deployed outside your initial deployment zone
> giving you the oportunity to actually deploy barbed wire in front your front lines

Trenches – 10000m of trenches available
> giving you the oportunity to position elaborate trench lines

Gun pits – 16 gun pits to deploy > oportunity to actually fortify you support weapons

Bunkers – more bunkers
4 Pak40 bunkers for axis nations
4 50mm bunkers for axis nations
6 MG bunkers for axis nations
7 Maxim bunkers for ally nations
4 76mm bunkers for ally nations
– bunkers now have HE ammunition > 75/76/45mm bunkers
– all bunkers can be deployed in forests and directly on the roads
– FOBs are in the game

Entrenched stance provides additional reinforcements
– 6 units of dishartened infantry
– small AA detachment
– supply trucks

Defenses tab is now separated into to 2 tabs (companies)

> entranched status is now quite important (especially with sich. and police regiments)
> you can set up an in-depth defence with 2 or 3 layers to fall back to

Units
– all transport vehicles now stay on the battle map during battles (no disappearing transports)
> you can now use transports during the entire battle
> "Evacuate transport" order is implemented
– all cadavers stay on the field for the whole battle
– Inf supply teams are now a thing (now mostly coming with supply vehicle as transport)
– increased amount of supply for inf supply units (950 -> 5000)
– Supply chain has been implemented
– Infantry can now be reinforced with supply units
– All artillery units now have higher dispersion (including mortarts)
– Artillery observer infantry (beobachter…) are back in the game
– Artillery leaders now give more dispersion reduction to artillery
– All recon aircraft now provide radio to artillery units
– All twin engine (heavy) fighters now provide vision same as the recon aircraft (but not the radio)

STRETCHING HISTORY:

Almost all campaigns have some changes!


ALL CHANGES ARE LISTED IN DISCUSSIONS SECTION ON THIS PAGE, LOOK FOR

"Changes of the campaigns"

DISCUSSION TO SEE ALL THE CHANGES!


https://steamcommunity.com/workshop/filedetails/discussion/3025607959/3959287799153316751/



Planned changes to the game:


ALL PLANNED CHANGES ARE LISTED IN DISCUSSIONS SECTION ON THIS PAGE, LOOK FOR

"NEXT UPDATE CHANGES LIST"

DISCUSSION TO SEE ALL THE CHANGES!


https://steamcommunity.com/workshop/filedetails/discussion/3025607959/3820796140095797801/


AG Supreme 120 will remain a standalone version of the game. (in breakthrough battles)

You don’t need any submods to play AG Supreme 120!

AG Supreme 120 is not compatible with AG Supreme

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Revisions:

Old revisions of this mod are available below. Click the link to download.