ShatrasGamePlayMod Redux

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Author: Shatras

Last revision: 6 Feb, 2021 at 12:03 UTC

File size: 2.04 MB

On Steam Workshop

Description:

Redux Version: same as my original mod but all decks get 50 deck activation points & 50 deck slots!

WARNING: make a backup of your deck location before using this mod and after you have made the new decks, because everytime you switch back to vanilla or an other mod (except other of my Redux mods) the excess cards will get deleted :

C:SteamuserdataXXXXXXXX572410

it`s a gameplay mod with some minor realism tweaks and not a 100% accurate realism mod

Lite Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1702450888
same as original but with vanilla decks (cards)

Original Version: https://steamcommunity.com/sharedfiles/filedetails/?id=966127240
without 50 deck activation points & 50 deck slots for all decks

Original Extreme Version: https://steamcommunity.com/sharedfiles/filedetails/?id=2368075634
same as the reworked original mod but with double availbility for all units

Redux Allied Edition: https://steamcommunity.com/sharedfiles/filedetails/?id=1718015550
same as my redux mod but allies get higher income in phase B+C (+25%/+50%)

Redux Extreme Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1717254067
same as my redux mod but with double availbility for all units

Redux Extreme Version Allied Edition:
https://steamcommunity.com/sharedfiles/filedetails/?id=1720507023
same as my redux extreme mod but allies get higher income in phase B+C (+25%/+50%)

What this mod changes:

– Reallife stats for !artillery! firerange (ranges above 10 km have an infinity sign, but their values work correct ingame and dont have infinite range) + reworked offmap-arty (mostly available in phase B & C, fewer in numbers, but stronger impact, more shots per salvo & deployable in a 1,5 km radius from the observer))
– AP bonus for every 300m (vanilla was 100m)
– divisioncard changes: Axis have more experienced troops, allies have more quantity even in airsupport
– improved veterancy
– 88mm`s have now a range of 1400m (KingTiger/JagdPanther/PaK 43 = 1600m, reduced precision & ap), some support howitzer too. some tankguns got a range of 1100m. 20mm has 900m, infantry weapon range overhaul
– phase B starts after 15 min and phase C after 30 min (not for scenarios)
– glow for units in buildings or behind cover is deactivated
– wrecks stay forever and dead bodies for 20 min (vanilla 10 sec)
-heavy tanks/bombers and buildings have more hp (buildings give infantry more cover bonus)
-supply units have +100% more capacity, more units per card (light advantage for allies), infantry can be reinforced
– adjusted difficulty and ai: hard and very hard have been buffed for longer intensive battles (higher availability), ai will use more taskforces and coordinate them better (specially in mid phase b and c )
-adjusted rangetables for longer gunfights
-adjusted scenario divs (2ndWave & Back to hell DLC)
– reduced anti air physical damage of the 20mm auto cannon (not the flak-version) and .50 cal. vanilla was 1 for both, now 0.2 and 0.15 (example: flak vierling has 0.45 vanila)
– ROF, speed, ap, armor etc !resembles! more RL stats (credits goes to Charles Vane)
-longer duration for fire & smoke
-and other minor tweaks

compatible with most sound or ui mods

Some AI & gameplay facts:

implemented as a feature from devs, to be closer to how a human would react in a online match or even a real battle, it targets the position of your !firing! artillery even if it has no sight contact or recon unit near (moving those units a bit away after firing is recommended). the ai has a remembrance! if it spots units only for !one second!, it will remember their exact last seen position for several minutes up to an hour. if it has no actionspoints left for an artillery or airstrike in that moment, the attack can follow several minutes later even! the ai is capable to fire on positions, it believes you have units stationed! i have sometimes watched the ai attacking positions on my territory, where a good position was for my artillery/pak/aaa, but there havent ever been any of my units during the battle. most underestimate the stealth abillity of infantry recon units too. without a counter recon unit to spot them, normal units have to be sometimes 100-50m close to spot them. recon units dont effect the frontline system and they can sneak past your lines. recon units on hills/high buildings (like churches) can spot units further away and over close forests. all those factors lead most to the misunderstanding the AI is omnipotent.last but not least: the ai knows, how important support trucks are and prioritize them above everything else. supply units are very fragile and mostly explode during supplying other units through arty as a collateral damage