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It seems everyone is caught up with the name Paradox decided to give the only air mission that does direct damage to land units. It is also unfortunate that the only time the missions even engage is when ground combat is happening. Downplaying the role of air interdiction and deep air support simplifies the games systems but makes air warfare unrealistic. In lieu of a second mission type, (which won't happen) I think that the game needs a minor adjustment to balance the role of TAC in the air war. However, it can be changed. As soon as I figure out how to make a mod...
Thanks for your time Aerodil. Great discussion.
Regarding the question of gifting me a DLC in order for me to keep updating it;
Sure, I can do that -though it'd take a while since I hadn't touched the game in almost a year and there is a lot to catch up.
However, the issue is that I don't have any DLCs past the first one (Together for Victory). As much as appreciate your generosity, I can't ask you -or anyone else- to buy me a whole collection of DLCs.
Just hang in there. I should eventually be able to buy the whole damn thing again.
As for STR having CAS capabilities and vice versa. I think that's a bit too far. First of all, Close Air Support means just that, "close". You don't dive a B-17 on a tank and drop a bomb on its turret. Not just because it is physically too large and slow to pull of such a move, but also because it is physically too large and slow to even get to that position without getting shot out of the sky by everything within hundred miles. You can still use level-bombing to indirectly support your troops, but close air support is not it.
More importantly, as much as I want to make this as historically realistic as possible, there comes a point where the requirements of being a "game" requires you to make sacrifices in order to find the balancing point between fun, game-balance and realism.
CAS not having STR attack is one of those cases.
If your air force is built around a CAS doctrine, then light bombers and fighter-bombers are your friends. They are more suited to small nations that can only afford a small force that needs to be as versatile as possible.
TACs are meant more for larger nations that can support a larger, more varied force, but still cannot fully afford the industrial/time cost of large bombers. TACs in this case are used for lite-strategic bombing, which does involve the interdiction type missions that medium bombers historically were used for. They can still be used in ground attack role, but they really are not meant to be a substitute for dedicated attack aircraft.
With all that said, I will take a look at the stats for your sake and see if a compromise can be made. Maybe some tweaking can be done on the cost or combat stats fronts.
I figured out where the mod is and I don't mind altering a few numbers for myself but I don't feel confident adding in the scout aircraft.
Thanks for the discussion and again for the mod.
Aerodil, I will respectfully disagree on the value of TAC.
With the current production costs, one can field 63% more CAS than TAC. So, I can field 163 level 2 CAS x 15 ground attack = 2445 ground support. For the same production, I can field 100 level 2 TAC x 12 ground attack = 1200 ground support.
That is more than double the ground support plus a 63% bonus to air superiority. Not to mention the extra aluminum, manpower, and the extra fuel for the TAC. IMHO unless you absolutely need a lot of range (perhaps the Japanese) and need TAC to fill a naval air role (again perhaps the Japanese), I see no reason to ever build TAC for ground support unless you do it for flavor. (which I do)
And while I cannot stop anyone from modifying values in the mod for their own pleasure, it is strongly discouraged that anyone fiddle with them unless you absolutely know what you are doing, lest you risk breaking cost and unit balance.
The lower attack value for medium bombers is partly there to reflect this as well; while the game forces us to combine these two missions into one, the player (and the game) still uses the mission as "close air support" in its stricter, historical form, for which these planes (TAC) are still too large to provide effective weapon deployment against enemy troops and vehicles*.
So it's a combination of cost-vs-benefit balancing, as well as Paradox kind of ruining what CAS was supposed to be (and used to be).
*This is a generalisation. Some medium bombers (like the A-20) were versatile enough to be used in close air support/attack missions, but the game doesn't quite allow for specific cases.
Yet another part is the consolidation of what used to be two different missions in the previous games into one. We used to have CAS as well as Interdiction missions for ground attack. CAS would target the troops/tanks and do strength damage, while Interdiction would target troop supply lines and do organisation damage.
Now however, we simply have one mission that does both strength and organisation damage. Which by its nature limits our tactical options as well as force us to widen our definition of close air support.
That's why, Close Air Support must now involve interdiction missions within its definition as well, despite it still being characterised by its unique deployment of light bombers in direct attack roles and despite the way the player utilises it in a historic CAS role.
This is one of those things where the intended purpose of the mod's stat-tweaking comes into play. Which is; to nudge the player into a situation where he/she needs to make decisions based on, at least a superficial, cost-vs-benefit analysis.
The TAC bombers kinda need to have lower close air support values in order for the type to NOT be abused. The higher cost is a part of this. Another part is that these bombers already have the naval strike as well as light strategic bombing capabilities. Giving them a CAS capability that is on par with CAS aircraft would automatically make it a no-brainer to build anything but TAC bombers, effectively making the other types obsolete; as this type would be the most cost-effective of any aircraft in the game, despite its relatively higher cost vs the CAS type, throwing the balance off.
In conclusion, ground support should not be considered synonymous with close air support. In the scope of in game air missions, air interdiction and deep air support are just as important. I would propose TAC should have at the very least ground support values on par with CAS in this game. The extra expense of the TAC still makes them an inferior choice for ground support but it certainly makes it a closer call.
Thanks for your time making this great MOD! I hope you keep up the good work. You certainly have a great eye for improving strategy games.
However, the mission both aircraft are flying is not called close air support. It is called ground support. Ground support doesn't just include close air support, it also includes, air interdiction, and deep air support. This is where TAC aircraft are significantly more effective because of the heavier bomb load.
Considering the scale of this game, (grand strategy) there are just as many if not more, large, static, targets (think vehicular columns, fuel and ammo depots, gun emplacements, fortified positions, mass infantry formations, buildings) as there are small, individual, and mobile targets. I would argue that TAC did just as much, if not more, damage to men and material as CAS did in the war. Which is why they were built in larger numbers than CAS by a large margin.
TACs 63% increased production cost, costing 1 more aluminum, 40% increased fuel usage, along with their lower ground support stats in game terms makes it a no brainer to use CAS almost exclusively. The extra range the TAC provide is really only helpful in a few cases in the game. I understand they can somewhat fulfill other roles but it does none of them very effectively.
Finally CAS aircraft were more accurate hitting individual, small, and more mobile targets in close proximity to the front lines. This is what made them effective in close air support.
Since I'm not willing to pirate anymore, the mods have been in a limbo. I don't see myself spending money anytime soon either. So these will have to stay the way they are for a while.
Note: Haven't been able to work on the mod for a few months though I still try to maintain it. This update makes it compatible with the 1.5 version as well as the Waking The Tiger expansion. I hadn't had the opportunity to study the latest update in detail, so if there are any issues that are introduced by this update, please bring it to my attention as always. Thank you for your understanding.
Thanks,
I'll get back to you. Time to play with winmerge! Mind if I just send you steam messages about stuff you'd like to keep or overwrite relative to the core files?
Feel free to modify it for own use. If you send me the cleaned up version I can update this and add you as a contributor. I don't think dividing the audience with a separate reupload is wise given the already small pool.
Let me know how it goes and thanks for your interest.
I'm interested in digging through this thing to update it for personal use (maybe reup with permission), but to do that for my entire mod catalogue is going to give me an aneurysm.