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Penalty on Sortie Efficiency (per carrier above 4): 20% → 5%
Why did you did this? It favors the "super-stack" flottila fights even more. I would do the opposite!
We are working on doing a house rule for the importance of NAP's but it doesn't address the fact that the Soviets just get stuck with this NAP they may or may not want.
As for artillery, you're trading firepower for organization. Do you think it's not a big enough tradeoff? Do you find 6 arty / 2 inf to be an effective fighting force? In addition, armor is a pretty hard counter to artillery, and they did buff the "hardness" stat on many of the armor/mech/mot units in last patch which was a direct nerf to arty.
What exactly do you find to be problematic about Artillery?
Cheers Varvs
Unfortunately i have to assume that since this is a multiplayer mod, *somebody* invovlved in the multiplayer game will have the DLC. Only the host has to have it in order for everyone to benefit.
Having ministers costs vary based on their skill is an interesting idea, i'll need to look into that. I also want to adjust some of the minister's bonuses to make them more appealing.
I do not have the dlc.
btw did you ever thought about adjusting the PP prices of ministers on base of their skill lvl? getting the specialists as italy for meager +5%/+10% inf guy for full 150 pp feels just wrong to me. how about genius guys cost 200 and specialists just 100 or even less pp.
Cheers Varvs
and keep up the good work.
or wait until next week, I'm sure it will be released as an official hotfix patch by then.
Does adding -debug give me an error log with crashes on loading?
Those are the only checksum-altering mods we play MP with. I also use UI Overhaul (fixed) and a few other graphcial mods.
I'll look into uploading a version without national focuses along with the next update.
also i like the PP nerv you made.
I got some great data from this game and I expect it will continue to improve the next version.
I'm awaiting feedback from our current saturday game, which is the first one to use the lower pp value, but I understand that a lot of vanilla MP players use the "hard" mode specifically because it restricts PP to a more interesting level (the same -.25 applied in PS).
I didn't nerf it by much though, only down by 1/8th (about 12%) from vanilla. I think that's *just* enough to make these decisions have a little more weight. It felt too easy to finish your entire focus tree *and* get every law/staff position you wanted *and* boost 2-3 countries all at the same time. I expect that this will result in possible delays between choosing a new focus in order to save up more PP, which is part of the goal.
A lot of these changes are based on gut feelings, so please leave me any feedback if you find something isn't working out well from a balance perspective, or, of course, if you find any bugs :)