Steel Division 2

Steel Division 2

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AG Supreme
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125.455 MB
2023 年 8 月 25 日 上午 11:58
10 月 24 日 上午 4:28
22 项改动说明 ( 查看 )

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AG Supreme

描述
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!

You can now join AG Supreme discord server -> https://discord.gg/HfpngPMVwf

When activating the mod you need to activate one of the chosen SU... submods in the same time otherwise the mod will crash and won't start!
Not tested but most likely you need "Death on Vistula" DLC. This DLC is only one needed not to experience any crashes!

General changes:
Time&Battles
- you need to use one of each submods!!! because otherwise mod may crash
- 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 no one has any 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 - only axis transports staying
- AG Supreme SUS - only ally transports staying
- AG Supreme SUA - all transports staying (as it was before)
- AG Supreme SUN - no transports staying (as in vanilla game)

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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3077279597

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

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

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

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

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

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

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

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

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

AG Supreme SUN
https://psteamcommunity.yuanyoumao.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 will crash -> if you want to play vanilla style better use ST45, SFV and SUN submods.




CHANGES IN THE GAME:


*with submods* you now have 30 starting points per regiment in battle (5*30=150 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
- AI is not a master of these so watch yourself at their 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
NEW TYPES OF BUNKERS are now in the game
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
- 4-6 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://psteamcommunity.yuanyoumao.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://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3025607959/3820796140095797801/
热门讨论 查看全部(10)
26
4
11 月 23 日 上午 11:13
What's coming next - v5
wux
16
10 月 29 日 下午 10:05
Changes of the Campaigns
wux
7
2024 年 1 月 17 日 下午 2:21
Changing names
wux
522 条留言
wux  [作者] 11 月 23 日 上午 11:20 
@lemg1995 it is part of the "Defense tab rework" which is currently under development

@Cain i understand what you are saying and defences will be more balanced once the rework is done, currently you get everything as a way of introducing it to the game. Also this mod is imagined as heavily dependant on player choosing how to play and what to use. Best advice i can give is to not to use everything at your disposal (e.g. deploy only one pak40 bunker)
lemg1995 11 月 13 日 下午 12:01 
I can't entrench armored regiments, artillery, or anti-aircraft units. Only infantry regiments.
Cain 11 月 8 日 下午 8:54 
The problem is that once the losses reach a certain point for the AI, it just sits there.
Cain 11 月 8 日 下午 8:53 
That’s cool, I wish I was having the same experience. Fortifying roads heavily with well-sited troops in trenches and the guns in bunkers, plus all the other good stuff like mines and remote explosives and the repair and medical bunkers, is making it very easy for me. Doesn’t matter which campaign. If I can bring at least three infantry battalions and an artillery battalion into the battle, I can wreck them for almost no losses.
Pathfinder 11 月 8 日 下午 4:24 
@Cain The AI doesn't have an issue with my defenses. As soon as they get through my roadblocks they come at me full tilt and have overran me on multiple occassions no matter what I threw at them.
Cain 11 月 8 日 上午 10:55 
I've enjoyed this mod for quite some time, but I'm afraid the large defense buffs (with extra flak emplacements and medical / repair bunkers) are making defense missions trivially easy.

It makes me think that there's an AI logic in the tactical map, similar to the strategic one, where if it keeps running into a fortified spot, it won't push there, and once it sustains enough losses, it won't push anywhere. By Phase C my recon will reveal stacks of units just sitting beyond the range of the front line, not moving.

As an example: on the first attack in Vistula, the Sovs had three tank brigades on the field and all they did was drive them around and attack my FOBs. Hardly any indirect fire, no meaningful pushes in force anyplace. I lost a single 81mm mortar for my trouble in the whole battle.

Is there a way to improve the capability of the AI to attack? Maybe by tricking it into thinking you're weaker than you really are? Would a 3-battalion limiter for the tactical battle help?
derek.hemmen 11 月 2 日 上午 6:53 
My game will always crash when im in a battle usually after 20+ min in
Pathfinder 10 月 31 日 下午 7:00 
It's alright Wux I can just play through the battle and save on the campaign map and yes I'm especially loving the addition of the forward observation outposts and medic stations.
wux  [作者] 10 月 31 日 上午 9:38 
I am happy to see many of you are excited about this new update and version. I hope you are using our new wunderwaffen, smoke deployable from tanks, which our glorious engineers worked tirelessly on :steamhappy:

@Pathfinder i don't think that it is just the mod problem. Same thing happened to me once, i don't know the reason but the save file saved in battle was corrupted. There was no other way than loading last autosave and playing the battle from the beggining. From then i always have 2 save files, one for campaign and one for pre-battle situations. And i don't save in battle anymore, except if i really have to.
Pathfinder 10 月 31 日 上午 12:05 
The mod keeps crashing when I try to load a saved battle anyone know how to fix this?