Steel Division 2

Steel Division 2

AG Supreme
wux  [developer] May 5, 2024 @ 3:14am
3
What's coming next - v5
Here is in depth overview of the planned changes for the next version of the mod - v5.



MINOR CHANGES:

1. All units now have proper Speciality icon displayed while in transports

2. Latvian and swedish units in game now have their respective flags and country names displayed in the label.

3. Kfz 4 - german recon jeep with twin mgs can now engage planes

4. All non-combat bunkers have their pictures reworked

5. All units now have proper Speciality icon displayed when they die

6. All supply bunkers now have proper fireball when they die




MAIN CHANGES:

Bunkers

Artillery Fire Command bunker
- fulfilling the same role as Infantry Artillery Cmds Artillery Fire Command bunkers are more durable then its infantry counterparts and can withstand enemy counterbattery much longer
- Artillery Fire Command have much larger area of influence then Infantry Artillery Cmds
- Artillery Fire Command provide much larger reduction on dispersion then Infantry Artillery Cmds
- downside is ofcourse their immobility
- also Artillery Fire Commands won't be able to provide radio for mortars providing the role for Infantry Artillery Cmds
- they will be available in the Defence tab for all entrenched regiments and as a standard unit for artillery regiments

Defence Command bunker
- Defence Command bunker fulfills the role of a Commander
- with larger area of influence then standard Commander units each Defence Command bunker also has Discipline trait preventing dishartened units from automatically falling back
- Defence Command bunker also provides boost to the morale of to the units in its zone of influence
- Defence Command bunker will be available in Defence tabs of any entrenched regiments

Medical bunker
- provides Infantry reinforcements
- in addition it does it faster then other medical units
- Medical bunkers will be available in Defence tabs of any entrenched regiments

Observation bunker
- other then providing excellent recon in a form of a bunker it boosts recon and vision abilities of all units in its zone of influence
- Observation bunker will be available in Defence tabs of any entrenched regiments and as a standard unit for recon regiments

Forward observation post
- in addition to providing recon this bunker has the ability to forward deploy (meaning deploying outside deployement zone)
- Forward observation post will also spawn two additional units with it in the start of the battle
- Forward observation post will be available in Defence tabs of only recon regiments

Supply dugout
- with supply amount equivalent to Infantry supply units Supply dugout is intended to be used for resupplying artillery units
- unlike trucks and other supply units Supply dugouts are much more durable and can withstand enemy counterbattery easier
- as in the case of Artillery Fire Command bunkers Supply dugouts are immobile
- they will be available in the Defence tab for all entrenched regiments and as a standard unit for artillery regiments

Repair bunker
- similarly to Medical bunkers, Repair bunkers can repair vehicles and tanks when they are damaged
- in addition it does it faster then other repair units
- Repair bunkers will be available in Defence tabs of any entrenched regiments and as a standard unit for armoured regiments

Bunkers with weapons
new MG bunkers
- MG DOUSHKA -> available as a better option for Soviet forces
- MG 08 -> available as a worse option for Axis forces (often Dishartened entrenched regiments)
- MG 34 -> available as a better option for Hungarian and Finnish forces

- AA Bunkers -> exactly what it sounds like, its a bunker with an AA gun in it (available for all entrenched regiments)
- SOV
- AXIS
- GER
- HON
- ROU
- FIN



Units

Medical units
- vehicle and infantry medical units now provide Infantry reinforcements
- vehicles do it faster then infantry
- due to game limitations they provide small amount of ammunition as well but very slowly
- otherwise they do not provide any other form of resupply

Repair units
- vehicle and infantry repair units now provide Repairing for tanks and vehicles
- vehicles do it faster then infantry
- due to game limitations they provide small amount of ammunition as well but very slowly
- otherwise they do not provide any other form of resupply

Smoke for tanks
- now for the first time in SD2 some tanks will be able to provide smoke screen for themselves
- smoke will be available for most of german medium and heavy tanks and some soviet
- smoke deployement will work like this
-> Nebelwurfgerät -> for those tanks whose model has the "three tubes", when deployed (as any smoke up until now was deployed, for example by pressing "b" and aiming) it will fire three rounds one after another -> this means you have two shots, six rounds altogether (two triplets are usually mouned) -> 300m range
-> Nahverteidigungswaffe -> lets call it a small mortar mounted in the cupola -> it fires one round with each shot -> 300m range
-> Hand thrown grenade -> simulates grenade thrown from the hatch of the tank -> one round with each shot -> 100m range

Gameplay mechanics

Resupply rework
- now there will be three types of resupply units
a) Supply units
- standard supply units able to resupply ammo
- trucks, jeeps, infantry, bunkers (Supply dugout, Supply bunker and Supply depot)
- can't resupply infantry or "heal" vehicles
- exception being Infantry supply teams that are now 5 men teams (3 ammo guys, 1 mechanics and 1 medic) -> primarily they are used to resupply ammo, but can "heal" infantry and vehicles aswell (but they will "heal" other units slower then dedicated medic or repair units)

b) Medical units
- Infantry medics and Medical vehicles (for allies it is Matador truck and for axis it is Laffly truck
- due to game limitations they can resupply ammo (but will do it much slower then dedicated Supply units
- they can't resupply health to vehicles
- 4 men teams

c) Repair units
- Infantry mechanics and Repair vehicles (panzer III muniwagen for axis and t-34 muniwagen for allies)
- due to game limitations they can resupply ammo (but will do it much slower then dedicated Supply units
- they can't resupply infantry
- 3 men teams

Evacuate transport rework
- from now on you won't be able to accidentaly evacuate full transport as it comes into a battle
- Evacuate button will be turned off until the transport unloads for the first time, after that you will be able to evacuate when ever you like
- for the situations when you want to evacuate while loaded to save the unit Emergency evacuate button is added in the smart orders menu -> pressing this will evacuate any transport or supply vehicle no matter loaded or unloaded

Line of sight tool rework
- more details later*

AA regiments rework
- AA regiments will lose their ability to Deploy AA net
- this will negate the ability to lock parts of the maps which often led to Aircraft regiments not being used at all
- also this will force you to plan and strategise where and when you will actually use your Aircraft regiments
- and will force you to actually use AA regiments in battle and deploy AA on the map
- for this reason AA regiments will now be able to Entrench themselves

Defence tabs rework
- v5 is introducing new distribution of Defences
- Defences will now be in 8 categories (and at least 9 subcategories) depending on the type of the regiment
8 categories will be:
- Elite inf. reg. -> 3 different ones
- Regular inf. reg. -> 3 different ones
- Dishartened inf. reg. -> 3 different ones
- Engineer reg.
- Recon reg.
- Artillery reg.
- Armoured reg.
- AA reg.

- each category will have specialized purpose
- lets dive into each category now:
Elite infantry regiments defences
- these are infantry regiments containing mostly elite infantry units
- they will get the lowest amount of defences then any other regiment simulating they are more of an attack and strike force rather then defending force
- through defence tab these regiments will be reinforced with some regular infantry

Regular infantry regiments defences
- these regiments are here to hold the line and this shows in their defences which are standard (standard amount of bunkers, trenches etc.)
- they will be reinforced with some from-the-back-line dishartened infantry

Dishartened infantry regiments defences
- these regiments were intended to hold the back and they had the time to prepare, with the defences they desperately need with low experience and morale
- they will get the most defences of all infantry regiments and will be reinforced with some elite infantry to help them hold the line

Engineer regiments defences
- these men are engineers and their task, among others, is to build defensive lines and set up defences
- this will be simulated with the fact that these regiments will get most of the defences then any other type of regiment
- most trenches, most barbedwire, most bunkers, most gun pits etc.
- these regiments will now become your go-to regiments to entrench themselsves on the front line and with the help of infantry regiments around them defend it
- they will also get more supply vehicles and Supply bunkers as standard units (outside the defence tab)

Recon regiments defences
- intended to be a vanguard force of your troops these regiments can zoom forward and entrench vital positions in front your advancing forces
- once entrenched in a position they are reinforced with Sniper teams, Off-map artillery observers, CQC and AT units that are rushed through the gap to help them hold the established positions
- they will also receive dedicated close air support through their defence tabs

Artillery regiments defences
- once entrenched supply is not a problem for these regiments
- they will also receive some infantry and AT support in case enemy forces break through your front lines

Armoured regiments defences
- armoured regiments are more intended to be a support to the defensive lines rather then holding them themselves
- nevertheless they will receive supply, infantry and AA support while entrenched
- also all armoured regiments that don't have already, will receive supply trucks and supply units as a standard (outside the defence tab)

AA regiments defences
- as mentioned AA regiments will now play more pivotal role in your campaigns which means they will have to be closer to the front lines
- for this reason these regiments will receive supply, infantry and AT (if needed) support when entrenched


- each infantry type of regiment will have 3 subtypes of defences (same composition, different units) just to add some diversity in the campaign
- this way you won't really know, at least for the first time playing a campaign, what you will get when you entrench a regiment (you will have a general idea depending on regiment being Elite or Regular or Dishartened)


Campaigns

Tiraspol
- on the far left of the axis lines Croatian and Hungarian regiments will be deployed
- back in the south Some Bulgarian regiments will be added
- on the right flank along the coastline Italian coastal defence regiment will be positioned

Other
These changes may not make it into v5
- adding more Air Aces across campaigns
- adding more, not often used, units across campaigns
- fixing scaling problem for units(regiments) on campaign map in Turda campaign
- adding Croatian and Bulgarian regiments in Turda campaign




With the recent setback i have no exact timeline for v5 anymore, so i will update it as we go.

Enjoy the mod

Have fun :steamhappy:
Last edited by wux; May 6, 2024 @ 2:55am
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Showing 1-15 of 21 comments
Thought I was reading a dev report for a minute there. Wish they would just hire you. Wish I owned the company. You would be hired.
blackstorm_inc May 9, 2024 @ 8:17am 
Amazing
ItsZyad May 16, 2024 @ 4:37pm 
Great job with this, dude. You've honestly done more for the game with this mod than Eugen has in years.. Keep it up!
♠Kn1gHtFuRy♠ May 29, 2024 @ 12:33am 
You keep the game alive and refreshing; thank you for your hard work :BalkanCross:
Excited about v5 update.
luftwaffel Jun 2, 2024 @ 9:42am 
Appreciate your work looking forward to new release haven't touched SD2 since that micro patch broke your mod.
Erica von Hutten Aug 18, 2024 @ 9:41pm 
looking forward to new release!!:steamhappy:
ccruler Sep 7, 2024 @ 11:01am 
Also looking forward to this update, it'll be such a change, especially with not being able to put aerial denial zones anymore. That being said, also hoping that there will be a compatibility update soon regarding the latest SD2 patch, I miss not being able to play this mod :(
wux  [developer] Sep 7, 2024 @ 2:29pm 
Mod is updated :steamhappy:
ccruler Sep 7, 2024 @ 5:08pm 
Originally posted by wux:
Mod is updated :steamhappy:


Thank you :steamhappy:
derek.hemmen Sep 13, 2024 @ 8:11am 
This makes AG a lot more fun, great mod, excited to see the new version
ccruler Jan 25 @ 11:40am 
Any further news on v5 of your mod?
wux  [developer] Jan 27 @ 5:44pm 
It was on hold until this update as the last time it caught me in the middle and made a real mess of the mod. I am trying to see what is the best way to do it now as there is also a new AG DLC coming soon so again the same problem. I know you are expecting it as soon as possible, trust me i myself don't want to play until v5 is done. Don't worry, it is not forgotten :steamhappy:
ccruler Jan 28 @ 9:18am 
Oh, not rushing you, was just curious as I hadn't seen any conversation about it for a while
idefirka Jan 29 @ 1:52am 
Just have to aks, but is it at all possible to bump up the Army General command points above 20?
So, say, every side in all cmapaigns gets 30 or 40 or something.
wux  [developer] Jan 29 @ 3:09pm 
Originally posted by ccruler:
Oh, not rushing you, was just curious as I hadn't seen any conversation about it for a while

No problems, i am glad you are still interested in the mod :steamhappy:


Originally posted by idefirka:
Just have to aks, but is it at all possible to bump up the Army General command points above 20?
So, say, every side in all cmapaigns gets 30 or 40 or something.

You have the same idea as i had :) but sadly i did a lot of testing and 20 is best we can do.
For anyone interested let me explain how you do it:

The file you will need is GDConstantes.ndf that you can find in yourmod > GameData > Gameplay > Constantes

In the file you are looking for Resource_StrategicPoints, it looks like this:

//------------------------------- Constantes Economy --------------------------------------//
RoundToNearestDigit = MAP // Toutes les valeurs d'économie seront arrondies à ce nombre près
[
(~/Resource_CommandPoints, 5),
(~/Resource_StrategicPoints, 1),
(~/Resource_Tickets, 1),
]
)


At ~/Resource_StrategicPoints, 1 -> this number is some kind of a multiplier that determines the amount of points you get each turn. I haven't quite figured out how it works except that only number that really works is 20. More then that and Turda campaign on the axis side is screwed as it drops the points to zero. As most of the campaigns have either 15 or 20 points per turn (except Iasi and Turda on axis side (25 and 10 points) and Berezina and Turda on allied (25 and 25 points) with 20 you are set as it bumps up all the 15 point campaigns (and 10) to 20. Downside is that it downgrades 25 point campaigns to 20 but there are only three of those. For some reason with "(~/Resource_StrategicPoints, 20)," 40 points that soviet get stay 40. As i said i don't really understand how they multiply it.
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