Steel Division: Normandy 44

Steel Division: Normandy 44

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ShatrasGamePlayMod Original Extreme
   
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2.203 MB
20 Jan, 2021 @ 6:05am
6 Feb, 2021 @ 5:01am
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ShatrasGamePlayMod Original Extreme

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



Original Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=966127240
without double availbility for all units

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

Redux Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1705388373
same as my original mod but all decks get 50 deck activation points & 50 deck slots

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

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

Redux Extreme Version Allied Edition:
https://gtm.steamproxy.vip/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 (you dont need to save your vanilla decks, i didnt delete or add cards)
- 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
13 Comments
Shatras  [author] 28 Jan, 2023 @ 12:56pm 
luftwaffel the allies would say the opposite ;)
luftwaffel 27 Jan, 2023 @ 11:39am 
Most historically accurate mod for this game mainly because winning as the Axis unless your lucky is basically impossible,im not complaining though a losing battle is always fun.
Shatras  [author] 25 Apr, 2022 @ 1:14am 
i am sorry, but development for this mod ended some time ago. i put some big effort in this mod and dont give core files away with ease too. otherwise i am even not sure, if i still have all the files somewhere
Lt. Ruben 24 Apr, 2022 @ 10:19am 
Is there some way to edit your mod or do you still have the ndf files before making them into ndfbin?
I would like to revert/reduce the speed nerfs you gave infantry, and also the MG firing range.
Shatras  [author] 20 Apr, 2022 @ 10:09am 
i use notepad ++, but you can edit with it only the pre files before they are merged into the .ndfbin. as far as i know, there is no editor for those files
Lt. Ruben 20 Apr, 2022 @ 6:00am 
perfect, good to know :)

by the way, what tools did you use to make this mod?
Shatras  [author] 20 Apr, 2022 @ 5:01am 
that is sadly something beyond my little modder skills. yes, the ai prefers standard ground troops above air or aa units in most cases. you will see more of those units with a higer skilled and buffed ai. you could raise the start income points in the lobby, so the ai can buy from the beginning more of differents units. you will encounter that problem in vanila too. every map has a different setup for the ai to recruit units, changing the map can make the ai more or less effective
Lt. Ruben 20 Apr, 2022 @ 4:29am 
your english is fine :)
It's not that it is easy for me if i don't use planes. Without planes i do have an exciting battle against medium AI on St Marie Eglise. But somehow the AI values everything more than air defense. I tried making a canada battlegroup with only AA and air superiority fighters and suddenly the AI built and used the fighter planes. But in a full battlegroup the AI rather spends their money on anything else than planes.

Is it possible that this is due to changes you made, like unit prices? It's just really weird haha. But otherwise it's really fun and engaging :D
Shatras  [author] 20 Apr, 2022 @ 3:20am 
Lt. Ruben (AUT) i think its time to raise the ai level for you now ;) the ai has sometimes a problem with a sort of "save the income" loop. it tries to save enough money for a big assault, but since you get stronger too and when it looses too much units to keep you busy on the field, it enters the save loop and gets very passive for a long time. income buffs for the ai are there to prevent that. medium is without any buffs or nerfs, hard and very hard have the right buffs for the ai, to be very challenging again for some one more experienced with the gameplay like you. sorry, for my bad english. its not my native language. i hope i could explain it a bit
Lt. Ruben 20 Apr, 2022 @ 3:06am 
Staghound AA is the canadian AA unit that they used. They didn't use the Tri-Polsten nor the Crusader AA, all in conquest.