Steel Division: Normandy 44

Steel Division: Normandy 44

91 ratings
ShatrasGamePlayMod Original
   
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File Size
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2.140 MB
6 Jul, 2017 @ 7:45am
6 Feb, 2021 @ 5:00am
547 Change Notes ( view )

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ShatrasGamePlayMod Original

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


Original Extreme Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2368075634
same as the reworked original mod but with 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
126 Comments
Shatras  [author] 16 Jun @ 11:35pm 
guys, no update needed. mod is working. if you refer to the python error in the campaign, that is something which cant be patched without disabling alot of mod changes. this mod was made for skirmish/coop, campaign mode is not supported really in that case. you can try to play the mission without mod and activate it for the next mission. maybe that is working
.exe 15 Jun @ 2:08am 
Uptade
vlogger233 16 Sep, 2023 @ 4:39pm 
Update
Shatras  [author] 28 Jun, 2020 @ 1:52pm 
DerRitter 28 Jun, 2020 @ 1:41pm 
will you make something similar for sd 2?
Shatras  [author] 13 Apr, 2020 @ 4:57am 
2nd/RGR MARTY i am sorry, but there is no other way that i know of. all speeds have been adapted to be more reallife
MARTYas´s 12 Apr, 2020 @ 7:37am 
@Shatras Movement of units is very slow can i fix it in redux mod? Some script rewrite?
Ragnar LootBlock 27 Feb, 2020 @ 5:15pm 
Thanks, for answering my question. I found it out then after "modding" around with the files, i think asked here before checking the files at all... ^^
Shatras  [author] 27 Feb, 2020 @ 4:17am 
PlunderJack///HooT no, both mods are not compatible. you have to play them separately. but as you mentioned in my other mod, you can merge some files from both mods manualy perhaps too ;)
Ragnar LootBlock 23 Feb, 2020 @ 11:27am 
does this work with storm in the west?