Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
but otherwise great mod so thanks
CZE_industrial_legacy #3/36
CZE_favor_czechs_1 #5/36
CZE_favor_czechs_2 #7/36
CZE_favor_czechs_3 #10/36
CZE_political_direction #12/36
CZE_arms_exports_1 #2/37
#vanilla path
CZE_democratic_bastion #4/37
CZE_fortification_studies #6/37
CZE_sudeten_1 #9/37
CZE_sudeten_2 #12/37
CZE_strategy_decisions #2/38
CZE_trust_in_the_west #4/38
CZE_sudeten_3 #6/38
CZE_military_research_institute #9/38
CZE_military_aeronautical_institute #10/38
CZE_air_is_our_sea #12/38
CZE_armour_bonus_1 #1/39
CZE_fallback_line #3/39
CZE_arms_exports_2 #6/39
This is due to make sure AI choose CZE_armour_bonus_1 focus before German conquer to have LT vz. 38 tanks.
This mod does not change fort focuses at all
maybe fix please?
@Riekopo: deleted. Use this mod instead: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1735340064
i would be fine with cooperation between our mods and using content from my mod would be fine too. Do you have a discord account?
The Armored Car chassis are mostly done in my mod, just missing equipment names and icons. Bulk of my missing content is gfx for the expanded modules.
Your new roles is exciting, many mods previously tried to add roles like this but failed.
I have no problem with using this mod for analysing, I'm using the same method with other mods (in this case Black Ice mod). I checked your mod and I see that you are trying to add armored car chassis. This is something I have already done in this mod, but it's in the testing phase so not uploaded yet. So I can help you with both. We can also colaborate with our mods in some cases if you will be willing and we find each other useful. :)
I am not able to answer your question because I don't know which stat should be adjusted against forts?
If it should be stat for gun, which one? Soft attack? Hard attack? Piercing is only against armor, not forts.
If we speak in battalion terms: it is possible to add attack bonus to assault brigade against forts (similar to amphibious in river, marsh or amph. terrain)
Im requesting permission to reverse engineer your mod for my mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2969408826
Also changed chassis for Marder and Hetzer to correspondent with the fact it was based on Pz 38 (t). More testing will be needed for Hetzer due to armor stats, maybe we'll be forced to keep it in advanced due to better protection and armor it had.
But once again, thanks. If you spot anything else, leave us an info.
But don't worry, once we make some trials we will come back to finish the mod.
1- Put 1 big mod with everything inside ( real amount tanks for all nations + historical tanks ) actually we have to subscribe to all it's a nightmare for be compatible with friends in mp
2- Make an expert ai compatible mod ( i'm pretty sure it's just a mod priority problem you can fix with changing the modfile name of compatibility mod ) the only thing you have to do here it's to replace the expert ai files by your mod compatibility with a bettermod priority.
Thanks for your work, it will be amazing if you realise that because we will can use yours mods easly in mp :)
I tried to do a "submod" but it doesn't work the way I want it to.
I can integrate Expert AI mod, but for this I need approval by the autor of the Expert AI - Kondi. I didn't ask him yet.
After we finnish with nations, I can take a look what could I do more :)
Explain to us, we don't understand what do you want. :-)
We are going to complete the other nations as soon as possible. Probably Czech and Poland will be ready next week. We expect a ratio of two nations every week or so, considering that minors are a lot more quick to do respect to Majors.
So in-game we divide the cost between AE, PP and CP. To unlock an historical design you have to (I will do an example with the Tiger I for Germany):
-Go in the decision tab: there will be a window where you will find the unlockable designs and their costs-> for Tiger I, 15 AE/10 PP/15 CP;
-Meet the requirements-> you have to research 1940 Heavy Chassis, Heavy Cannon I and so on. These are displayed when you put mouse on the design that you want.
When you will have all the requirements and the several types of points needed, you will unlock the design only by clicking on it, then you will find the design ready to be produced in the production tab.
To improve a design just go to the decision tab again and you will find the following design (for example you are producing Panzer IV C, you will have the option to unlock the Panzer IV D).
Iif you have any other questions, do not hesitate to write to us!
-We start from historical or semi-historical amount of tanks at 01/01/1936. For example, URSS has almost 9000 tanks and France almost 3000: this is not game-breaking because they are mainly tankettes and very light tanks, and in-game they have poor performances.
-In vanilla game, to design a tank you have to spend Army Experience (AE): since it is a very rare ware, it's difficult to choice between Doctrine, Tank Design and Division Design. Consider that an historical Tiger I costs 46 AE, practically an half doctrine. We want to overcome this system giving a more important role also to Political Power (PP) and Command Power (CP), to achieve historicity. Indeed this simulate the fact that design a tank was or a personal decision (Hitler, Mussolini approvation) or a department decision (as succeeded in UK, USA and URSS) and not only an "army" desire.