Sea Power

Sea Power

Cold Resolve '86
Showing 1-8 of 8 entries
Update: 22 Feb @ 7:33pm

Mission 2, 3, 5, 6
-attempting to fix the port structures spawning in the ground and making them stupid hard to destroy. replaced normal PT ports with (Small) versions which have larger warehouses etc. also lessened number of ports per target area.

Update: 1 Feb @ 12:35am

mission 2,3,5
-cut number of ground based target buildings in half.
-reorg buildings so nothing overlaps

Update: 31 Jan @ 10:49pm

mission 6
-moved un sag slightly close so play isnt "moving in" for 3 in game hours.

Update: 26 Jan @ 7:27pm

mission 6
-pushed everything back to give player time to recon etc

-mission 5
-added more neutrals

mission 2, 3, 5, 6
-removed fuel depots and refinery buildings as they are being report by play testers as indestructible

Update: 26 Jan @ 7:12pm

based on play testing and feedback from buckoff (thank you)

mission 2, 3, 5, 6
-victory trigger reworked to not include Radar Stations/AA/ASuW/Shore Batteries etc

mission 2, 3
-re balanced enemy units to pose a threat for much long into the mission

mission 6
-re positioned UN SAG to be about 100nm away from shore, allowing player time to get their bearings before the chaos ensues.

Update: 26 Jan @ 3:11pm

Mission 1
-slightly re positioned CSG
-re positioned enemy units
-re balanced enemy units

Mission 2
-re positioned CSG slightly
-re balanced enemy units

Mission 6
-fixed crashing (due to not having type 23 as a required mod)
-re positioned UN SAG
-increased quality of enemy units (have fun)
-re balanced enemy air attacks

Update: 25 Jan @ 3:48am

Fixed typos

Update: 25 Jan @ 3:25am

New workshop item