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You say that in the conquest description can you explain to me what you mean?? Do we have a button to let ai control some of our units?? I can't find it..
"This mod aims to expand vanilla gameplay by adding content to all gamemodes, adding new game mechanics and focusing on PVP"
We made unique doctrines for frontlines from scratch. We added frontlines before the devs in the first place. We changed pretty much everything in BZ/Domi rosters as well.
However, be aware that this mod will mess up some of the scripts for AI purchasing priorites, and gameplay would be different from what's intended.
To double check, is this mod compatible with Preparation Time Extended?
thx
When playing Conquest as Germany, selecting Officer (-5 points) or Command Squad (-1 point) incorrectly reduces the total unit cap. For example, if you reach the 60-point cap and buy 9 Officers, your points drop to 15, allowing you to add high-cost units (like a T-34) and still stay under cap. This can be repeated indefinitely as long as funds are available. Likely an error in the squad point value config.
In version 3.02, the Russian T-26 M1932 (dual turret) does not fire its main gun automatically when given attack orders. Only the MG turret fires on its own. The main turret works in manual control, but AI does not use it.
Tested in Editor and Conquest – same behavior. Likely an issue with AI fire flags or turret settings.
Please check turret config – this affects gameplay, especially in Conquest where manual control is limited.
(Because this is the only way to supply ammunition.)
My only issue is with two things:
-I don't like how some doctrines don't get engineers and other detachments, I believe some could get different weapons in the future, but shouldn't be missing.
-Some weapons were removed for balance reasons, which I'm not a fan at all. I believe if they are too OP just make it insanely expensive.
Regardless, Horten is a cool guy and is doing an excellent job, so I believe great things will keep coming out of this mod.