ICBM: Escalation

ICBM: Escalation

JTO | Joint Task Overhaul
32 Comments
dabeandogman777 1 Aug @ 5:12pm 
thanks fer update.. great work happening here
badtatts  [author] 29 Jul @ 6:11pm 
We’re waiting on the devs to release a new update that fits with this mod
Jam12j 19 Jul @ 12:12pm 
when will ai come out?
OPACHKI 19 Jul @ 10:21am 
Bro i check video on youtube, and its good mode. Maybe you can change models of vehicles, for example how in HOI4. Just real model of tank/plane/ship, and make small icon small icon above the units
dabeandogman777 7 Jul @ 11:24am 
waiting on that great AI patch. thanks
for the great work your doing
Combat  [author] 30 Jun @ 1:27am 
we increased speed of construction units fixed crash adjusted amounts of starting units and added defcon
Mangonnel 29 Jun @ 1:02pm 
what changed in the update? would be nice to see a changelog cus github has nothing
Seb_Le 25 Jun @ 3:08pm 
this is like all the good mods packaged into one, good luck to the dev on updating it!
Combat  [author] 25 Jun @ 5:53am 
starting work on it again but no promises
Empty_Cosmos 24 Jun @ 7:31pm 
AI update coming soon? very eager to try this out
smiley 22 Jun @ 10:47am 
Created a patch to fix the CTD. Issue was in the GreaterEarth map definition: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506243396
Wicked513 21 Jun @ 9:39pm 
when can we see a update?
dabeandogman777 4 Jun @ 7:25pm 
deff waiting on this one thanks in advance
Colonel Sanders 31 May @ 12:18pm 
really looking forward to a stable release of the AI
Kert 14 May @ 6:43pm 
Real good stuff here, looking foward to the stable release with AI support
Moth Queen Devon 12 May @ 9:48pm 
- Construction teams are cheaper at DEFCON 5 by a small margin, drive 3x their current speed, and have an increased placement radius for harder to reach areas to be reached
- Many cities can place buildings and units next to them and at a slightly longer range.

Currently, someone who doesn't know they need construction teams may be unable to achieve much early game as they learn the hard way, only to need like 15 of them and wait a long while for them to get where they need to be. Now, cities can mostly place buildings and construction teams allow those constructions to be done farther away from cities in less populated areas like siberia or at the border. This still allows for some fun sabotage mechanics by attacking these as supply lines. It also ensures that you don't send 10 army divisions and all the sudden, a large number of army bases just suddenly appear out of nowhere and surrounding you.
Moth Queen Devon 12 May @ 9:48pm 
Lastly, a number of my other mods have been integrated and improved along with some coming tweaks:
- Better DEFCON system with support for these new units and buildings
- Eager claiming of slots 41-254 for leader portraits (allowing portraits to not be sequential to keep working)
- Leader slots 41-77 (likely to be used by older mods already) along with 171-254 are open for other mods to make use of, with 64 reserved slots used already.
- Capital buildings which double a city's output for the one allowed per faction, but other factions still receive its boost after the city's region is captured and back to producing. A fun mechanic which will cause shifted strategic interests based on whichever city is chosen. Not required, but then you miss out on those bonuses while the AI and other players take advantage of them.
Moth Queen Devon 12 May @ 9:48pm 
If we are able to get the AI working to some extent for a new release quickly enough, I will also try to implement basic GDP mechanics for allowing more of a 'Tall' play style to form. These will require certain techs which can then be disabled if desired to limit the amount this path can be taken, if at all. I can also add some basic compatibility with GDP++ when I go to do that, though many may prefer to just use this alone.

bzand has joined in to help with Chinese translations. For all other translations, automated tools will be used to get the basic translation out followed by tweaks based on user feedback where those tools make a mistake.
Moth Queen Devon 12 May @ 9:47pm 
Developer Update

Hello. One of the developers here that had to unfortunately step back for a while due to a work project.

Yes, unfortunately the current version "0.3" was problematic in many ways.

Wednesday afternoon (ET time), I personally will be giving the mod a ton of attention and will be focusing on helping the other devs get at least basic AI functionality working. In other words, fix multiplayer with AI used along with single player.

I recommend checking for an update later this week. My personal recommendation is unfortunately to wait until then.

Currently, to get a game working, you need to do a Conquest multiplayer game with other players and no AI. In other words, very limiting. This is due to the AI not being yet brought up to speed on all these changes..
AmberFlavored 11 May @ 2:47am 
@Gfan1954 it's for multiplayer only
kim jung jay 10 May @ 9:41pm 
this is what the game really needed.....cant wait for the stable version..quasi dlc content?
Gfan1954 10 May @ 9:11pm 
Mod keeps crashing whenever I try to start a new game
Kosdia 10 May @ 6:07am 
Is it compatible with GDP++ yet?
Combat Eng'r 9 May @ 9:10pm 
waiting for Multiplayer with AI. Keep it up!!!
The Watcher 8 May @ 10:14am 
Hopefully it'll be playable for singplayer as i am using several mods from combat, honk and others.

Wait for a stable vesion, crashing even when playing multiplayer.
B-36 Enjoyer 7 May @ 6:23pm 
quite a lot of stuff
Combat  [author] 7 May @ 4:57pm 
L425 you can move fixed structures using combat engineers
111hockeyman111 7 May @ 4:34pm 
Mod doesn't seem to work for me, I have no other mods, but every time I select a gamemode, it crashes on me. Latest version
L425 7 May @ 1:53pm 
Is the fact that you have to build a construction plant for each radar, sam site, chekpoint,... a feature that was desired? It multiplies the construction cost of a radar by more than 7, the cost of checkpoints by 9 and the cost of sam site by more than 5...
Unless the very small radius of cronstruction in which they can be built was meant to be huge, it doesnt make much sense for me.

Otherwise the mod seems great, I will try a game with friends when I have time.
AmberFlavored 7 May @ 10:26am 
Dashing!
the spanish inquisition 6 May @ 1:37am 
Smashing!
SWEEPER KEEPER 5 May @ 7:04pm 
Very Cool