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"Bomb goest of and something" in the assasination attempt... What? Can you be more specific?
@ploft
Não acho que seja assim tão puxado
There are no manufacturers that support Tactical Bombers or Heavy Fighters.
The new Masonic Agenda decisions are fun but game breaking in multiplayer. Could certain conditions be added to check if the target nation is player controlled or not?
Ordem dos Cavaleiros Lusitanos should be available to both Masonic and Braganza focus trees, the Forças Especiais de Comandos should be made available to the other focus trees instead from the start. Cavaleiros Lusitanos should be adjusted accordingly for their terrain bonuses, plains, deserts and forests at least should be to their advantage.
Adoro este mod, mostra muito trabalho e dedicacao. A ver se apanho mais typos ou outros detalhes.
Thanks for the help!
Unfortunatly im not at home right now, only next week I will be available to fix things.
-Typo will be fixed
-I know, i might add them to some company too. Also, for tank companies, there is a huge weakness, if you go to war with Britain, Germany and Italy, you get no company. I will have to search for portuguese historical companies that worked with tanks or armored vehicules at that time.
-In MP, im assuming that portugal will be AI from the start. Portuguese AI will always take the neutral path. I also advise not to run the mod if you are not going to play as Portugal.
-Will consider that, but who else used cavalry as specials forces in that period? Masons don't count :D Terrain bonuses will be applied. Will have to do some search about the FEC to see if they already existed or they were implemented.
Obrigado mais uma vez
- For manufacturing: Portugal has Bravia ( https://en.wikipedia.org/wiki/Bravia_(automobile) ), FAMEL ( https://en.wikipedia.org/wiki/FAMEL ), CASAL ( https://en.wikipedia.org/wiki/Casal ) which began its life building heavy tractor engines, EDFOR you already have in your mod. Portugal never had any heavy industries in this sector but you might be able to find something with Caminhos de Ferror Portugueses since they maintained and built under license different types of carriages and locomotives.
- In what comes to MP, I was suggesting checks for the decisions a player might make as Portugal. Dissolving an alliance for example by just spending Political Power or forcing the entirety of South America to declare war on one another can potentially ruin all other players in the game. There is a lot of flavor to it but it needs to be implemented in a more reasonable way.
- The Comandos de Portugal were implemented in 1962 but their Navy predecessors, the Fusileiros Navais, were in service as far as the 1600s. Ultimately the Commandos were created because of military requirements in portuguese colonial holdings.
- Special cavalry units did exist in many nations but for Portugal alone you have two that stand out: Regimento de Lanceiros No 2 which maintains traditional cavalry functions and then you had the Dragoons of Angola, a special unit of horseback cavalry that was so successful the army decided to reequip armored units with horses instead.
I hope this helps, boas ferias.
-Manufacturing, I will have to search deeper. Those companies are +1950, for me it doesn't make sense to add them when the game starts in 1936. I will come up with something. Caminhos de Ferros are interesting as a company though.
-For MP, I think I can add a trigger that disables them when in multiplayer. In what decisions do you see thats important to add it? Be aware that the masonic ones are different for each path you choose.
-Never payed much attention to the commandos unit. Since they were only implemented in 62, they don't make sense in the game timelime. However, I really like the Fusileiros Navais. I plan to remove the FEC and add the FN, also, it makes more sense to country with such maritime history, to start with the Marines tech. Many thanks for the research. I really like this one.
-As for a special monarchic cavalry unit, im still not convinced. You can still train regular cavalry units in the game. The special one for the masonic was because Freemasonry had ties with many orders like the knights templar, and I thought why not :D
Nice tips, keep them coming
But on to the major issue, Masonic decisions.
1. Out in the light, you can dissolve entire factions without any control from any player who is not Portugal. Considering the massive bonuses in technology, extra research slots, bonuses in combat, etc, it is just too powerful. I can't think of a viable replacement within the masonic flavor that won't be over complicated.
2. In the Shadows, you can make the whole of South America just go at war with one another. It just happens. Can you imagine the face of some poor guy who is playing as Brazil?
3. Still while in the shadows, stealing all the tungsten from british holdings is a little odd. Maybe make them as some tragic accident for the british player where his tungsten will be inaccessible until he spends the political power and time to repair the damage and make it accessible again.
There is a lot more to test. XD
Oh as far as manufacturing: Why not look at american manufacturing representatives as well as more british ones? You can potentially have enough manufacturers with their unique flavors so you will at least have one available for whatever you want to use regardless of whom you are at war with. If all else fails you could have specific departments within OGMA for aircraft, at least.
-Its intended. Going proudly alone you can't form or join factions, meaning you will wage war solo.
-The USA actually gets a choice to refuse that I used for older versions of the mod, but now it will never refuse. Honestly its pretty hard for a country like Portugal (even in faction with monarchist Spain) to conquer an allied South America with USA.
As for MP, I have that option blocked. It will be fixed for a MP USA player that gets the event.
Be advised that most of the events that other countries get are poorly described, sometimes without text and/or simple answers like yes/no.
-How? Soldier Millions focus is only available if you go down the democratic path.
-Not possible. OGMA company gives you less production cost for light planes besides the research speed.
-Im well aware of that - a Portuguese tank company will be added in the next update.
-Broken tooltips? Don't do anything? Sorry mate, try to play the mod without other mods and recheck that. If anything, unninstall and resintall the mod.
-Companies will be rewoked, as well the army branch focuses.
-FEC will be replaced with Fuzileiros Navais next update.
Thanks for the feedback, make sure to tell me if the advisors fix I recommended to you worked or not (also the Milhais focus and OGMA company). You are the first one to complain about that.
Fixed! Thanks
Aside from these small things, I'm quite enjoying turning Tugistan into the powerhouse it was meant to be.
AI Demobilization
Beautiful Of Iron
No AI Spam - General
Ultimate Cheat Mod - Improved
MI2 Total
No Puppet Divisions
Ultimate Tech Tree
Formable Nations
Gameplay Improvements
Player-Led Peace Conferences
Expert AI 4.0
Any help appreciated