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- Update Turkey’s unit names! Update artwork, if possible
- Put the rocket artillery animation fix in
- Add airfield improvement?
- Add “Enigma” FOW for Allies – after turn X, they see at level 3, axis level 2 max?
- Hex conquer and release?
- Add “Desperate Defense of the Capital” events for big civs? UK, USSR, GER - triggers like the "Army of Moscow" event
- Add “tech lock” in game, which prevents a player beelining, or getting certain weapon systems too early in the war
- Yugo’s civ icon corrupted? (even after clearing cache)
- Greek army too large at start?
- Experiment with ways to speed up "normal game" tech stealing/espionage, to make it actually a part of the scenario
Patience is a virtue after all
Im having trouble actually playing the mod, whenever i launch the map with the mod and get into the game it immediatley freezes with the music still playing. I dont know if its because of my computer or if it has to do with the map.
P.s. The first turn (game turn 0) take a bit longer than a normal turn as well - there is a lot of activity going on in the background to get the AI civs set up so they perform better during the game.
Did you clear the game cache? Also, what did you use IGE for?
The game has a default visibility of all land tiles - this is adjustable:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1689346337/1850323802575234391/
The intent is to try and more accurately portray what was happening during this war. While "Fog of War" is a valid issue at the tactical (small unit) level, on a theater level is should not be so restrictive. Generally speaking, most armies knew about where their enemy armies were and in about what strength. Using the game's normal FoW rules just doesn't seem accurate.
So - I added a function that allows a player to adjust just how much they see in any game.