Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Right now it is impossible to make to mod compatible if they both use modified .gui file. You need to merge them manually.
You can add to the construction of hospitals, bonuses for saving the wounded.
Some extra Tech Ideas:
LAND:
Refined Scope for sniper teams
flares for artillery ranging
ammunition types for both tanks
Welding vs Casting then improved versions of each for tank armor
Sloped Armor
amphibious alterations for tanks (reduce tank penalty for NI)
Specialized armor for minesweeping, barricade removing etc.
Air:
Alloys then Improved Alloys
Cannon focus v Machine gun focus then improved versions
airiel rockets
Improved gunners on bombers
improved bombs
bunker busters
dam busters
flame bombs
Both Air & Land
Refined Fuel
High Octane fuel
diesel
Prototype Design Refinements (levels i-III) improving all stats slightly
NAVAL:
SONAR + advanced SONAR for ships
Hedgehog for destroyers
depth charges
snorkel for subs
improved batteries for subs
improved torpedos
Industry:
Improved Drydock: decrease shipbuilding time
Improved Locks: increase ship repair
Yeah this is long but it has some ideas. Have fun and great mod
**Also, this should be incorporated into the combined mod
Refined Scope for sniper teams WIP
flares for artillery ranging ( N/A range cannot be emulate and actual arty strong enough)
ammunition types for both tanks WIP
Welding vs Casting then improved versions of each for tank armor WIP
Sloped Armor WIP
amphibious alterations for tanks (reduce tank penalty for NI) (N/A SInce they were not efficient enough I'M gonna pass)
Specialized armor for minesweeping, barricade removing etc. WIP
Air:
Alloys then Improved Alloys WIP
Cannon focus v Machine gun focus then improved versions WIP
airiel rockets WIP
Improved gunners on bombers N/A
improved bombs N/A
bunker busters N/A
dam busters N/A
flame bombs N/A
Both Air & Land
Refined Fuel WIP Air only higher reliabiliy
High Octane fuel WIP Air only maxspped
diesel WIP only for tanks exclusives and different bonuses
Prototype Design Refinements (levels i-III) improving all stats slightly N/A will be included in diesel/fuel tree
NAVAL:
SONAR + advanced SONAR for ships WIP but only for sub. Destroyer will have Hedgehog, other don't need it, not their roles
Hedgehog for destroyers WIP but need to investigate if a special vriable is set for hunting subs
depth charges WIP but need to investigate if a special vriable is set for hunting subs
snorkel for subs WIP
improved batteries for subs WIP
improved torpedos alreday in game (japan need just an adaptation with lower bonuses)
Industry:
Improved Drydock: decrease shipbuilding time WIP good idea!
Improved Locks: increase ship repair WIP good idea!
I find it odd that the current system ignores all advances in Artillery/AA guns/Anti tank Equipment and is soley based on the tier of tank used.
It would be nice to see SPG's benefit from artillery tech, AA's from Anti air tech and Tank destroyers benefit from anti tank guns tech.
I consider this an impossible task since the Armor variants are all treated the same so if you buff SPG's Soft attack the other tanks will also get the buff.
If thats Impossible maybe some other techs for all the armor variants would be nice:-
Like a faster reload system that gives benefit to hard/soft attack and lowers reliability
Better engines for faster travel.
Better suspension for decreased movement penalties for tank and mobile units
Perhaps Jerrycans for faster division recovery for oil based units.
Thanks for this lovely mod. I would like to add some issues:
1. The increase in armor for the bed_spring_skirt ist 70% but I think it should be just 7%.
2. I also think that the flamethrower should rather be a new support unit. I added another mod that adds Heavy Engineers so that I'm not having such big troubles with my heavy tanks getting lost because of my flamethrowers. But it's still not feeling right because heavy engineers are suited for attack and casual engineers for defence. So my suggestion would be that you create a new support group named Heavy Engineers (or something like that) that can be reinforced with those flamethrowers. For further information this is the mod I'm talking about https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=746777837
3. I would really like to see amphibious tanks in the game. Although I agree that they might not be very efficent because there are not that many countrysides to use them on but it could work if you improve their speed in Jungle and Marsh areas too. In my opinion there should be a new variant of the last mechanized vehicle that's called "Amphibious Mechanized". This could either be the available at the year 1945/46 or could just be a variant of "Mechanized III" in the same year. It's data should be a little bit lower than the "Mechanized III":
Defence: 32.0
Breakthrough: 5.5
Hardness: 60% (<-- This should be much lower than M III)
Max speed: 12km/h
Armor: 15.0 (<-- This should be much lower than M III)
Piercing: 16.0 (<-- This should be much lower than M III)
Production Cost: 14.0
4. This is not a real issue of this mod but I added another mod that creates a new type of armored vehicles (Armored Cars from the same mod as above). Their production line is on the left of the light tanks and that's exactly where your skirts are. This leads to an overlap of the icons. So I moved the skirts to the right next to the Super-Heavy-Tank Line and the Paint onto position x= -2. But the descriptions "Paint" and "Armor" don't follow those changes. Do you know how to fix this issue?