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Different Axis Country - Different Value

 
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Different Axis Country - Different Value - 1/30/2009 1:21:24 AM   
Petiloup

 

Posts: 505
Joined: 6/4/2006
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Seeing a mod where you can see Flags for Italy, Rumania, India, etc I was wondering if we could give a negative modifier depending on the nationality.

For example an Axis panzer would have Evasion 7 and Ground Attack 8.

During a combat if the unit is Italian it would have a modifier -1 in defense and -2 in attack.

This way we could have Italy to produce Tanks, HVY bombers etc but they would be not as good as the Germans.

Possible? if so how to do it?
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RE: Different Axis Country - Different Value - 1/30/2009 1:48:56 AM   
WanderingHead

 

Posts: 2134
Joined: 9/22/2004
From: GMT-8
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This is coming in the next patch. There is a whole discussion here
http://www.matrixgames.com/forums/tm.asp?m=1972682

a little on the GUI here
http://www.matrixgames.com/forums/tm.asp?m=1992310

The mod-ability will support any offset on any capability by any nation, but the UI will not support all that flexibility very well (you'd really need a printed out table to consult if every parameter for every nation can be different).

Global Glory will incorporate this, but keep it simple for ease of play and the UI. It will only apply penalties to research-able combat attributes (evasion plus all the "attack" values, excluding durability and armor), and when applied to a unit the penalty will be the same for all such attributes (the evasion penalty and the LA penalty will be the same, for example, *not* -1 and -2 like your example).

Also, in GG all nations will be classified as one of two classes: reduced national capability, or not. There will not be any finer gradations than that. For nations of reduced capability, most units will get -1 penalty, armor will get -2, militia and surface naval no penalty.

Doing a full UI for full flexibility would be too much work, so all I have is the GUI shown in the above link. But if you wanted to print out consultation tables and utililize the full capability within a circle of players, it could be done.

(in reply to Petiloup)
Post #: 2
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