alaric318 -> Alarick's Test Of Arms - Strongholds Mod (1.04, Oct'07) (10/13/2007 12:25:19 AM)
|
Alaric Test Of Arms - StrongHolds Mod For Commander 1.04 Download Link... http://hosted.filefront.com/Alarick/ warning... map has been changed, this scenario/mod need a separate install to work, will make all other scenarios than 1939 start much different and not tested if them work. Changes On Test Of Arms Mod - StrongHolds Mod.- Main Feature... only major nations have two and three hexes cities from 1 for the main cities of each major nation.(make more easy to deploy russian units, in example). Command Range to 5, from 8 reduce Commander ratings for make them more cheap and can each player have more freedom to recruit more commanders. efficiency drop reduced to 10 from 20 for upgrade units, it is a pain for a russian player to upgrade units on the frontline. naval convoy rates is 3, from 4 turns by default. occupational efficiency is 100%, this give a reason to axis player to conquer countries that at 50% are much less valuable objectives, and balance the increased convoy rate and allied overall production. united states and russia start with some war effort, i was wanting to give them some freedom from the begining of the game. Technology very changed, activated "fixed defenses 6", "artillery 6" & "industry 6". Units Prowess Proportionaly from start ratings and stats. italy and commonwealth units in egipt restrengthened for give relevance to this theater of operations. all first line of defense of russia now are corps instead of garrisons, given the production rules in the scenario the first russian line are going to be crushed hard but corps cause more casualties to germany units and this will maybe delay the assault over moscow. (Russia AntiTank Upgraded To at "2" Tech From the begining, given that in playtest it probed easy to wipe out the russian first line with the reinforced german forces. motor infantry remake as heavy infantry, +1 attack and +1 defense over regular infantry. (regular inf is 4/3 attack defense, hvy inf. is 5/4 and tanks is 6/5) balanced the technology system to make high advanced tech units of same types have proportional to at start stats, in example, near all infantry advances affect both heavy motor units and regular infantry units. heavy motor units, in plays against the computer opponent gives the german player a good way to have good assault units for russia and do not spend excess oil with tanks. time scale reduced to 15 days turns, not make any balance about it, just was wanting to have more turns overall in the game before united states and russia enter the war at full strengh. (given that war effort mark laboratories a play of game with random technology research maybe can benefit much to germany and italy, more reason to give some war effort for russia and united states of america) time is the worst enemy for the axis, given the convoy rate, axis start in overall dominant situation in every facet, units, tech, etc, that will decrease advantage as time pass onwards. as production have been increased there are to be more units, so it is needed, a must, to reduce oil cost and manpower cost, set manpower for germany at 1100 (120%, around) thinking about games against the computer opponent that in high levels for germany is a pain from 1942 onwards. aircraft is expensive but powerfull, one air unit cost three times that an regular infantry unit but high tech advanced aircraft will be much dangerous. the same for the fighters, receive some bonuses on air to air ratings, to encourage the use of scort fighters, alone tac bombers or strategic bombers against high tech fighters will have a hard day, as playtest by me as shown. naval units except france are named from historical battle ships, russia and united states mark the difference and shatter the balance, until united states enters the war the naval war is balanced, avoiding the fact that historically and for realism the royal navy is superior. Research Advantages... 1-Germany... Infantry, tanks, organisation(3), Industry(3), (more labs). 2-Italy... Navy... in the war the Regia Marina have good battle ships his defeat is indeed by poor organisation and poor leadership, organisation(2), Industry(2) 3-United Kingdom of England... Navy and air advantage 4-Russia... very good infantry and tanks... germans have a very bad time the first battles with t34/76 and a hard time balancing his armor to match the russian tanks 5-France... armour (it balance poor infantry, in each and every game the battle for france will start for sure before research take effect on france to match the german army, the werhmach). 6-United States... have advantage in most technologies, produce much less than russia so the technology advantage increase for USA rebalanced the fact that it is a great nation. All allied nation start at industry 2 or 3 for russia and united states, i prefer a difference of 3-2 (1.5-1) that 2-1 or worse in advantage for the germans, so for organisation, all at "2". all nations have some industrial points from start so them can afford some labs and start to catch up the germans. playtest... with allies against germans at minor advantage for axis, win of allies by me at Feb'42. more units reduce the luck factor and reduce the "fortunes of war" and Fog Of War "surprises" all germans panzer corps of the werhmach(and much panzer-grenadier groups), the german army are represented and the elite formations of the major nations, some divs included as corps or tank groups. hope you enjoy the mod, this game is great, i encourage strongly to make a second duplicate install for the mod, and you have to select the scenario from the main select screen. contact mail... marhault888@hotmail.com
|
|
|
|