SSFSX17 -> Generic to the 17th GOLD (4/13/2011 8:50:31 PM)
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The latest public version is v6: http://www.advancedtactics.org/scenario.php?nr=136 Any feature requests are welcome, although I am not good at scripting, nor counter graphics. Overall Changes: - Neutral hexes are not autoconquered. - Two types of roads. The original type, Railroads, are now very efficient, especially for transferring units. The type that can be constructed by engineers, creatively named "Constructed Roads," has the stats of the original roads, except that supply movement takes 2 AP to move across constructed roads, and rail movement takes 20 AP to move each hex. - Most units cost twice as much to upgrade as they used to, for a total of 20% of the cost to produce the units. - Advanced Units (super-heavy tanks, rockets, guerrillas, rangers, etc.) are now researchable. --- Super-Heavy Tank Theory: Heavy Tank & Tank Destroyer --- V-Weapon Theory: Heavy Artillery, Rocket Artillery Theory --- Rocket Artillery Theory: Bazooka II, Mortar II --- Ranger Theory: Paratrooper, Staff II --- Kamikaze Theory: Carrier Fighter, Torpedo Bomber --- Militia Theory: none --- Guerrilla Theory: Rifle/SMG II, Staff III --- Fortification Theory: Staff II, Engineer II --- Occupation Theory: Militia Theory, Staff IV - Different special advantages for each people group (based on the default style of game with full Level 1 research): --- Germans: -10% production, -10% oil output, Divebomber II, Fighter II, Flak II, Halftrack II, Heavy Tank, Medium Tank, Submarine II --- Anglo-Americans: +10% production, +10% raw mining, Ranger Theory --- Russians: +10% production, +10% oil output, Commissar II --- French: Engineer II, Fortification Theory, Guerrilla Theory, Guerrilla, Heavy Artillery --- Arabs: +20% oil output, Guerrilla Theory, Guerrilla, Guerrilla II --- Japanese: +10% morale, Battleship II, Carrier Fighter, Torpedo Bomber 18, 64, 99, 95 --- Chinese: +10% production, Occupation Theory --- Africans: +20% raw mining, Guerrilla Theory, Guerrilla, Torpedo Boat II - Political Points & Supplies - different graphic for each peopletype (not necessarily historical, pictures were hard to find for some of them) Changes to existing Subformation Types: - Anti-Tank Guns - easier to research, but level II and higher requires basic Artillery research. Higher levels can be used as short-range artillery, with best results against armored units and surface vessels. - Engineers - higher levels implemented, with more EP, entrench per turn, and blow bridge points. They also have the improved hit points and anti-tank abilities of higher-level Rifles. - Flak - higher levels also have longer range - Guerrillas - they now have 10 favorite target tries, and prefer to shoot at infantry and soft mobile targets. - Halftracks - higher levels now also carry machine guns (represented by having similar combat capabilities to machine guns) - Horses - they should be used more often by the AI for the correct purpose. They also now use 2 supply each. - Infantry Guns - easier to research, but level II and higher requires basic Artillery research. Infantry Gun IV's artillery attack is corrected. - Katyusha - completely revamped as "Rocket Artillery." They are light enough to be mounted on tanks. Instead of being one-shot weapons, they instead lose readiness after attacking. - Mercenaries - they now have supply need and supply cap of 3, representing the fact that they require more money than normal soldiers. Mercenary Bases function as both airfields and ports, and are able to build transport units in addition to mercenaries. - Militia - they now have only 1 favorite target attempt and only 3 initiative. - Mortars - only cost 250, but they only have 3 attacks per round (instead of 5) to compensate. This brings them more in line with Bazookas and Machineguns. Mortar IV can do artillery strikes with range 1, with power equivalent to basic Mortar at that range. - Paratroopers - higher levels implemented, with more Supply carry, Recon, and Hide. They also have the improved hit points and anti-tank abilities of higher-level Rifles. - Rangers - they all now cost 300 to build, can paradrop, have 4 Supply Carry, 2 recon per man, limited hiding ability, are half as good at blowing bridges as engineers, are excellent at attacking Artillery and will strongly prefer to go straight for enemy artillery pieces, and are slightly better at attacking armored vehicles. In short: Rangers are like Paratroopers except they represent an even greater threat to artillery parks, bridges, and the like, but they cannot hold positions for extended periods of time. - SMGs - higher levels are more accurate in open terrain, up to SMG IV having only a 10% penalty. This is meant to represent the development of assault rifles. In order to compensate, all SMGs now have supply need and carry of 3, to represent the fact that they use a lot more bullets. SMG II and III now upgrade correctly. New Subformation Types: - Bulldozers - Light tank with bulldozer attachment, excellent at clearing obstacles, and can help with engineering and entrenchment. - Commissars - They are like Staff and Machineguns put together. They are horrible at improving combat effectiveness, such that even Commissar IV is only worth 75% of basic staff in terms of combat effectiveness, but they provide massive bonuses to morale. - Flame Tanks - specialized armored unit that works best when assaulting fortifications, and in dense urban environments - Flamethrowers - specialized infantry unit that works best against fortifications, vulnerable in any other situation - Obstacles - Landmines, barbed wire, dragon's teeth, hedgehogs, and other things which can be quickly dropped into place. They are especially-annoying against soft mobile and armored units. They can provide light cover for infantry, although this is not as effective as using Halftracks. - Self-Propelled Anti-Air - works well as an anti-infantry unit too - Self-Propelled Artillery - also works decently for direct-fire, although not as efficient in the front as Tankdestroyers and Assault Guns - Torpedo Boats - Cheap and maneuverable hunters of battleships, but they cannot venture far from their home ports by themselves. Desired: - I am not a graphic artist, so I need NATO symbols with the proper dimensions and transparencies for the following: --- Assault Guns (if different from the symbol for tank-destroyers) --- Carrier Air & Torpedo Bombers --- Heavy / Rail Artillery (if different from the symbol for standard artillery) --- Kamikaze planes / suicide aircraft --- Levelbombers / Twin-Engined Bombers --- Mercenaries (if different from the symbol for standard infantry) --- Militia --- Rangers --- Rocket Artillery (not necessarily motorized) --- Super-Heavy Tanks (if different from the symbol for Heavy Tanks) --- Trains --- V-Weapons / SRBMs --- All the new SFTypes of this mod. In particular, I am curious if there is even a NATO symbol for commissars.
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