welk
Posts: 865
Joined: 9/17/2006 From: France Status: offline
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The mod is now awailable here : http://imperialism.blog4ever.com/blog/index-184959.html At this time, the readme is in french, sorry (difficult to translate) Please, do not forget to save your original files because some original files will be automatically replaced. 3 directions for the mod : 1- To create classic wargames graphs and to give scenario desingers a tool that allows creation of little operationnel/strategical scenario with a "classic wargame look". Only little or medium scenarios are possible (like "Cherbourg" scenario,etc.), due to the fact that research is disabled (and must stay disabled for correct working of the mod). 2 - To simplify the order of battle : in a strategic game, you have not to manage machines guns and bazookas... All arty units (Campaign arty, heavy arty, AT arty & AA arty) have been integrated in only one type of arty(with adapted parameters for combat : "arty units" have good combat parameters in defense Vs aircrafts or tanks, and good parametrs Vs infantry in attack or defense) : the mod has only great types of units, like classic "paper wargame" : Infantry, armored, engineers, arty, naval forces (including carriers, that are integrated in "War ships" units with adapted parameters), air forces, naval and air transport, ground transport, submersibles,etc. No longer "little types" of units : MG, bazookas, etc. : the entire game has been simplified to avoid "micro-gestion", you have just to manage "great types" of units. 3 - To give reinforcements to AI with events, and to limit the number of production center managed by AI (to have a faster AI with heavy armies) You may use this mod to do you own mods or to create your scenarios. Each player has at start a big army. Human player must always play Regime N° 0 (ALLIED), AI must play N° 1(AXIS). You may change that, if you adapt the reinforcement event system. A demo scenario is provided, probably not very interessant, but with army that are voluntary very very very heavy, to demonstrate that IA can be fast with lot of units if reinforcements are given by events and not by a great number of production centers. But you may modify that and to give to AI one or two production center and one or two supply centers. Perhaps, the "start Army" AI and AI reinforcements are too heavy for the awailable AI supply, and you will have to add 1 or 2 supply center for Axis. When you create scenarios with the mod : do not forget that ALLIED CAPITOL must always be in 5,5 location, and AXIS capitole in 30,30 location on your map. If yous want to change that, see the concerned gameslots in the editor ("settings"). Each capitol MUST be on a sea coast (to be able to receive naval forces). You may modify the "start army" of each player in the editor ("Events" and "units"). You may also change the % of probability for AI reinforcements (at this time, AI has 30% possibilities to receive reinforcements in each turn = very heavy reinf.) You may also modify these reinforcements in quality (you have just to modify the concerned predefinitd units) In editor "Units" : AI units are units named : "AI R. + Type of unit" (i.e : "AI R. Air" ; "AI R. Armored", etc.) Human units are units named : juste "Type of units" (i.e : Armored, infantry,etc.)
< Message edited by welk -- 3/29/2009 1:27:01 PM >
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