Many thanks for these and the German air divisions! Your ideas about the French army sound about right (I'm just thinking of a more inspiring revolutionary alternative to 'Armée de Gardes'...).
Making most of the French land into militias might make them a bit too pathetic in actual performance! Might be better to either give them some manpower limitations, or just not particularly good doctrines and techs...
No problem with the German air, and my knowledge of french is shady at best, I think "de Gardes" is probably a really brutalized form of french, but what can I say, I'm a stupid american!
Whatever you wish, I wasn't clear on if we were modding the tech trees or not, if we do, then we have limitless possibilities for customization. However giving France crap tech teams means all their troops will be crap, which means they'll never be able to do anything, hence my idea of a high-tech french army with alot of militia.
- Okay, can be changed easily!
- Oh dear, which ones (or just how many should be light cruisers...)?
- - That is my literal-mindedness for you - just a question for the conversion, if they're motorised divisions anyway, would they really need the 'armoured car' attachment as well?
Hmm....
Cruisers should be: (you edited some out it seems, but thats the actual list for the north sea fleet cruisers)
RNS Edinburgh (ah) ----- Lvl III CA
RNS Southhampton (ah) ----- Lvl III CA
RNS Plymouth (ah) ----- Lvl III CA
RNS Birmingham (ah) ----- Lvl II CA
RNS Manchester (ah) ------ Lvl II CA
RNS Ceres ----- Lvl I CL
RNS Coventry ----- Lvl I CL
RNS Curacoa ----- Lvl I CL
RNS Measureless ---- Lvl II CL
RNS Regardless ----- Lvl II CL
RNS Endurance (ah) ----- Lvl III CL
RNS Resurgance (ah) ----- Lvl III CL
RNS Disturbance (ah) ----- Lvl III CL
RNS Elegance (ah) ----- Lvl III CL
Whats wrong with motorized division with armored cars? I like my armored cars! :rofl:
Let me see - both ideas look quite good for possible events with some modifying. I'd be more inclined to give the second event to IHK-Mitteleuropa ( - The Kaiser is above matters of industrial policy, you know!) - but I'll give a proper rundown of how I want the German domestic events to work later on today (hopefully!), which should provide some better guidelines on this.
Well, this isn't a normal move, I mean Krupp was the heart and soul of the German War Industry, and Stahlwerke the largest steel manufacturer in Europe, combining them is a huge thing, it'd probably have to go by the Kaiser first, its not like its too pig-hole companies combining, its the formation of a possibly massive corporation, one of the largest in the world! But as you wish.
Might be a bit redundant, or possibly mean that the event won't even fire! Also, try to keep the descriptions at 5 lines or below - if they're too long, they cause a crash on loadup (known from much experience, as I like overly long descriptions myself!)
I think the construct IC and resource commands are okay - don't give much attention to what things are actually indicated in the 'where =' or 'value =': they often don't follow any recognisable logic!
You should also try to use Baylox's formated event commands, rather than the Wiki - they are much easier to get the relevant information from. I believe there's even a copy of them in the 'db\event\kaiserreich\' folder in the Alpha...
I'm not entirely understanding of the "flag" trigger, your flags are like flag = UKR_AGR_SUB and stuff, do those extensions mean something? With the descriptions, thats easy to change at least. I'll look into the event commands and maybe write up some more.
---------------
Okay, I can work on the other techteams if you want, you mentioned de-Nazification in another reply. And I'll revise my events and maybe some new ones as well. Tonight I'm hanging out with some friends, so I may be gone tonight.
Work is progressing well.