@Smitzer
There is no way to get a Lost Carrier yet. It was meant to be included in expanding the mod into the Pacific.
@TXTwilight
LOL
@JRHINDO and ^_AC_^
Thanks!
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I am working on patch 2.0.6 right now. Now that I've decided to take a step back from the mod, modding seems more enjoyable again! hehe
Below is a list of what is done so far.
I am waiting to hear back from Vladimir about the small icons. If he doesn't reply soon, I'll do it myself using the existing unit counters. I will have to shrink them a bit to make the smaller icons.
Idea
I am wondering if anyone is interested in helping this mod by joining a "micro modding" team. The aim would be to set very small goals, like creating 1-2 events per time period. That's kind of how I see my involvement from now on, as well as responding to forum posts, co-ordination if needed, and helping the1sean.
If we have a few people doing that, we would be able to keep releasing new versions of the mod as these small tasks can add up. I would think the time period should be monthly.
Anyway, post here if anyone is interested.
Release 2.0.6 so far
* Zoomooz detected that changing GDE is not cumulative. You must set the desired level. Amended Industry techs Advanced Armor and New Era Power Armor accordingly.
* I forgot to change the conditions to fire some precursor events to the end game war. They would fire even if the end game war starts early. Fixed.
* Changed the trigger for an early final war to be 140 VPs instead of 120.
* Tripled Stockpile limits multiplier for supplies and oil in \db\misc.txt. There are many events in the mod that depend on high levels of supplies to trigger, so the previous value is too low for small nations like the Reservation.
* Updated some minor content in the McKane event pool regarding the dates in the mod.
* Adding a picture called hoping_for_a_hero reported as missing from the End Game event The North Star is Shining.
* I updated several attachment pictures and also implemented several custom national attachment pictures. The new pictures for machineguns, motorbikes and 75mm artillery should suit FODD nations better.
* Now that DH allows province pictures even for non urban provinces, I'm reverting several provinces to their original types: Navarro Base (hills), Vault City (mountain), Unimak Island (hills).
* Updated the rebel spawn events so that some now happen in waves with a descriptive event for the player to know what each spawning is about. More spawnings could be added by splitting the main spawn event into smaller groups. Removed hour = x from event timings as it is not recommended to use it. Found and fixed some bugs in the Marauder spawn events. Some random spawn events remain.
* Added commands to transfer of control to REB for each specified province. This can't be done to the random province spawns. This ensures the province goes to Rebel control so nations can then occupy and pacifiy it. We could add every Wasteland province explicitly to the Marauder spawn events to ensure every province is taken over and therefore able to be pacified.
* Updated some scenario nation descriptions to remove references to Hub Reckoning calendar. Also removed a slightly insulting comment in scenario description text for New Republic of Mexico.
* Added a batch file to remove the now obsolete 1936 scenario files from the mod installation.