Just for clarification, I removed all comments and the screen of the casualty tracker, it is still in the middle of development.
A discussion about a half implement feature in alphastage is not helpful.
There will be a proper Dev Diary when things are far enough to become public, and please don't ask me why we announced the thing, when we are not ready to talk about it... :P
Last edited by ewphoenix123; 09-06-2012 at 14:34.
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a 1914-1963 Grand Strategy Game
This is music to my ears!
My attempt on an AAR! (Just begun!)
1.03 in sight?
"Hmm... a Tsar, raised by the will of the people? Sounds legit." -- KotoR45
Need ministers for a mod project or just because?
it owuld be really really cool if there was some sort of watered down chain of command like from hoi 3
I wanna be Korean or Japanese.
"If it's an exploit for para's then it's an exploit for EVERY unit in the game and therefore the game itself is an exploit." -jju_57
This patch looks to be godly but... you guys were way too ambitious. We've had to deal with 1.02 problems for nearly a year :| I'm sure I'm not alone when I say that being less ambitious with your patches, giving a faster time for getting fixes to game breaking problems would be much appreciated. This 1.03 is too good and too long of a wait :P Torture
Time to start thinking of a new AAR for 1.03...
Let me remind you that:
1) development cycles can sometimes require months and they can't be interrupted at will
2) we are simply not allowed to publish many patches
Last edited by ^_AC_^; 10-06-2012 at 10:22.
Its great overall and grafics anyway, one change i dont like are extra 2 tech slots for IC-rich states.
It's not that simple, because this affects balance.
Very good news
It seams 1.03 is going to be awesome!
DH team delivers.
Specifically, 7 tech teams.
How exactly it is implemented? The guy asking on the facebook has brought up the important question about balance.
In my experience in AAR 7 tech teams plus decreased research rate lead to a being pretty hard to keep up with a historical research dates, especially as a minor with limited supply of cash and bad tech teams (level 4-5). Will that be an issue?
I'm worried about minors, too. For major countries this change will be beneficial, but other countries will have to rely on blueprints, so it would be a good idea to increase the blueprint bonus.
So, minors will also have 2 tech slots as minimum. All countries have at least twoTTs.Changes to tech slots:
1. Min tech teams - 2 (from 1)
2. Max tech teams - 7 (from 5)
3. Research mod - 0.4 (from 0.5)
4. Money cost for each skill-level - 0.1 (from 0.12)
For now, we've seen a good behaviour. Actually, we may have to increase the difficulty of some techs for the 1933-1936 period.