That's how I got on the Release Team. I, too, was doing my own mod and how I did certain things.I really like all the great ideas and work that I'm reading here, looking forward to the 1.13 release! I've been working on my own mod for some time now, hoping to release it one day here but there are two things that I just can't seem to figure out but I can see you probably did.
Does the addition(or rather the active use of) of transport weight capability in troop ships mean that there can be more than one division on a transport ship? So when the weight capability of a troop is 40 and I have two militia divisions that are 40 combined, can they both get on the same troop ship division?
In your scenario, only one unit/division type per transport. If the troopship has a transportcapability = 40 and one militia unit's transportweight = 1.67, you won't be able to put 10 or 20 militias on one troopship. When you click a unit to board a troopship, the game logic only evaluates:
Is the unit's transportweight greater than or equal to the troopship's transportcapability.
It's on a list of things that need to be looked at, changes, fixed, and code added but can't guarantee if it will make the 1.13 release. I never did get this to work either. Found out after researched the missile technologies and submarines, only to find out it doesn't work. At that time I only could do want everyone else could, mod what I can. I now have access to the C++ AOD Game (I'm a retired developer) and the ability to see if I can get it to work. The way I was planning to do it, was like a floating/movable airbase that has a number of units allowed on it and specific missiles. However, it's more like a combination of the two.Does the Ballistic Nuclear Submarine work like an airbase for when you want to have it carry nukes, or is it more like a strategic bomber? How does this work in game. Same goes here I'm very interested in how you got this to work as this is something I'd like to know and implement myself.
- When you research the Flying Bomb technology, you'll also get a new attachment/brigade called SLFB (Sub Launched Flying Bomb) which ballistic and non-ballistic subs will be able to have. Once it has been launched, it must return to port to get another. The SLFB will not be upgradeable.
- When you research the Intercontinental Ballistic Missile technology, you'll also get a new attachment/brigade SLBM (Sub Launched Ballistic Missile) which only ballistic subs will be able to have.
- Ballistic Subs will have a missilecapacity variable/parameter that will be how many ICBMs it can carry.
- Once an ICBM is launched from the ballistic sub, it will lose one ICBM.
- When the SLFB or SLBM is launched, the missile's range is determined from the sea province they are launching from, giving a SLFB (which only has a range of 250) much longer range.
We haven't done much yet for the missile techs. At this point we only added 3 types of air-to-air and 3 types of air-to-ground missiles for the CAS, Interceptors, and Fighters. Also, the code currently only allows the CAS to have an attachment and it's limited to only one. So there will be a code change to allow the CAS, Interceptors, and fighters to have 2 attachments.As for the Advanced Techs, it seems more logical to me when the satellite techs are separated from the Rockets&Missiles section and get a small one of their own. Also these 'space race' kind of techs could make for a fun post war/ cold war addition.
Once we get to the 5 bottom technology screens, We'll be looking for more suggestions.