Kristof73 MOD/Fixes to DD 1.2 '36 GC
I am working on MOD which be more ballanced then vanilla. With better and more aggressive AI, but without any cheats - like unit spawning. Human is not penalized either. I can guarantee high quality of this MOD. Soon I show some screens from Japan AI in action.
Kristof73 MOD/Fixes for DD 1.2 '36 GC ver. 1.0 (01.2007)
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******* Bugfixes *******
*********************
- Fixed wrong money value in /db/resource_values.csv from 12 to 160 to the same ratio as placed in db/misc.txt (supplies/money - 20:1). Corrected trades values on money in every scenario. See more info in thread: Supplies to money ratio - that is how to rob AI ...
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******* Game Improvements *******
******************************
- 100% working NoExpForces MOD v 1.1c to DD 1.2 all scenarios, to human players only (AI countries still will be using EXP forces) in Single & Multiplayer with information how to use it in any MOD
******************************
******* Gameplay Balancing *******
******************************
- No overhelming Airpower: Changed in /db/misc.txt from - 0.02 to - 0.10 "Combat Modifier: Total Air Overstacking Mod for each division above two". Now the only effective air unit stack will be 4. It is done becouse underpowered human Air vs AI Air abilities.
- Strategic bombardment is 2 times more effective: Changed in /db/misc.txt from 1.0 to 2.0 "Damage factor versus IC from bombing" and "Damage factor versus resources from bombing"
- Puppets are not true allies: They are building 80 % of garrisons and start every month with 2% dissent. Don't expect that people in puppeted countries love their master and want to die in his wars.
- Brigades are additional equipment only: Changed all brigades manpower cost to 0. TAC, NAV and STRAT manpower cost raised +1 to game ballance. It is done becouse 2 factors. First - brigades are highly ineffective in power/ESE/manpower ratio to vanilla units. Second - units with added brigade has the same amount of manpower as without it. Disbanding brigade is giving to you 0 manpower too.
**********************************
******* General AI Improvements *******
**********************************
- AI airpower tweaked. Interdiction, logistical strike, runway cratering, installation strike missions are turned off, as totally useless in AI management.
- Invasion AI fixed. Now AI will do invasions faster.
- Technology research and building schemes tweaked for all countries.
- No big stacks of AI units in useless places
- All major AI will produce nukes.
- Offensive supply turned off for all AI's. EX. SOV often has units without supplies becouse that ....
***********************************
******* Countries AI Improvements *******
***********************************
- Portugal AI will be building convoys, when needed.
- SPA has removed passivity and handicap vs SPR
- Reworked all major AI's. Now AI really want to destroy enemy, not sitting home and doing nothing.
********************
******* Events *******
********************
- Changed ai_revolters.txt events. Now all countries after every liberation will have free resources/free IC/free manpower. All countries will have leaders and ministers when one time liberated. Second need game reloading before liberation.
I am working on MOD which be more ballanced then vanilla. With better and more aggressive AI, but without any cheats - like unit spawning. Human is not penalized either. I can guarantee high quality of this MOD. Soon I show some screens from Japan AI in action.
Kristof73 MOD/Fixes for DD 1.2 '36 GC ver. 1.0 (01.2007)
*********************
******* Bugfixes *******
*********************
- Fixed wrong money value in /db/resource_values.csv from 12 to 160 to the same ratio as placed in db/misc.txt (supplies/money - 20:1). Corrected trades values on money in every scenario. See more info in thread: Supplies to money ratio - that is how to rob AI ...
******************************
******* Game Improvements *******
******************************
- 100% working NoExpForces MOD v 1.1c to DD 1.2 all scenarios, to human players only (AI countries still will be using EXP forces) in Single & Multiplayer with information how to use it in any MOD
******************************
******* Gameplay Balancing *******
******************************
- No overhelming Airpower: Changed in /db/misc.txt from - 0.02 to - 0.10 "Combat Modifier: Total Air Overstacking Mod for each division above two". Now the only effective air unit stack will be 4. It is done becouse underpowered human Air vs AI Air abilities.
- Strategic bombardment is 2 times more effective: Changed in /db/misc.txt from 1.0 to 2.0 "Damage factor versus IC from bombing" and "Damage factor versus resources from bombing"
- Puppets are not true allies: They are building 80 % of garrisons and start every month with 2% dissent. Don't expect that people in puppeted countries love their master and want to die in his wars.
- Brigades are additional equipment only: Changed all brigades manpower cost to 0. TAC, NAV and STRAT manpower cost raised +1 to game ballance. It is done becouse 2 factors. First - brigades are highly ineffective in power/ESE/manpower ratio to vanilla units. Second - units with added brigade has the same amount of manpower as without it. Disbanding brigade is giving to you 0 manpower too.
**********************************
******* General AI Improvements *******
**********************************
- AI airpower tweaked. Interdiction, logistical strike, runway cratering, installation strike missions are turned off, as totally useless in AI management.
- Invasion AI fixed. Now AI will do invasions faster.
- Technology research and building schemes tweaked for all countries.
- No big stacks of AI units in useless places
- All major AI will produce nukes.
- Offensive supply turned off for all AI's. EX. SOV often has units without supplies becouse that ....
***********************************
******* Countries AI Improvements *******
***********************************
- Portugal AI will be building convoys, when needed.
- SPA has removed passivity and handicap vs SPR
- Reworked all major AI's. Now AI really want to destroy enemy, not sitting home and doing nothing.
********************
******* Events *******
********************
- Changed ai_revolters.txt events. Now all countries after every liberation will have free resources/free IC/free manpower. All countries will have leaders and ministers when one time liberated. Second need game reloading before liberation.
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