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quintelosky

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Gen. Skobelev said:
I tested this. At least soft attack increases are WAD and do function as they should. Could be 1.2 patch changed it, I remember seeing lots of posts complaining that the annexation method no longer worked in Arma. Still, bottom line is that it all seems to be working as it should.

This is a good new :)

Some of the english text was corrected by blue emu, and i apply other corrections (spelling correction,...)
 

unmerged(95917)

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Hi friend,
Can you tell me which files are updated?
I'm transferring them into chinese but it is too difficult for me to check all the files again for update :wacko:
Moveover, can you create some random events for China only?
I have already have 5000 manpowers with nothing,can you write some economic development event to tranferr them from manpower to factory or resources? :rolleyes:
 

quintelosky

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samho120 said:
Hi friend,
Can you tell me which files are updated?
I'm transferring them into chinese but it is too difficult for me to check all the files again for update :wacko:
Moveover, can you create some random events for China only?
I have already have 5000 manpowers with nothing,can you write some economic development event to tranferr them from manpower to factory or resources? :rolleyes:

Hi

I don't have a exactly changelog, but i will try to do a list with all changes

This events for china...well... in the next version i will think some events
 

vimhawk

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blue emu said:
It appears to be intended. Note that you can always send them aid secretly... and that should avoid the Dissent hit.

I see, but it seems a bit steep. I can see that USSR relations with other countries might well be hit each time, but can't believe that sending aid to Republican Spain would cause 5% dissent (ie, internal discontent) on four separate occasions!
 

Gen. Skobelev

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Is there any chance you would have SKIF icons made for Mod34? I really love them and I think I'm not the only one. Having those would IMO make the mod even more enjoyable to play with.
 

quintelosky

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Gen. Skobelev said:
Is there any chance you would have SKIF icons made for Mod34? I really love them and I think I'm not the only one. Having those would IMO make the mod even more enjoyable to play with.

No, i can't do more :)

Sorry, but i don't have time to do that
 

Gen. Skobelev

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quintelosky said:
No, i can't do more :)

Sorry, but i don't have time to do that

Hmm I formulated my question badly, I see. I meant if you could get SKIF people to cooperate with you so they would revise SKIF for Mod34 - mostly that would just include renaming some models, but it would include making few extra unit models.
 

whitewolfmxc

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I ve always been struggling for what difficulty level and level of AI aggressiveness show this mod be played on ? if i chose weak AI, the Germans always get wiped by soviets very soon , if i chose normal AI the Americans will became hax and do some weird stuff.........so what settings do you guys play this mod at ?

Also i noticed some weird things when you give expeditionary forCes to your allies , once you give them , the units that you keep for you own and the new units you make , you cant maunally set what generals you want to command them .........is this bug or its just the game design ? whats the purpose of this anyway ? ><

ps: I think the four techs after imper minning "fuel / electricity /raw material/ metal ," there are not current effects in the income of the resources , yet the second level adds 15 % , it will be better for a 5 % add for each of the first upgrades , just to make it better for upgrades that dont do anything . and it makes more sense in realism
 
Last edited:

blue emu

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I've found that the "Tech Slingshot" tactic works pretty well... here's a screen-shot from early in my USA game, at the time of the Sudetenland crisis. Note my Research efficiency... it makes for pretty fast progress, given the excellent US tech teams. It could have been over 200%, but I went down the Industrial page far enough to get "Special Materials", so I would have some good units to build.

Mod34Tech.jpg
 

Gen. Skobelev

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blue emu said:
I've found that the "Tech Slingshot" tactic works pretty well... here's a screen-shot from early in my USA game, at the time of the Sudetenland crisis. Note my Research efficiency... it makes for pretty fast progress, given the excellent US tech teams. It could have been over 200%, but I went down the Industrial page far enough to get "Special Materials", so I would have some good units to build.

Yes. Tech trees are very fantastic as they allow such choices. I usually end up with less than 100% effectiveness as I am sucker for those IC modifiers... :eek:o
 

Inostra

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so what do people think about the brigade balance? Light artilery gives alot of firepower but AC gives a very tempting speed bonus.
 

whitewolfmxc

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Am i the only one thinking japan is taking china too easily ?..........while the Soviets have 450 IC in 1940 while Germans around 300.....the soviets need more events on where the red army is doing cleansing by stalin on their own , ive never played soviets but i never noticed soviets had any downsides at all.....even US had IC peace time drops......
 

unmerged(95917)

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whitewolfmxc said:
Am i the only one thinking japan is taking china too easily ?..........while the Soviets have 450 IC in 1940 while Germans around 300.....the soviets need more events on where the red army is doing cleansing by stalin on their own , ive never played soviets but i never noticed soviets had any downsides at all.....even US had IC peace time drops......
No, you are not be the only one.
The reason why Japan can easily take over China is because of the AI of CHI.
It has not have any event to let CHI to control other warlord's troops,
as a result China does not have enough troops to defence the Japanese.
So I think the AI of CHI need to improve.
 

Andrew EAGLE

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the kookaburra

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Is there a 1934 manual?
 

Gen. Skobelev

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Isn't the choice between prioritizing infantry or prioritizing motorised/mechanised wildly unbalanced? Infantry gets more attack bonus and infantry is much more numerous unit type making the choice a no-brainer.

mod34_tech.jpg
 

whitewolfmxc

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There are also couple of choice a no-brainer techs too , like self sustainable economy or keniship , where one adds 15% to build forts and coastal forts (and it doesnt make sense why kenship adds that at all.....) and add trade etc , while the only good thing about a self sustainable is 5 % pop grow rate...(while the bad are - 15% for fort and coastal ).......i mean if your a country whos daily income is 10 thats a lot to add , but if your a small country with 0.8 daily,,,,,,,,,what difference does it make ???
 

Gen. Skobelev

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whitewolfmxc said:
There are also couple of choice a no-brainer techs too , like self sustainable economy or keniship , where one adds 15% to build forts and coastal forts (and it doesnt make sense why kenship adds that at all.....) and add trade etc , while the only good thing about a self sustainable is 5 % pop grow rate...(while the bad are - 15% for fort and coastal ).......i mean if your a country whos daily income is 10 thats a lot to add , but if your a small country with 0.8 daily,,,,,,,,,what difference does it make ???

Keynesian gives negative TC modifier while self-sustainable economy gives bonus to it. The moves for economic slider from both are pretty neat. Still, I think Keynesian is a bit too good.