Greetings this first post will be for the READ ME.
MAJOR FEATURES OF RISK BATTLE MOD
~Risk Battle Mod starts with all forces in the capitol or one port generally. The AI countries deploy each their forces.
~Fifty-two fully playable countries of varying power. Any country can win, all can lose.
~There are no events. A handful of cheat and default, like move the capitol remain.
~There is only one AI for all countries in all seasons. These are the defaults of which there are five I believe. (more about Battle Mod AI in another upcoming thread)
~There is only one form of government, Paternal Autocrat and almost exactly the same settings.
~Alliances, though not impossible are suppressed and rare and very hard for human to make.
~This Mod is very balanced when it comes to AI unit builds and expansion. These particulars will be addressed in more detail in another thread.
~In this Mod AI air dominance is real, both at sea, land and air. All AI countries hit, fleets, ports, land units single and stacked. Assist in land battle on the ground for both defense and attack. This markedly alters the players in game experience. ( see supporting story threads, more coming )
~The AI countries fight well on two fronts and sometime even three, though usually this means being badly out-numbered and the effects therefrom.
~I coded in a 60 day lag, from DoW between AI's. And since no alliances generally exist this 60 day wait is the rule. The human DoW on land is immediate both to attack and get attacked. So, Air and Sea battles are first.
~Amphibious landings and island hoping is somewhat common as the game ensues and more where it is feasable. Transports are escorted by destroyers 90%+ of the time.
MAJOR FEATURES OF RISK BATTLE MOD
~Risk Battle Mod starts with all forces in the capitol or one port generally. The AI countries deploy each their forces.
~Fifty-two fully playable countries of varying power. Any country can win, all can lose.
~There are no events. A handful of cheat and default, like move the capitol remain.
~There is only one AI for all countries in all seasons. These are the defaults of which there are five I believe. (more about Battle Mod AI in another upcoming thread)
~There is only one form of government, Paternal Autocrat and almost exactly the same settings.
~Alliances, though not impossible are suppressed and rare and very hard for human to make.
~This Mod is very balanced when it comes to AI unit builds and expansion. These particulars will be addressed in more detail in another thread.
~In this Mod AI air dominance is real, both at sea, land and air. All AI countries hit, fleets, ports, land units single and stacked. Assist in land battle on the ground for both defense and attack. This markedly alters the players in game experience. ( see supporting story threads, more coming )
~The AI countries fight well on two fronts and sometime even three, though usually this means being badly out-numbered and the effects therefrom.
~I coded in a 60 day lag, from DoW between AI's. And since no alliances generally exist this 60 day wait is the rule. The human DoW on land is immediate both to attack and get attacked. So, Air and Sea battles are first.
~Amphibious landings and island hoping is somewhat common as the game ensues and more where it is feasable. Transports are escorted by destroyers 90%+ of the time.
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