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MKSheppard

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Originally posted by Aetius
MKSheppard would it be possible to add some earlier tech to simulate the difference in tech for countries like the non-European minors. I was thinking on lines of breach loading rifles, water and air cooled machine guns.

You mean like very very old breechloading rifles, instead
of a Mauser model? IIRC, the germans used the Mauser 98K
throughout the war, which was basically a rifle designed in 1898
but with the barrel sawn off since you no longer needed the
extreme ranges required in WWI.
 

Aetius

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Originally posted by MKSheppard
You mean like very very old breechloading rifles, instead
of a Mauser model? IIRC, the germans used the Mauser 98K
throughout the war, which was basically a rifle designed in 1898
but with the barrel sawn off since you no longer needed the
extreme ranges required in WWI.
Well not quite. I mean the problem now is that HoI starts at a relatively developed state. Things like a "Light Mortar" and stuff like that. What is needed is some pre-1900 tech for African minors, 1900 tech for Asian minors, 1910 tech for "primitive" latin american minors and 1920s tech for advanced Latin american Minors. European powers would get all of this stuff from the start, but other countries would have to first reseach this stuff to be able to research the normal HoI stuff.
 

dralizaar

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nice work..just read through the thread and its nice to see someone taking so much time and effort to make changes..

one thing ive considered doing is removing icbms from my game fiels and using that unit type to create a new military unit by changing its satats and techs associated...for me ill be lthinking of light cruisers as a seperate naval unit from heavies as due to their vastly different capabilities..heavies had better anti ship and bombardment cap while lights tended to have better anti sub or anti air depending on purpose chosen when they made <would say tech and dotrines reflect role of them and their stats> this would require the redoing of oobs to change the cruisers each nation starts with

as for icbms frankly i hate nukes as a cheap fight thing..they are overpowered in this game as it is...way over powered...and one doesnt need icbms one could simply add the tech upgrades to the flying bomb tech line and simply chose whether to build the higher upgrades being icbms stats or the older ones being the flying bomb stats..so in fact you dont lose icbms at all...

using icbms unit slot one could choose to add several dif types of units..the question is which one?

gunboats/torpedoe boats? cheap fast building short ranged heavy hitting units low defence high attack...pt boats mtbs etc..germans italians japanese usa and britian all used these quite extensively..even with tech upgrades to this day they still used...these are what clsoed the channel down for the most part at night while planes did it during the day..tech upgrades can be radars night sights etc..speeds <they varied from 25 to 45 knots> extra mgs or deck guns for miuldly increased aa or anti ship capability...more toprs and or better torps <some had 2 torps some had 4>...units like this would be stationed in ports and given repeat orders to sail from ports at night to patrol and return..they can even have low anti sub capabilities <they often carried a few depth charges on their sterns> they also make decent scouts for short range to spot incoming planes and or ships...as tech really advances into missiles and such they would gain respectable attacks..but still be expendable and cheap

light cruisers as i said above is another unit allowing you to discern the dif between light and heavy

battlecruisers? for britain hood repulse and renown..for germany scharnhorst gneisau, for the usa alaska and the french dunkerque..allows you to seperate these from battleships..they had very different roles and methods of fighting due to lesser armor..higher attack than heavy cruisers but not enough to stand toe to toe with battleships ...this one not as important as either of the above..but simply stating how slot could be used

elite type unit..whether is be "guards" infantry <russian red guards, german ss guards etc> allows you to create the unit then as a unit not simply an abstract value from a tech

helicopters...yes only a few prototypes came out atr end of war..but the time frame goes a bit past and can go farther with the mods out...having chopper techs allowing for ground attack and transport choppers..if we can have nuke ships and jets..might as well keep em in


a second unti ive tohugh about removing is motorized...simply expand techs for mechanized to have lower techs being the motorized untis and higher techs being mechanzied..as this was the trend..as nations could afford it they upgraded the vehicals assigned..motorized at first was nothing more than vehicle equipped cavalry units..one could argueably merge them with cavalry instead of mech..and maybe more rightly so...low techs be pure horse. mid tech be bicycle <japanese with high jungle move> and third t5ech be motorized..4th tech optionally could be linked to choppers..for airbornse cavalry...removing ened for transport choppers by simply giving them high terrain ignoring movement


also as techs go up one might consider upgrading transports..heavier cargo load capabilities, and higher defences or attack values ...highest tech would be the amphib assualt carriers like the Tarawa class that would have shore bombardement capability <to represent its choppers and vtols as an abstract value like carriers done in other mods>
 

Aetius

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Originally posted by MKSheppard
Progress is stalled, due to upgrade bugs....I'm trying to figure out
whether this is due to a program bug in HoI 1.03b, or because
I added so many Panzer unit definitions (59 versus 38 in original game)

I wish you luck, and look forward to your new improved 1.03b mod :)
 

MKSheppard

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Late war M.K. Sheppard supertanks getting your poor airborne
troops down?

NEVER FEAR!

ASUGuns.gif
 

jdrou

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Multiple models of airborne armor are probably overkill. Might be better to just have normal paras and mechanized paras and have the new airborne tanks/assault guns/tank destroyers/APCs modify them as normal ones modify mech. EDIT: Except this won't work since it would mod the regular paras too. Oops.:eek:

Now that I think of it, why don't new tanks modify mech inf stats? They have tanks don't they?

Also, your helicopter infantry (from another thread) should probably be a regular infantry model rather than para. Otherwise they can be airdropped which shouldn't happen.
 
Last edited:

jdrou

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Originally posted by MKSheppard
They're actually Cavalry :p
That makes sense. Although that means you need to give cavalry some decent tech upgrades that aren't in the basic game and those will also affect horse cavalry.
 

unmerged(13215)

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Ok, i've said it once, and i actually did it. I have a current version of the armor TT (fairly current) with the deactivated techs. I'm not sure if it works perfectly. A few other things: the Basic MBT is weaker than the post-war tanks....... isn't a MBT supposed to be superior to them or would that need expanding into MBT theory more?
 

Kaarle XII

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I've got some problems with the Waffen-SS sig rune mod, the rune itself looks great, one of the default names (4. SS Polizei-Panzergrenadier-division) used it. But the problem is, that I can't put it to any unit names. If I hit 2 and alt gr, the game just makes a strange beep, and nothing happens...and I've tried every button with shift etc., but nothing seems to work.
 

nachinus

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I have just discovered this great tech mod, and im frankly amazed!!! It´s fantastic!

I will download it immediatly and give it a try!

But i have a very important doubt:
All this new tech: does not affect game balance? Maybe overpowered units would not fit with HoI´s battle model.
I suppose you have made massive testing, does the battles and the balance work fine with this massive tech changes?

Anyway, congratulations for the mod!!!:D
 

unmerged(13933)

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How is the mod shaping up?

Have'nt heard much about your mod lately, Shep. How's it going?

I've not checked your mod since v. 4.1 or something but you're doing good job. Keep it going.

I hope you have kept in mind the big picture while creating new tech apps. I mean that you should try to balance all those attack, defence bonuses, IC costs and building/research times.

In general I like to see more tech apps to research but keep in mind that the game lasts from 36 to was it 47 or 48? You should be able to research most of them. Not necessarily all of them.

Also try to keep modifications to combat attributes in moderate level so that those minor countries migth retain somekind of playability, again if they ever had one

In short avoid going extreme.

Just IMHO ;)

Icer
 
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Great work Shep!
I downloaded the latest version (5.x I think) and I have to say I really like your tech tree!

I especially like the increased supply costs of the more modern weapons, as the USSR these arty techs gave a nasty hit to my industrial output due to skyrocketing supply costs.:p

Only two things:
1. About the industry techs, don't you think that some boni are a bit off/not in relation to the costs? I researched Worker Efficiency I for 16 ics and 600+ days, which gives a (to me) meager 10% ic bonus, then Worker Efficiency II for 60 ics and about 200+ days, giving a 25% boost to my industry, all the way down to Worker Efficiency III which gives a 50% (!!!) ic bonus, as well as an Oil-Rubber Conversion rate of 1:3!:eek:

2. Germany AI begins rather on par with the Allies technologically, but instead of racing up the land doctrines and armor techs, it started producing an obscene amount of troops. By the end of 1940, they fielded about 200+ land divisions!:eek:
This seems to be a general trend with the AI, not worrying much about tech, but rather producing like mad.
Is this tweakable?

But complaints aside, this is a really great mod! Keep up the good work!