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MKSheppard

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I hope you don't mind me stealing a bit of your thunder
and producing a very very early integrated version of
Stony Road and the Techmod v4...

I changed the Stony Road install I was using so it
operates from a different directory:

\astonyroad_techmod

So you can run Stony Road with my events separately from
the official Stony Road, if you don't like my events...

The AI Files from the version I downloaded are included
and they're from sr5 rs3 wt0...I don't know if this is the latest
SR release...so...

I used sr5 rs3 wt0 minimum as a base for the integration...
and also added some of my own event files...

HitlerAssassinations.txt
Hitler can now die in a bombing, or be couped from power by
the German Army if Britain chooses to stand up to him at Munich.

SingleClik.txt
G'Kar's single Click USSR industry upgrades expanded
to cover Germany, Canada, and Australia.

EvilPak.txt
*Great Depression revolutions for US, UK, Canada,
Australia, and New Zealand. If you ever wanted to go to war against
the entire world as a Fascist/Communist USA, now's your chance
:p

*Rudolf Hess' Flight to britain

*The Allies declare war on Soviet Union...(only fires if
Germany is at peace with western allies, if Churchill
is in power, and the Soviets declared war on Germany,
and are 3/4ths of the way thru poland)

*Tensions Ease Event...every year, it checks to see if
Germany is at war or not, and if Czechslovakia exists. If those
conditions exist, Allied War Entry is reduced 12%, giving the
German player the chance to prolong WWII as far as he can
(or at least as long as Stalin wants)

I also integrated The Yogi's New Order events (in order to get
Stony Road and The Yogi's event's to work nicely together,
I had to renumber the Chinese events in bolted.txt
from 6xxx to 60xxx

UPDATES TO 4.01i:

corrects tech tree for Germany, US, UK, and Soviet union.

Reduces "Winter Warfare Experience" Land Doctrine advantages
to just 5%

Reduces AVRE Fortress attack to just 5%

Corrects the artillery tech tree some to give infantry, motorized,
and mechanized units access to all artillery pieces under 150mm
that are not rockets.

fixes a bug with Post-War Tanks and MBTs.
 
Last edited:

Jayavarman

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Originally posted by MKSheppard
The AI Files from the version I downloaded are included
and they're from sr5 rs3 wt0...I don't know if this is the latest
SR release...so...
Latest is sr6 rs4 wt1
 

ggm

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aamg tech

i noticed that your script for the aamg tech has a double line on upgrade air defence plus 1 . shouldnt it be air defence plus 1 and air attack plus 1. or just the one line. why the double upgrade in the script?

thanx
 

ggm

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suggestions

i've modded the sp art 70+ marder to give at: +1 ha and supply 0.1 it seems a bit unrealitsic that this decisive vehicle had no immediate effect. It may have been a stop gap measure for the russian front series t-34 and kv-1 but it was used greatly in the anti tank role.

also seeing that you have the 12mm 20mm 30mm and 75mm aircraft cannons why not the 50mm cannon. I beleive it was used on the me410(im not 100% sure though).
air to ground rockets and napalm could also be added.
also flamethrower tanks to deal with those pesky fotresses, ala avre.

looking forward to your next evolution of the tech mod.

ggm.
 

ggm

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advanced at mines bug?

i noticed that your advanced anti tank mines have ha modifiers for inf mec and eng but not motorized... is this an omission?

ggm
 

ggm

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anti tank mod..... bug

major error in techmod j all your anti tank guns upgrade armor hard attacks not anti tank hard attacks. now anti tank brigrades get no bonuses....

ggm
 

ggm

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diregard last thread

my fault for adding mod upon mod

100mm field how has two supply consumption 0.3 for infantry and 0 supply consumption for motorized

ggm
 

redflag

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Mksheppard,

Nice work on your mod its really good. One or two questions though :)
Germany has not researched prewar ships is that a mistake? Also does your battle cruiser tech work? Battlecruisers do not need battlecruiser hulls as a prequic. Also I can't seem to build them once I research the required techs. Are your upgrades for motorized units working or is it a bug? I upgrade my units to get a hard attack bonus (when researching tank related stuff) but I do not get the bonus.
Other than these minor annoyances I think your tech is vastly superior to what is offered with standard HOI. Keep up the good work and I can't wait to see the next version.
 

MKSheppard

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Originally posted by redflag
Mksheppard,

Nice work on your mod its really good. One or two questions though :)
Germany has not researched prewar ships is that a mistake?
Also does your battle cruiser tech work? Battlecruisers do not need battlecruiser hulls as a prequic. Also I can't seem to build them once I research the required techs.

I know, which is why I'm working on 4.2, a massive overhaul that
is going to clean up a lot of the problems. Until now, I've relied
on slapping band-aids onto problems wherever they crop up,
but from now on, each version of my mod is going to be exhaustively tested and bugchecked.
 

ggm

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some bugs and comments on tm4.1N

Self Propelled Rocket artillery 100mmhas armor fuel consumption 0.1 x2 in its script

infantry gun 30mm marine doesn't get soft attack plus one while still getting defence bonus. all other units (except militia) get soft attack bonus and defence bonus.

infantry gun 70mm armor gets ground defence bonus while nothing else gets defence bonus.

mechanized don't benefit from mortar tech while preety much every thing else does was this intentianal?

44 infantry costs as much as SS infantry.
3-90 inf
5-90 ss
5-90 44

aside from manpower costs this seems a bit bizzare for a volkstrum like unit. mech and motor 44 are both cheaper than regular mech and motor.

i'm not completly sure but shouldn't mountain guns (pack howitzers) bonus be also given to marine and paratrooper units.
see the following site:
http://www.extraplan.demon.co.uk/75mmpack.htm

I think that its been said before , but your militia upgrades don't exist anymore.

thanx ggm
 

redflag

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do you need help with the tech mod

MkSheppard,

I have been going over some of your tech files noting stuff that could be modified example putting militia upgrades and removing fighter land attack values on equipment. If you want I could work on them and send the files to you. I like your work and am willing to help.
Redflag
PS. Can I suggest that you remove elite infantry units or tripple their manpower costs otherwise I always field elite units. Trippling manpower costs could represent selecting the best of the best having a negative effect on the whole army. Another option is increasing their base supply cost.
 

ggm

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carrier and ship suggestion

MKSheppard,

what's the status of your carriers in the new tech mod 4.2. are you going to script surface attack values like in the carrier mod? with aircraft techs giving surface attack bonuses and AA guns 12mm 20m 30mm 40mm and fighter techs giving air attack and defence bonuses while toning down the radar bonuses.
are you going to put in (keep?) the 6in 8in cruiser distinctions?

one final thought marine and mountain seem somewhat weak compared to infantry. perhaps they could benefit from the 70mm RR tech? just a thought...

keep up the good work:)
 

MKSheppard

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Re: some bugs and comments on tm4.1N

Originally posted by ggm
Self Propelled Rocket artillery 100mmhas armor fuel consumption 0.1 x2 in its script

infantry gun 30mm marine doesn't get soft attack plus one while still getting defence bonus. all other units (except militia) get soft attack bonus and defence bonus.

infantry gun 70mm armor gets ground defence bonus while nothing else gets defence bonus.

mechanized don't benefit from mortar tech while preety much every thing else does was this intentianal?


Bug bugs :p I'm fixing them for v5

44 infantry costs as much as SS infantry.
3-90 inf
5-90 ss
5-90 44

Looking into that.

I think that its been said before , but your militia upgrades don't exist anymore.

I'm going to think hard about milita units in v5, and make it
so that 'small arms' improvements like light mortars, machineguns, rifles, and AT rockets boost their attack, but
not the "heavy stuff".

Basically, Milita units will come to represent the volkssturm,
and you'll be able to build them in 15-30 days, but they will
have weak attack and organization statistics, represeting
either:

A.) Hastily called up reserves and militas
B.) European Colonial militas
 

MKSheppard

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Re: do you need help with the tech mod

I have been going over some of your tech files noting stuff that could be modified example putting militia upgrades and removing fighter land attack values on equipment.

well, historically, 20mm cannons did give fighters a decent
ground attack capability. The USAF's P-47Ds used their 8 x .50
caliber MGs to wreak havok on ground units.

PS. Can I suggest that you remove elite infantry units or tripple their manpower costs otherwise I always field elite units. Trippling manpower costs could represent selecting the best of the best having a negative effect on the whole army. Another option is increasing their base supply cost.

I'll triple their manpower costs
 

jdrou

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Re: Re: do you need help with the tech mod

Originally posted by MKSheppard

I'll triple their manpower costs
Manpower-rich countries (US/China) will probably still build nothing but elite then. I suggest a slight manpower increase + buildtime increase (longer training).