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Mksheppard,
From my understanding of WW2 mountain troops, marines, and paratroopers were considered elite forces. Maybe building them should require having elite status.
One thing that always annoys me is the ability to paradrop whole armies of of paratroopers in HOI. Making transport planes a bottle neck could solve this problem. Each transport plane represents the ability to transport 15,000 soilders therefore they should be expensive to build and maintain and or consume a humongus amount of fuel since they represent at least a thousand planes rather than the 100 or so planes that a bomber wing represents.
 
Last edited:

ggm

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improved assault rifle issue?

application = { # Improved Assault Rifle

command = { type = ground_defense which = infantry value = 1 }
command = { type = soft_attack which = motorized value = 1 }**
command = { type = ground_defense which = motorized value = 1 }**
command = { type = soft_attack which = mechanized value = 1 }command = { type = soft_attack which = bergsjaeger value = 2 }
command = { type = soft_attack which = marine value = 2 }
command = { type = soft_attack which = paratrooper value = 2 }

motorized gets both soft attack and defence while mechanized gets only soft attack. is this correct?

ggm
 

ggm

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tech mod 5 how soon?

MKSheppard,

please how soon can we expect your new mod out? we're all dying to know. pleasssse give us an estimate...

ggm
 

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Are you able to make research events that cannot be researched? If so maybe you can make early war experence not researchable but dependant on an event to trigger it. Early war experence could be awarded to countries via events that are triggered by the at war command. Then late war experence could be given a long research time and dependant on early war experence. This way one can not be able to learn about early war experence without actually being at war.
 

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I've "stolen" an idea from Lightfantastics' carrier mod, and made
it so that every ship except for destroyers starts out with

1 air attack
1 air defense

and as you research AA guns, you can upgrade your ships to
carry heavier AA armament (much as the same way pre-war
AA armament was rapidly replaced by lots and lots of AA guns
by late war)

And I think I can make it so that you can't research something
by making it's prerequistite itself.
 

MKSheppard

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Re: tech mod 5 how soon?

Originally posted by ggm
MKSheppard,

please how soon can we expect your new mod out? we're all dying to know. pleasssse give us an estimate...

ggm

A very early BETA
is up at My Site

Don't be starting any important games with this, mind you, this
is just so you can go look thru it for any errors I might have
missed

Again, this is a BETA,
not a finished product.
 

ggm

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AA destroyer bug 80mm 50mm tm5beta

application = { # Anti-Air Gun 80mm+
id = 14208
name = TECH_APP_ARTILLERY_3_8_NAME
desc = "The 80+mm Anti-Air Gun was a heavy gun capable of targeting both low- and high-flying aircraft. As a bonus, it could also be used in an anti-tank role in a pinch, where it's high muzzle velocity proved to be invaluable in punching through the thick armor of heavy tanks."

required = { 14107 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = air_attack which = anti_air when = now value = 2 }
command = { type = air_defense which = anti_air when = now value = 2 }
command = { type = hard_attack which = anti_air when = now value = 3 }
command = { type = supply_consumption which = anti_air when = now value = 0.1 }
command = { type = air_attack which = battleship when = on_upgrade value = 1 }
command = { type = air_defense which = battleship when = on_upgrade value = 1 }
command = { type = air_attack which = cruiser when = on_upgrade value = 1 }
command = { type = air_defense which = cruiser when = on_upgrade value = 1 }
command = { type = air_attack which = carrier when = on_upgrade value = 1 }
command = { type = air_defense which = carrier when = on_upgrade value = 1 }
*********** command = { type = air_attack which = destroyer when = on_upgrade value = 1 }
command = { type = AA_batteries value = 20 }
}


application = { # Anti-Air Gun 50+mm
id = 14945
name = "Anti-Air Gun 50+mm"
desc = "The 50+mm Anti-Air gun gave light AA units a more powerful, harder hitting gun that could reach out farther than the old 40mm guns. Historically, this was the Russian 57 mm S60 cannon."

required = { 14106 }
chance = 90
cost = 10
time = 120
neg_offset = 30
pos_offset = 60

effects = {
command = { type = air_attack which = infantry when = now value = 1 }
command = { type = air_defense which = infantry when = now value = 1 }
command = { type = air_attack which = motorized when = now value = 1 }
command = { type = air_defense which = motorized when = now value = 1 }
command = { type = air_attack which = mechanized when = now value = 1 }
command = { type = air_defense which = mechanized when = now value = 1 }
command = { type = air_attack which = armor when = now value = 1 }
command = { type = air_defense which = armor when = now value = 1 }
command = { type = air_attack which = paratrooper when = now value = 1 }
command = { type = air_defense which = paratrooper when = now value = 1 }
command = { type = air_attack which = bergsjaeger when = now value = 1 }
command = { type = air_defense which = bergsjaeger when = now value = 1 }
command = { type = air_attack which = marine when = now value = 1 }
command = { type = air_defense which = marine when = now value = 1 }
command = { type = air_attack which = battleship when = on_upgrade value = 1 }
command = { type = air_defense which = battleship when = on_upgrade value = 1 }
command = { type = air_attack which = cruiser when = on_upgrade value = 1 }
command = { type = air_defense which = cruiser when = on_upgrade value = 1 }
command = { type = air_attack which = carrier when = on_upgrade value = 1 }
command = { type = air_defense which = carrier when = on_upgrade value = 1 }
******** command = { type = air_attack which = destroyer when = on_upgrade value = 1 }
command = { type = AA_batteries value = 10 }
}


note air defense is missing on destroyer 80mm 50mm AA bug?


ggm
 

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Re: AA destroyer bug 80mm 50mm tm5beta

Originally posted by ggm

note air defense is missing on destroyer 80mm 50mm AA bug?
ggm [/B]

50mm is a bug. 80mm isn't - Historically, most destroyers mounted
light anti-aircraft weapons, not heavy AA weapons - those were
mounted on the capital ships such as carriers/cruisers/battleships.

And I'm finding bugs concerning upgrading infantry units.

it seems that if you upgrade infantry units, no matter if you
select "INFANTRY", you always end up with Elite Infantry units
 

ggm

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some general comments

MKSheppard,
I can’t comment enough on how cool your techmod is. Since you were stretching the tech tree anyway I though I would put my two cents in anyway. Some suggestions for new techs:

Squad Automatic Weapon (SAW) like the soviet made RPD at the start of the post war era.

Semi- automatic rifles. (this may be redundant with basic assault rifle tech I’m not sure?)

AT rifle grenades. With your uber heavy tanks any additional hard attacks for infantry would be most welcome.

German 10cm RR (American 106mm RR) tech. you put in the 75mm RR why not a 10cm…..

Jeeps I’m not really sure what they would add to the game (aside from being already integrated into LR corps and div reconnaissance) maybe an increase in speed for motorized units. This would give some incentive to build more motorized. Maybe a small decrease in supply consumption?
30 cal and 50 cal gun jeeps for motorized give air defence and soft attack bonuses for motorized.
Additionally this would lead to 106mm gun jeeps (for marines and paratroopers and AT)

2 ½ ton utility trucks. Another way to reduce those pesky supply problems. And maybe a speed increase for motorized vehicles.
30cal and 50 cal techs should be applied with this to increase soft attack and air defence as both germans and Americans put AA mgs on their trucks (and **APCs** this seems like a strange oversight in the techmod )

flamethrower tanks that give fortress bonuses to tanks and engineers. I cant stress this enough. Boy those French and Russian forts were driving me to distraction.(pre-requisite flamethrowers)

an air re-supply doctrine of some kind. With all those supply cost out now another supply reducing tech can’t hurt….

Maybe the 50 cal tech should give bonuses to ship defences just a thought since it’s done that way in the carrier mod.

Also a small naval attack might be give to aircraft for 50cal and 20mm techs as they were known to shread shipping apart (see b25 with 16 .50cal).

81mm and 120 mm SP mortar techs for mechanized . A bit redundant but hey why not add while you still can.

How about a 44’ militia but instead of lower org it has higher org instead to represent Hitlerjerund fanatical troops.

And lastly on the subject of helicopters:
A transport helicopter which reduces supply costs.
A transport helicopter tech (doctrine) which activates a new paratrooper unit airmobile, with very high speed and fuel consumption.
An AT wire guided missile chopper. If you’ve got mig-19s why not this… you’ve just got to combine helicopter and missile techs as prerequisites.
Ground attack chopper with 100mm rocket artillery tech and rotary cannon prerequisites.
These could beef up paras and AT brigades…

Let me know what you think? I can mod most of this stuff myself but I’m not sure on the graphics specs.

ggm
 

ggm

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tm 5beta irregularity

in the tech selection, under the budget screen, improved battleship 14in :the new model described is 15 in.

ggm
 

ggm

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tank bug tm5beta important*******

apparantly you have listed .50cal tankette #3 twice in your panzer script file. maybe this is causing the bug in the file?


ggm
 

ggm

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bugs bugs bugs..

application = { # Improved LR Anti-Submarine Aircraft
id = 6608
name=TECH_APP_NAVAL_7_8_NAME
desc = TECH_APP_NAVAL_7_8_DESC

required = { 6410 9508 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = sub_detection which = destroyer when = now value = 0.5 } ****
command = { type = sub_detection which = cruiser when = on_upgrade value = 0.5 }
command = { type = sub_detection which = battleship when = on_upgrade value = 0.5 }
}}

This one might not be yours but DD get the benefit immediatly while CA and BB have to upgrade?

PS you're missing a requires tech for nuclear BB and CA the nuclear support organisation.

check line 209 and 210 in your models.csv there wrong just a minor bug.

ggm
 

ggm

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sky raider bug

# 3 - Advanced Torpedo Bomber (AD-1 Skyraider)
model = {
cost = 14
buildtime = 120
defaultorganisation = 30
manpower = 1
maxspeed = 580
surfacedetectioncapability = 3
airdetectioncapability = 1
surfacedefence = 9
airdefence = 8
airattack = 3
strategicattack = 0
tacticalattack = 9
navalattack = 12
range = 3000
supplyconsumption = 2
fuelconsumption = 3


note the missing*** }**** i dont know if this is impotant

ggm
 

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Re: some general comments

Originally posted by ggm
How about a 44’ militia but instead of lower org it has higher org instead to represent Hitlerjerund fanatical troops.

ggm

Well, you can't do anything with fanatic troops if they haven't been trained at all! The German 44-45 militia (Volkssturm) consisted of very young (15,16) and very old (50+ ?) men. They had hardly any training, and they were equipped poorly.

Btw, my 200th post! :D
 

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Re: some general comments

Originally posted by ggm

A transport helicopter tech (doctrine) which activates a new paratrooper unit airmobile, with very high speed and fuel consumption.

Airmobile.gif