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Miihkali

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I ask again, could someone start to make units, or should I make them. I can make them, but they won't be very good :(
 

Miihkali

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IndoEsia45 said:
What units do you mean ?? Units Picture, Units Icon, Units Stat ???
maybe i can help you, but i don't know how.

I mean unit stats. Unit icons, pics and sprites are (hopefully) made by Hannibal.
Stats (hard attack, soft attack, etc...) can be found in db/units/divisions. Few pages before I posted my suggestion about unit stats.
 

Miihkali

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Phoooh! Finally I finished Improvements (Armor & Artillery) techs!



BUT, it looks bit... empty... How I should fill it?
 

Miihkali

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I have myself started to make brigades. My idea is, that one division uses 10 IC and 10 Manpower, so we need to balance all Industry and Manpower on map to these numbers!?

EDIT: There's my police and engineer brigades.

Code:
# 0 - Early Cleric Brigade
model = {
	cost 			= 2
	buildtime	 	= 35
	manpower 		= 2
	morale 			= 10
	suppression		= 3
	supplyconsumption 	= 0.1
	upgrade_time_factor 	= 0.5
	upgrade_cost_factor 	= 1.0
}
# 1 - Basic Cleric Brigade
model = {
	cost 			= 2.5
	buildtime	 	= 40
	manpower 		= 2
	morale 			= 15
	suppression		= 4
	supplyconsumption 	= 0.2
	upgrade_time_factor 	= 0.5
	upgrade_cost_factor 	= 1.0
}
# 2 - Advanced Cleric Brigade
model = {
	cost 			= 3
	buildtime	 	= 45
	manpower 		= 2
	morale 			= 20
	suppression		= 5
	supplyconsumption 	= 0.3
	upgrade_time_factor 	= 0.5
	upgrade_cost_factor 	= 1.0
}

and

Code:
# 0 - Early Engineer Brigade
model = {
	cost 				= 5
	buildtime	 		= 50
	manpower 			= 3
	toughness 			= 3
	defensiveness 			= 5
	maxspeed 			= 0.5
	supplyconsumption		= 0.15
	upgrade_time_factor 		= 0.5
	upgrade_cost_factor 		= 1.0
}
# 1 - Basic Engineer Brigade
model = {
	cost 				= 5.5
	buildtime	 		= 55
	manpower 			= 3
	toughness 			= 4
	defensiveness 			= 6
	maxspeed 			= 0.75
	supplyconsumption		= 0.2
	upgrade_time_factor 		= 0.5
	upgrade_cost_factor 		= 1.0
}
# 2 - Advanced Engineer Brigade
model = {
	cost 				= 6
	buildtime	 		= 60
	manpower 			= 3
	toughness 			= 5
	defensiveness 			= 7
	maxspeed 			= 1
	supplyconsumption		= 0.25
	upgrade_time_factor 		= 0.5
	upgrade_cost_factor 		= 1.0
}

I hope that someone who have before moddded units could say will they work and what's problems there maybe are!
 
Last edited:

unmerged(61606)

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once again, a minor thing: the old prussian flag you are using is from five centuries or more after their extinction

oldprussianflagcopy.jpg


old prussian flag, in actual use.
 

Keisok

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I think you might want to throw in more artillery pieces, like ballistas, trebuchets, ribaults, and maybe a battering ram brigade. There were more siege weapons than what you wrote

ballistas are the weakest of the artillery, but is also the cheapest to build. They are also the fastest in movement.

A trebuchet is stronger than a catapult, but has less force than a cannon (which should be in secret weapons, write an event to describe the gunpowder tech unlocking). They are somewhat slower than a catapult.

Ribaults are more like an artillery brigade, and have a high amount of soft attack compared to the others.

Battering rams are the armored cars of medieval times. But possess only a hard attack value. they also reduce speed slightly.
 

Miihkali

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Keisok said:
A trebuchet is stronger than a catapult, but has less force than a cannon (which should be in secret weapons, write an event to describe the gunpowder tech unlocking).

That's very good idea. I have already started naval techs, but when I finish them (hopefully tomorrow) I'll make this change. I don't know for another siege weapons, because there's no castle attack (or is there). Hard/Soft attack I'm going to make Cavalry/Footmen style. But I maybe could to make there two types of Catapult, Ballista & Trebuchet, where Ballista is quite quick and weak, and trebuchet quite slow and strong.

But I maybe could make siege ram, wich makes attack better but defense lower? Maybe? And maybe also anti-partisans, named garrison brigade. I'll also add Improved cleric and engineer.

Then there's one field left, and I'll fill it with inviting gunpowder, which leads to secret weapons - cannon. Then it should look bit like this, but much better!



Suggestions are always welcome
 

Crush3r

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You could make a catapult section, which includes trebuches like BB's include SHBBs.

And Siege weapons could have large bonuses in urban provinces.
 

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Can't they have an attack bonus for urban? Like cavalry bonuses for mountains and hills?
 

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How about industry? I could whip up some ideas there. There could be Forging, which basically replaces the assembly line techs. It could be divided by having Smithing techs which reduces the production times for troops, and Tools as well, which ups the ic production. Perhaps in seperate trees. Ah, it's your call on that.

Farming can keep the same bonuses, but the naming conventions must be different. Have something like: Land Clearance, Communal Farming, Crop Rotation, and Irrigation. Maybe farming equipment as well, but it could have a different rate (I'd go lower).

Maybe Church techs as well. It could lower partisan levels in non-national lands. Maybe it could allow the preduction of priests (basic), bishops (cathedral), and cardinal (basilica). They give a suppression and org. bonus to troops.

Uhh for the government how's this?

Democratic <---> Autocratic
Liberal <---> Conservative
Free Subjects <---> Serfdom
Free Trade <---> Mercantilism
Standing Army <---> Conscripted Army
Hawk Lobby <---> Dove Lobby
Intervention <---> Isolation

Uhh, here's some names for the Gov't types

Strong Democracy + Stong Left = Anarchy
Moderate Democracy + Strong Left = City States
Weak Democracy + Strong Left = Tribal Collective (or Horde, your choice)
Strong Democracy + Moderate Left = Republic
Strong/Moderate Democracy + Moderate left = Constitutional Monarchy
Moderate Democracy + Weak Left = Kingdom
Weak Democracy + Weak Left = Despotism
 
Nov 8, 2006
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Here is the rest of the middle east (Till I dont have a map or Russia I will make all possible territories around it). I have changed the flag of Prussia as requested. It can be seen in the lower right side of the map below (The names will be changed once I will start changing them):


-Egypt gained the province Medina.

-Yemen (Tag YEM) see claims below.

-Oman (Tag OMN) They have claims on all their provinces.

-Iraq (Tag IRQ) They have the same claims as in the 1936 scenario.

-Azerbajdzan (Tag AZR) See claims below.

-Persia (Tag PER) See claims below.


This map may be highly inaccurate. So If you have some more Intel as I do, please take your time and inform me what has to be changed. And if you have nothing to do I need the flag of the sultanate of rum.

Miihkali-Are those unit descriptions ready to be added and where is the exact location of those text files if they can be added.

rcduggan-I have added the flag since there were many requests for the exact flag.

Miihkali(2)-A question how are those tech trees added? Do you have to send them as a file or picture?

Keisok-I have already changed the politic names. But I will add your changes about the slider names.
 

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I'd add Iraq to Persia's claims. My knowledge of th Middle East is relatively sketchy, but if I remember correctly, Iraq was a breakaway country from Persia (Mainly on religious grounds. Iraq was mainly Sunni, Persia's mainly Shi'ite).
 

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Delex said:
<pic>

-Kingdom of Poland (Tag POL) They lost claims on Dazing, they gained claims on Silesia. Other claims remain unchanged. If someone can give me some update on the claims, I would be thank full.

-Principality of Galicia and Volhyina (Tag BLR) See claims on the second picture. If someone can give the claims update about that nation thanks.

-Tribes of Prussia (Tag PAN) This is the starting Prussia (Before the Teutonic order and the Duchy of Prussia).

-Kingdom of Denmark (Tag DEN) Flag remains unchanged. If someone has a suggestion about that tell me (For me the flag is OK).

-Kingdom of Sweden (Tag SWE) Flag remains unchanged. If someone has a suggestion about that tell me (For me the flag is OK).

-Kingdom of Norway (Tag NOR) They gained territory in Scotland and Iceland (You can see that on the next picture).

<pic>

Those territories in Finland and Sweden that are unclaimed will have colonization possibility (You will hear more about that later. For now it stays as it is). I still need the load screen. The last one that was posted, was too little. A proposal for time lets make that 1 year is 4 years in the MOD of the scenario.
I wouldn't quite agree with your map, this one is closer to the truth:

(brown and yellow are Denmark)
Remember that the blank areas in the north are populated (if at all) by primitive tribes of hunter/gatherers.
I'd advise you to consider making most of the blank areas in northern Scandinavia/Finland unaccessible in the scenario.
 

Miihkali

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Keisok said:
How about industry? I could whip up some ideas there. There could be Forging, which basically replaces the assembly line techs. It could be divided by having Smithing techs which reduces the production times for troops, and Tools as well, which ups the ic production. Perhaps in seperate trees. Ah, it's your call on that.

Farming can keep the same bonuses, but the naming conventions must be different. Have something like: Land Clearance, Communal Farming, Crop Rotation, and Irrigation. Maybe farming equipment as well, but it could have a different rate (I'd go lower).

Maybe Church techs as well. It could lower partisan levels in non-national lands. Maybe it could allow the preduction of priests (basic), bishops (cathedral), and cardinal (basilica). They give a suppression and org. bonus to troops.

There will be economical tech tree (industrial) and civil tech tree (aeronautics). First will include forging, agriculture, smithing, banking, tools and maybe some other things also. Civil tech tree will include religious things, writing, census (adds manpower), nationalism and hopefully something else also. Post your ideas.

And about naval doctrines. I'm now making them, and I think i'll put them to same tree than Naval techs, because: theres only four ship types which will be researched in naval unit tree (cannon boat is secret weapon). So the screen will be very empty if I don't fill it with doctrines. Also in middle ages naval tactics were mostly 'attack and sink!' style, so there's no need for complex of different doctrines. And then, we will get room to other tech trees.

And last, I have a request: someone who is experienced in making of techs. How to make secret weapon unlock?