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Inner Circle

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I don't understand what you mean... You want me to change the name of every single leader to add their skill in their name ????

If yes, forget it, i'll have about 10000 leaders to change, and it's absolutely no question to change only the german ones !

If you mean everything else, please explain a bit...

I think he was speaking of Kanitatlan´s Trait Names Patcher...
 

unmerged(89956)

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Yes that's the one. I used it on the TRP mod. But i can't use it on WIF for some odd reason.

It was just a suggestion. If it involves too much work don't do it.

Other question: will there be another realise of WIF?


I've planned to release the final WIF in the next few weeks... Modding is almost done, i need some time to finish the graphics...

I'm sorry, but i won't have time enough to adapt your leader trait's patch, sorry.
 

froglegs

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Is it possible to include this in the next release of WIF?

This is what i mean:

(pl,tr,od,lw) Von Manstein
(pl,dd) von Arnim

It's very handy. Because u see very quick which are good leaders when u have to choice a leader.


Another mod I've played (can't remember which one) has something like that and it is a pain in the ass to sort the leaders to find them in the game because the traits are listed BEFORE the name rather than after it where it belongs.
 

panzergenerals

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I've planned to release the final WIF in the next few weeks... Modding is almost done, i need some time to finish the graphics...

I'm sorry, but i won't have time enough to adapt your leader trait's patch, sorry.


It's no problem. U guys already done a very good job. Ive already played many hours this mod with great fun. So thanks for that.
 

son of liberty

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So it 's definitly NO for this change... Anyway, it seems to be a huge work, work that i can't afford....
Did you decide on a manpower fix for usa yet? Great work overall, can't wait for titanium.
 

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I'm beggining the testing phase for the US manpower.

In my opinion the most effecient way to determine manpower needs is to give USA 5000 manpower in the country definition file at game start. Play the game and build what troops seem to be reasonable. When you stop the game at what you consider to be a suitable point, subtract the current manpower from 5000 and divide that number by the number of game days played. That is the number of manpower per day that needs to be then added der diem.

Sound simple enough? It is!
 

Inner Circle

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In my opinion the most effecient way to determine manpower needs is to give USA 5000 manpower in the country definition file at game start. Play the game and build what troops seem to be reasonable. When you stop the game at what you consider to be a suitable point, subtract the current manpower from 5000 and divide that number by the number of game days played. That is the number of manpower per day that needs to be then added der diem.

Sound simple enough? It is!

I agree on that...
 

unmerged(63886)

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Wouldn't that only lead to the AI to units en masse just because it can 'cus there ain't no limits only different percentage for what they should build (like 15% infantry, 5 armor% etc)?

Sounds like a strange solution, but well, maybe that would work.
 

froglegs

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Wouldn't that only lead to the AI to units en masse just because it can 'cus there ain't no limits only different percentage for what they should build (like 15% infantry, 5 armor% etc)?

Sounds like a strange solution, but well, maybe that would work.


It should be obvious here that I am talking about doing this with a human playing the US. That is where there is this severe manpower shortage -- not when the AI plays the US.
 

unmerged(63886)

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It should be obvious here that I am talking about doing this with a human playing the US. That is where there is this severe manpower shortage -- not when the AI plays the US.

Gotta' admit I didn't understood that. :p

But I guess there's even more problem. Basicly, the US lacks about 800-1000 MP in order to create a historical military organisation and it must be portioned out, so you can't have it from the start, 'cus then you'll have to many divisions, to fast and you must configure the AI, cus even if they don't invade mainland Europe (don't know what triggers it, maybe own army numbers - aixs army numbers = invade), but also the pacific, with the result of AI being a cakewalk.

If you instead decide to raise MP by adding manpower to provinces, you must calculate the daily increase and you will be able to have a way to large army, way to early. Unfortuantley, there ain't no event command that raises MP in a province when times goes by, only a one time offer (ex. add 200 MP to pool) or a percentage of current MP-pool.

So, if we want a historical game, which is one of the mods aim, one have to give US MP through events spread out over the time. But when and by how much? That needs testing.
 

froglegs

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Gotta' admit I didn't understood that. :p

But I guess there's even more problem. Basicly, the US lacks about 800-1000 MP in order to create a historical military organisation and it must be portioned out, so you can't have it from the start, 'cus then you'll have to many divisions, to fast and you must configure the AI, cus even if they don't invade mainland Europe (don't know what triggers it, maybe own army numbers - aixs army numbers = invade), but also the pacific, with the result of AI being a cakewalk.

If you instead decide to raise MP by adding manpower to provinces, you must calculate the daily increase and you will be able to have a way to large army, way to early. Unfortuantley, there ain't no event command that raises MP in a province when times goes by, only a one time offer (ex. add 200 MP to pool) or a percentage of current MP-pool.

So, if we want a historical game, which is one of the mods aim, one have to give US MP through events spread out over the time. But when and by how much? That needs testing.

Basically Platinum was designed to be non historic in this regard and cheat the US out of manpower in the interest of playbalance. The better way to deliver playbalance is to severely restrict the US buildup of their military until ~1944. There was no manpower shortage in the US in 1938. The unemployment rate was almost 25% for crissake and stayed high until Pearl. I have my own version of Gold that does that restricts US buildup and it works fine and gives a historic feel to the game when playing as the US.

Basically too, I would have preferred to have seen a "draft" event fire at the start of each year. If you choose the draft, you get say 1000-2000 immediate manpower but your slider moves one towards draft army and you lose say 10 or 20 IC's from your production base. That's my opinion.
 

unmerged(89956)

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Basically Platinum was designed to be non historic in this regard and cheat the US out of manpower in the interest of playbalance. The better way to deliver playbalance is to severely restrict the US buildup of their military until ~1944. There was no manpower shortage in the US in 1938. The unemployment rate was almost 25% for crissake and stayed high until Pearl. I have my own version of Gold that does that restricts US buildup and it works fine and gives a historic feel to the game when playing as the US.

Basically too, I would have preferred to have seen a "draft" event fire at the start of each year. If you choose the draft, you get say 1000-2000 immediate manpower but your slider moves one towards draft army and you lose say 10 or 20 IC's from your production base. That's my opinion.

Interresting, i'll study that carefully for Titanium... Thanks
 

unmerged(89956)

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What is it doing rocketry at motorized division (all models from '41 to '51)?




The components of a project are not displayed correctly



The rocketry component in MOT is from Vanilla. No changes at all with this in WIF. I may change it if you want.

I'm actually on the land doctrines component. Please be patient...
 
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