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unmerged(66346)

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Any big changes to finland? The finnish/russian border looks good, no need to changes. (Referring to comment in first page.)
Finish borders has been reworked and set to what it was historically since Russia didn't break out I don't see how they could have given more Karelian territories to the Finns especially as Petrograd remained the capital.

Anyway I've a question, this may need a pool but would you like that I release a beta with only major events only for major countries (this could be quite empty still the little/medium ones have quite their importance and have considerable influence on the behaviour of the bigger ones and some part of the world would be quite inactive), the new tech-tree and unit balance ?

The majors are :
- USA.
- Great Britain.
- Communist France.
- Communist Germany.
- Poland/Ukraine.
- Austria-Hungary which may become both Kingdoms of Hungary and Austria later.
- Russia.
- Nationalist China.
- Japan.
- The British Indian Raj which should become India later.
 

Kurt_Steiner

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I'd say release it.

- You probably will recive further help with the development.
- Bugs can be found & solved.

and the most important issue...

We can start enjoying your mod! :D

I fully agree. If ther are some players "playing" the mod, there are a more eyes to see the bugs and some brains more the help you ;)
 

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I hope that this conversion to arma won't take more time, I expected the release of this mod since such a long time...

Well, if it give a better mod at the end, I guess I can still wait. :)
 

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I hope that this conversion to arma won't take more time, I expected the release of this mod since such a long time...

Well, if it give a better mod at the end, I guess I can still wait.
Some working commands saves me a bit of time like "wake leader command", I used a folder nation to put them in and use some scripting manoeuvre now I can just "wake" them :). It's all benefits thanks to the awesome work of the patch team.
 

unmerged(63886)

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Dec 26, 2006
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(Sorry for hijacking your thread, but unnecessary to start a new thread)

You mean that if I have to put those leaders I want to wake up within the dormant parameter in the nations .inc file?

Great to hear that you're releasing a beta soon, Narakir! :D
 

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Bad news, some computer problems have destroyed a whole week of work for the mod. However the rest is intact, just that the release date is delayed... and well if I fail to release it before HoI3 be sure I'm going to finish it and probably port it since a lot of what I've done so far will be re-usable.
 

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There have been a long time since the last update... I had a lot of stuff to do :D

Here are some of the tech-trees, the others are still begin reviewed for a final balance check and near completion.

I've decided one other big last change in the mod (a few months ago tough), the "true" WW2 will start around 1934-35 depending on what happens while other conflicts may start earlier, this decision was firstly done because of the increased time line gave a way too much time to build up especially to build IC, the AI just spamed loads of troops that the game became horribly unplayable when the war started, plus there's not enough events to keep anyone away from begin bored by the long wait, things will happen faster which will make the whole thing more dynamic.

What's also interesting with the 1934-35 date is that not all equipments that made WW2 are begin developed, tanks, planes etc... are still in their youth early days and will need further developments to become decisive weapons, so on the game play part, this war may start a bit like the first world war but will be solved by newly invented weaponry and ability to use them. This makes technology even more important and some inventions will occur faster that in our reality because war has a tendency to stimulate innovations, to reflect this equipments/divisions starts from 1930 to 1948 (the mod story actually stop at this date but since there's a no time limit...)

The new tech trees are meant to stick with vanilla ideas while adding more options and effects and begin nicer (I hope) to look at.


Here is the infantry tech-tree, not so much things changed compared to vanilla except there are more cavalry upgrades and a new brigade called "shock troops" which are an exaggerated magnification of the WW1 Sturmtruppen, they provide extra morale and org to divisions.


Armoured tech-tree hasn't seen much changes too just that some techs like rocket artillery are available earlier. I also borrowed the ability to choose between quality or cheapness for your tanks from mod34 with it's author benediction. Brigades have been overall reworked to be more useful and less cost-ineffective as they're considered as extra equipments. On the tank side of life you'll need to research how to use them in divisions before building them, tough you still have access to brigades.


Here we have the aircraft tech-tree with some additional stuff like the night fighters that will need to be unlocked via air doctrines.

This is the final map, (big picture so you can see the details), with changes I mentioned previously. I took the time to redo some colours like the ugly purple Prussia.
http://img19.picoodle.com/img/img19/3/2/13/f_WRWorldMinim_a4e55df.jpg
 

von Sachsen

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So what's the ETA? Eagerly awaiting it regardless. Just one thing: the tech names for strats and navs are switched.
 

Kurt_Steiner

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The tech tree looks gorgeous!
 

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So what's the ETA?
Before April without begin too enthusiast, tech-trees and unit balance are nearly finished, background is well established (I needed to read quite a lot for knowledge purposes but since I'm studying 20th century history this makes double use) and events/countries are well progressing, no promises tough it's done when it's done :D.


the tech names for strats and navs are switched.
Fixed.