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McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Mod Update

Sun Apr 15, 2012 6:00 pm

Hi there,

I have not posted information in a very long time, I am wrapping up (another few weeks of fixing and checking) the second incarnation of my mod. Here are a few things that it will encompass...

#1. Vast changes to models (adding a variety for flavour, as well as gameplay, making Spain and Belgium more playable).
#2. Vast changes to units (nations will now have different formations, amongst other changes).
#3. Force Pool changes (land force pools less generic from nation to nation, more specialized, for example, USA does not get corps units until it is at war, and these are removed once peace is made).
#4. Leader Pool changes (leader pools change over time)
#5. AI and Human wartime events (setting the human and AI to fight wars over specific territories, and goals, depending upon the situation, the AI knows if it is losing or winning and fights accordingly).
#6. AI and Human total war and intervention events (allowing expanding wars based upon criteria, encouraging wars to be short and limited unless you want to risk expansion to a Great War situation).
#7. Prisoner exchange events (once wars are done, majors will now trade back POWs).
#8. Manpower events for expanding nations (Italy and Prussia get manpower and increased FP when it unifies with sepcific territories).
#9. Manpower events for upgrading unit technology (at present you get about 10-20% casualties when you upgrade a unit, you now get replacement Conscripts and Officers when you upgrade technology to represent that troops are not killed when a force upgrades).
#10. Fortress events (for fortress maintenance costs, as well as decomissioning fortresses, and the AI re-garrisoning fortresses after a war if the garrisons were eliminated).

These are the main changes for the mod.

j_a_bowler
Civilian
Posts: 1
Joined: Sun Apr 22, 2012 3:54 am

Sun Apr 22, 2012 4:05 am

Sounds good. I look forward to it.

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