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  #11  
Old June 3rd, 2023, 01:11 AM
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Default Re: World War I mod

Suggestions. Add Japan, South Africa, and Canada to your Nations.

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  #12  
Old June 3rd, 2023, 09:47 AM

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Default Re: World War I mod

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Suggestions. Add Japan, South Africa, and Canada to your Nations.

troopie
Thanks for your suggestion

Maybe they will be added in the future
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  #13  
Old June 4th, 2023, 10:37 PM
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Default Re: World War I mod

If you can find the South African, Australian and Japanese oobs I made for a DOS version, go ahead and use them. I do not have time to help. Business problems.

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  #14  
Old June 5th, 2023, 08:11 AM
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Default Re: World War I mod

I havent looked at this closely, but make sure that your mod uses 1930 and onwards dates as a base and not later 40s onwards. Because the game already is programmed to have really longer artillery delays in these early years, when any provided "radios" can be assumed to be field telephones or dispatch riders etc. Artillery gets quicker as time advances through WW2, so using the later period dates will have an effect (as well as making radios for command elements more common. SP will give those out like candy to command units (even with 0% radio codes)as its assumed to be WW2).

Also, probably would be best to state in the readme files that artillery "gold spots" shouldn't be used since reaction times in WW1 would not allow for such quick responses bar maybe a scenario or 2 at night perhaps, where the defender has these and is assumed to have signal rockets and flares to fire off for quick response defensive fires, and only 1 or 2 of them at best.

Another way to make artillery less responsive would be to purchase it as direct or general support off-map batteries. Cheaper, but longer reponse times. So perhaps put that suggestion in the never-ever-read-me notes for your mod as well?.
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  #15  
Old June 6th, 2023, 05:30 AM

Simon Lebowski Simon Lebowski is offline
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Default Re: World War I mod

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Originally Posted by Mobhack View Post
I havent looked at this closely, but make sure that your mod uses 1930 and onwards dates as a base and not later 40s onwards. Because the game already is programmed to have really longer artillery delays in these early years, when any provided "radios" can be assumed to be field telephones or dispatch riders etc. Artillery gets quicker as time advances through WW2, so using the later period dates will have an effect (as well as making radios for command elements more common. SP will give those out like candy to command units (even with 0% radio codes)as its assumed to be WW2).

Also, probably would be best to state in the readme files that artillery "gold spots" shouldn't be used since reaction times in WW1 would not allow for such quick responses bar maybe a scenario or 2 at night perhaps, where the defender has these and is assumed to have signal rockets and flares to fire off for quick response defensive fires, and only 1 or 2 of them at best.

Another way to make artillery less responsive would be to purchase it as direct or general support off-map batteries. Cheaper, but longer reponse times. So perhaps put that suggestion in the never-ever-read-me notes for your mod as well?.

Thanks for the advice, the idea is to use the 34-38 dates
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  #16  
Old July 15th, 2023, 07:07 PM

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Default Re: World War I mod

Looks fantastic! I like the idea of including so many nationalities.
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  #17  
Old April 19th, 2024, 03:23 PM

PopeAdrianVII PopeAdrianVII is offline
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Default Re: World War I mod

Was this mod ever released? Looks really cool from the screenshots.
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  #18  
Old April 20th, 2024, 01:11 PM

WilliamB WilliamB is online now
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Default Re: World War I mod

I don't think it ever released.
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  #19  
Old April 20th, 2024, 06:08 PM

PopeAdrianVII PopeAdrianVII is offline
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Default Re: World War I mod

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I don't think it ever released.
awwww maaan!
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  #20  
Old April 20th, 2024, 06:43 PM
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Default Re: World War I mod

That one was........ IIRC the third attempt to create a WW1 MOD.
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