New Mod on Wiki - World War IV
Posted: Jun 14 2007
A new mod has been created; World War IV is posted on the Wiki for anyone who would like to try it out.
This has been sitting in the back of my mind for quite a while now and over the last two weeks I scrounged up enough time to actually put this mod together. There has been very little testing so let me know if anything goes particularly wierd, I've done a lot of "extreme" modding here. Here are the changes;
- Build caps changed, total reduction of 314 slots (~30% reduction)
- Custom equipment file used
o Dumped all mine warfare ships
o Unit 4014 is no longer sea port, now Naval Base, values adjusted. Pic 430
o New upgrade 4057 Shipyard (naval build cap 3). Pic 357
o Airbase build cap reduced to 2
o Land bases build caps reduced to 1/2/3/4
o Naval Surface Attack of Strategic Bombers doubled
o New values used for naval unit supply use and supply cap
o Increased helo hard attack. Fort attack now = hard attack
o Supply cap and use for a number of helos rebalanced
o Engineer units soft attack reduced by 30%, hard attack by 40%
o Light infantry close attack reduced by 60%
o Medium infantry close attack reduced from 16 to 14
o attempts to make helos land on FARPs (untested)
- many units removed from scenario, a few units added
- base commodity costs increased; oil(x2), coal, timber, water(x4), agri and electricity
- Per person demand of petrol reduced by 25%
- Per person demand of electricity reduced by ~ 10%
- Wmproduction value for MG reduced massively (*.1)
- Wmproduction value for IG (*.85)
- Wmproduction value for Uranium (*.85)
- Add back WM, assigned WMintegrity values
- reduce power for some regions
- petrol potential reduced across most regions
- Urban electricity production reduced
- regions rebalanced
- MG stock reduced
- When Player Variables file imported, new Default.INI playerset used to increase max autobuy prices
Obviously some of this comes from discussions we've had on the forum, such as the helo attack values, other goes to things we're discussing as we work on Supreme Ruler 2020 such as the reduced build capacities. I've run in through a few game months, most countries stay in the green (in fact some are too rich). I've still got a few things I'm working on adding to improve it but I'd love some feedback (particularly if anyone uses both this and the Upgrades mod).
This has been sitting in the back of my mind for quite a while now and over the last two weeks I scrounged up enough time to actually put this mod together. There has been very little testing so let me know if anything goes particularly wierd, I've done a lot of "extreme" modding here. Here are the changes;
- Build caps changed, total reduction of 314 slots (~30% reduction)
- Custom equipment file used
o Dumped all mine warfare ships
o Unit 4014 is no longer sea port, now Naval Base, values adjusted. Pic 430
o New upgrade 4057 Shipyard (naval build cap 3). Pic 357
o Airbase build cap reduced to 2
o Land bases build caps reduced to 1/2/3/4
o Naval Surface Attack of Strategic Bombers doubled
o New values used for naval unit supply use and supply cap
o Increased helo hard attack. Fort attack now = hard attack
o Supply cap and use for a number of helos rebalanced
o Engineer units soft attack reduced by 30%, hard attack by 40%
o Light infantry close attack reduced by 60%
o Medium infantry close attack reduced from 16 to 14
o attempts to make helos land on FARPs (untested)
- many units removed from scenario, a few units added
- base commodity costs increased; oil(x2), coal, timber, water(x4), agri and electricity
- Per person demand of petrol reduced by 25%
- Per person demand of electricity reduced by ~ 10%
- Wmproduction value for MG reduced massively (*.1)
- Wmproduction value for IG (*.85)
- Wmproduction value for Uranium (*.85)
- Add back WM, assigned WMintegrity values
- reduce power for some regions
- petrol potential reduced across most regions
- Urban electricity production reduced
- regions rebalanced
- MG stock reduced
- When Player Variables file imported, new Default.INI playerset used to increase max autobuy prices
Obviously some of this comes from discussions we've had on the forum, such as the helo attack values, other goes to things we're discussing as we work on Supreme Ruler 2020 such as the reduced build capacities. I've run in through a few game months, most countries stay in the green (in fact some are too rich). I've still got a few things I'm working on adding to improve it but I'd love some feedback (particularly if anyone uses both this and the Upgrades mod).