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1914-1918 mod

 
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1914-1918 mod - 4/7/2012 8:45:40 AM   
welk

 

Posts: 416
Joined: 9/17/2006
From: France
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Starting from the 1939 GC, i will probably do a 14-18 mod next year (2013. I noticed, after exploration, that it would need :

* Larges modification of national territories in editor (easy if editor is more stabilized)
* Some modifications in countries parameters (active/inacive, political, diplomaty, etc) (easy to do)
* AI .ini modifications (medium easy to do)
* Graph modifications (easy to do)
* Events modifications (easy o do but very long work)
*Units parameters in Land/air/naval units (easy to do)
* OOb construction (easy to do if work limited to "units types", without individual names for units (that would take too much work : if not individual names used, to create a oob with copy-past with excel would be medium easy)


I plane no any modification of others things (naval zones, countries, connexions, etc)

Seems right ?

< Message edited by welk -- 4/7/2012 8:47:09 AM >


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After download, change the extension in .rar. You must have installed winrar to open the files
Post #: 1
RE: 1914-1918 mod - 4/7/2012 8:53:53 AM   
welk

 

Posts: 416
Joined: 9/17/2006
From: France
Status: offline
One of my goal would be to change tactical bombers in heavy long range arty (range fire : 2 or 3 hex max).

The air units could be that :

Fighters ww2 = airplanes ww1 (essentially reco use, fight air was a little "kitch", no real efficient in terms of warfare)

Tactical bombers ww2 = heavy long range arty (with range fire reduced = 1,2 or 3 hex max). These units would be able to do "reco" in addition, because during ww1, arty units had balloons observations and airplane observation , so it would not be a error to allow these units a "reco capoacity" (these units would have to be considered as "double part units" : one part = heavy long range arty, one other part all "observations units" (balloons, planes,etc) included in the long range arty units.

But the campaign arty or medium/heavy campaign arty (75 mm to 150mm) will not be represented (already included in the divisions and corps units) : my "heavy long range arty" could represent only some (not great number) heavy rail arty, or heavy tracted arty, siege arty, etc)

Strategic bombers ww2 : bombers ww1 with poor "fire parameters" in const .ini


Armors ww2 : support armor ww1+troops (with very poor move parameter)

Motorized ww2 : inf ww1 but by trucks transported (but more poor move parameter than ww2)

Infantry ww2 =,infantry WW1

< Message edited by welk -- 4/7/2012 9:34:52 AM >


_____________________________

to dowload my files : click right on the link in windows (no click left)

After download, change the extension in .rar. You must have installed winrar to open the files

(in reply to welk)
Post #: 2
RE: 1914-1918 mod - 4/7/2012 9:18:20 AM   
welk

 

Posts: 416
Joined: 9/17/2006
From: France
Status: offline
Would this be correct for a 14-18 project (in const ini file) ?

ImpulsesPerMonth]
January = 1
February = 1
March = 4
April = 6
May = 6
June = 6
July = 6
August = 6
September = 6
October = 4
November = 1
December =1

total = 48 (as in tha vanilla setting)

It would be interresting to recreate the fact that army were more inactives in winter during 14-18 war (so, the "game time" need to be more faster in winter than in summer)

< Message edited by welk -- 4/7/2012 9:19:27 AM >


_____________________________

to dowload my files : click right on the link in windows (no click left)

After download, change the extension in .rar. You must have installed winrar to open the files

(in reply to welk)
Post #: 3
RE: 1914-1918 mod - 4/7/2012 9:30:14 AM   
welk

 

Posts: 416
Joined: 9/17/2006
From: France
Status: offline
One solution for Russian revolution 1917 could be that :

At start, Russia is setted as member of alliance "Allies"
There is a country named "Bolchevics" (in zone of influence "Axis") that has at start only some ne hex somwhere in Russia (and is neutral)
in 1917, with a special event, this country enters at war (as "objective allied" for Axis (central powers)

Or may be, creation like Ukraine, but I would have to study in details the events system to try to recreate that sort of situation.

_____________________________

to dowload my files : click right on the link in windows (no click left)

After download, change the extension in .rar. You must have installed winrar to open the files

(in reply to welk)
Post #: 4
RE: 1914-1918 mod - 4/7/2012 9:57:17 AM   
welk

 

Posts: 416
Joined: 9/17/2006
From: France
Status: offline
My time of modding being limited, I have to say, the heart broken, that I stop from this day definitively the modding of my old friend Commander Europe at War-CEAW and class the game in archives of my hard disk as "only to play game". Time of Fury is now my obsessionnal modding univers. I am crazy, but this game is more.

< Message edited by welk -- 4/7/2012 9:59:13 AM >


_____________________________

to dowload my files : click right on the link in windows (no click left)

After download, change the extension in .rar. You must have installed winrar to open the files

(in reply to welk)
Post #: 5
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