New version of Bombur mod is out
Moderator: Vic
RE: New version of Bombur mod is out
Russian 1939 AA unit is wrongly assigned to USA.
Favoritism is alive and well here.
RE: New version of Bombur mod is out
bobarossa: upgrade for SFT is still being worked, but I will check it
Two Tribes: tank you again, it wil be fixed.
Two Tribes: tank you again, it wil be fixed.
RE: New version of Bombur mod is out
I'm not sure why, but when I try to load v1.31 into the editor, I get the error message for missing file ../graphics/atnato/Airsymbol.png. Same for Deep battle.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: New version of Bombur mod is out
ORIGINAL: Ormand
I'm not sure why, but when I try to load v1.31 into the editor, I get the error message for missing file ../graphics/atnato/Airsymbol.png. Same for Deep battle.
My mistake, there is a single SFT that has its graphic in a different folder. I thought this folder was already in the vanilla game, so I deleted from it in my atzip version. It shouldn´t impact gameplay, but tell me if you´re having any troubles with in game graphics. I will fix it in v1.32.
RE: New version of Bombur mod is out
USA 60 mm mortar is not appearing in inventory. It says it is being produced but none appear.
Favoritism is alive and well here.
RE: New version of Bombur mod is out
I've had that happen when I was producing something and then it went obsolete due to a new item being available. Something caused the factory not to upgrade to the new item but it kept saying the old item was being build but none would show up. Not sure what in the master file causes this.
RE: New version of Bombur mod is out
Figured it out it is producing the Brandt version not the M2 version of the 60 mm mortar
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RE: New version of Bombur mod is out
Ok, I´m going to see it, not sure if it was deliberate, I must check the file.
RE: New version of Bombur mod is out
There is an M2 version and it is a little better then the Brandt has same attack but has better defense. French version has 20 hitpoints American version has 50.
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RE: New version of Bombur mod is out
The German PZIIIN does not produce it makes PZIIIL and does not allow upgrade from L to N
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RE: New version of Bombur mod is out
Ok, fixed
RE: New version of Bombur mod is out
PZIIIN does not show on unit construction list.
Favoritism is alive and well here.
RE: New version of Bombur mod is out
Ok, Twotribes, I will check it.
RE: New version of Bombur mod is out
An emergency fix was created for issues with ships (and some aircraft) using raw instead of oil.
RE: New version of Bombur mod is out
Soviet Super Battleship is given USA not Soviet as owner so does not appear for Soviets. Latest edition.
Favoritism is alive and well here.
RE: New version of Bombur mod is out
Lagg3-N the naval version of the fighter has a weight of 101.
Favoritism is alive and well here.
RE: New version of Bombur mod is out
V134 is out. I think I failed to fix the less mistekes pointed by TwoTribes, but I will fix it soon.
v134 reworks fuel aircraft consumption
v134 reworks fuel aircraft consumption
RE: New version of Bombur mod is out
I´m doing very few changes in this mod, due to work with GD1938v3, however, I would like to share some ideas on how to improve it.
1-Fortifications are very, very cheap, it´s easy to build fortifications in almost every hex, making the game a slugfest WWI style and denying the ability to maneuver. It´s more obvious in big scenarios built with this mod, like Deep battle 1938
How to fix? Increase both the cost and structural points of fortifications, we are talking about 50km og bunkers!!!
2-Both oil is too scarce, this is more evident in small scenarios, to some extent it will be fixed with the v134, which decreases fuel comsumption for most aircraft
How to fix? Decreased costs for oil/raw again, now the default is 5, while it´s 5x more expensive to make synthetic oil. Maybe raw will be too cheap, but now players will spend lots of raw to build forfifications. Also considering to implement raw spending for the production of synthetic oil
3-More realistic mobilization logistics, with real weights. Trouble is that towed equipment actually weights less for transportation. An artillery tractor able to tow a 10 ton gun, won´t be able to carry 100 men.
How to fix? Not sure, maybe the heavy guns will come with their own prime movers?
1-Fortifications are very, very cheap, it´s easy to build fortifications in almost every hex, making the game a slugfest WWI style and denying the ability to maneuver. It´s more obvious in big scenarios built with this mod, like Deep battle 1938
How to fix? Increase both the cost and structural points of fortifications, we are talking about 50km og bunkers!!!
2-Both oil is too scarce, this is more evident in small scenarios, to some extent it will be fixed with the v134, which decreases fuel comsumption for most aircraft
How to fix? Decreased costs for oil/raw again, now the default is 5, while it´s 5x more expensive to make synthetic oil. Maybe raw will be too cheap, but now players will spend lots of raw to build forfifications. Also considering to implement raw spending for the production of synthetic oil
3-More realistic mobilization logistics, with real weights. Trouble is that towed equipment actually weights less for transportation. An artillery tractor able to tow a 10 ton gun, won´t be able to carry 100 men.
How to fix? Not sure, maybe the heavy guns will come with their own prime movers?
RE: New version of Bombur mod is out
Version 1.37 is out, see the list of changes in the scenario bank
RE: New version of Bombur mod is out
v1.40 in the scenario bank. We now have three kinds of roads, with better graphics
Btw: Sorry, Ormand, I used one of your graphics but forgot to give you the credits, it will be fixed next version
The roads
-Railroad: cannot be built, created in random maps. We assume there is a major road following each road, but there is only the railroad graphic
-Road: cannot be built and isn´t created in random maps. You can make them in the map editor
-Dirt road: the only one that can be built by your engineers
Btw: Sorry, Ormand, I used one of your graphics but forgot to give you the credits, it will be fixed next version
The roads
-Railroad: cannot be built, created in random maps. We assume there is a major road following each road, but there is only the railroad graphic
-Road: cannot be built and isn´t created in random maps. You can make them in the map editor
-Dirt road: the only one that can be built by your engineers

