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Sigh, Microsoft Security Essentials acting out again...
https://www.microsoft.com/en-us/wdsi/th ... terprise=0
Moderator: Vic
This is going to be very helpful in most games, thanks !-In the overview of other regimes report you can now see the details of their relations with other major regimes (basic info at recon 5, all info at recon 10)
Why "impossible" ?-Faction Tech, Admin, Civ level demands now stop if you reach level 8. (impossible otherwise to give)
Neat !-Upgrade and Downgrade Formation now also allows Individual Unit Formations to motorize or demotorize. (especially handy with the new increased artillery costs)
ORIGINAL: zgrssd
I am pretty sure it is only called a Nerf if you made it worse.-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
If you reduce a value but that makes it better (like reduced upkeep cost), it is technically a buff.
You either nerfed the viability of the T1 by making it's cost worse, or buffed the viability of everything past T1.
ORIGINAL: Vic
bump!
subversion .05 repairs a number of bugs and glitches and brings more fine tunings.
Think I am going to switch soon to finally attacking the promised S&S editor.
Best wishes,
Vic
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
ORIGINAL: redrum68
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
Some good changes here but the logistics asset changes while a step in the right direction didn't address the main issues of the higher levels which are worker requirements and cost/time to build as fuel/energy mostly didn't matter. So as it sits now even after the changes, it never makes sense to build higher level truck stations just spam level 1 truck stations.
Level 1 truck station
- Takes 1 turn to build
- Costs 100 metal and 100 IP
- Total production/upkeep costs are 1100 workers and 20 fuel
- Produces 800 truck points
Level 2 truck station total costs (level 1 + level 2)
- Takes 3 turns to build
- Costs 300 metal and 300 IP
- Total production/upkeep costs are 3700 workers and 40 fuel
- Produces 1600 truck points
So to get 1600 truck points, I can build two level 1 truck stations for 200 metal and 200 IP and have an upkeep of 2200 workers and 40 fuel vs building one level 2 truck station for 300 metal and 300 IP and have an upkeep of 3700 workers and 40 fuel.
ORIGINAL: Daza99
ORIGINAL: Vic
bump!
subversion .05 repairs a number of bugs and glitches and brings more fine tunings.
Think I am going to switch soon to finally attacking the promised S&S editor.
Best wishes,
Vic
Thanks for the latest patch 1.08.05 update. Glad to see the Friendship Pact and Victory Pact fixed. Thankfully I do not have to restart my game for that.
What is the S&S editor you mentioned?
That cards yields are added to the Zone Storage, where it will be retrieved near the end of next turns Logistics pass.ORIGINAL: Haplo
Treasure hoard card is not working. After using it the amounts obtained are not added to the stock.
No problem here.ORIGINAL: Haplo
Yep, sorry, my mistake. Thank you.
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *
The question does not seems sensible.ORIGINAL: zuekamo
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *
the 60 mm models will have the same penalty than the 300 mm models?
ORIGINAL: zgrssd
The question does not seems sensible.ORIGINAL: zuekamo
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *
the 60 mm models will have the same penalty than the 300 mm models?
Militia units and weapon callibre are not related.
Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.ORIGINAL: zuekamo
ORIGINAL: zgrssd
The question does not seems sensible.ORIGINAL: zuekamo
the 60 mm models will have the same penalty than the 300 mm models?
Militia units and weapon callibre are not related.
Not talking about militias, I'm talking about a brigade with guns of 25mm, having the same movemente penalties than a brigade with 300mm guns.
both have the artillery type of movement.
ORIGINAL: zgrssd
Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.
25mm is so small, I think there are bigger mortars.ORIGINAL: zuekamo
ORIGINAL: zgrssd
Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.
to move it quickly in mountains, hills, like in real life.
ORIGINAL: zgrssd
25mm is so small, I think there are bigger mortars.ORIGINAL: zuekamo
ORIGINAL: zgrssd
Currently they do. But generally tehre is no point going for small artillery to begin with. So I fail to see why you would even try to go 25mm Artillery.
to move it quickly in mountains, hills, like in real life.
Mortars would propably be part of "Infantry" Subunits.
Someone else made a suggestion for (in effect) Field Guns, wich I think would work well with a Artillery rework I have propossed