A New Dawn 3 with DCCP Terrain Graphics

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GaryChildress
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Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: A New Dawn 3 with DCCP Terrain Graphics

Post by GaryChildress »

I've significantly increased the production cost of building ships. Any regime that wants to become a sea power is going to have to invest a lot of production capacity to become one.
GaryChildress
Posts: 6932
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: A New Dawn 3 with DCCP Terrain Graphics

Post by GaryChildress »

Hi all, this mod is up on the VR Designs scenario bank for anyone interested. It has a few changes other than just the terrain graphics.

1. Mercenary bases are buildable as "Elite training bases" and produce 5 elite rifle per turn. So you can make SS or Guards units.

2. Research centers are buildable.

3. Ships production costs have been significantly raised.

4. there are now two types of road, "rail" and "road". Rail can support trains but are only created if you leave "No roads" unchecked in the random scenario generator. If you check "no roads" then you won't be able to use trains at all, because engineers can't build "rail" but they can build "roads" which are identical to "rail" in every respect except they don't support train movement. To offset this in initial production I've set it so that on the first turn trucks are produced at your capital city instead of trains.
GaryChildress
Posts: 6932
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: A New Dawn 3 with DCCP Terrain Graphics

Post by GaryChildress »

Please PM me or post in this thread if you find any bugs or omissions.

Enjoy!
GaryChildress
Posts: 6932
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: A New Dawn 3 with DCCP Terrain Graphics

Post by GaryChildress »

Screen shot of a randomly generated game showing both "road" types.


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