Alaric Test Of Arms Mod Upgraded To 1.02.
Posted: Sat Jul 28, 2007 8:58 am
Alaric Test Of Arms Mod For Commander 1.02
Download link... http://rapidshare.com/files/45496956/Te ... r_1.02.rar
Alternate Updated Download site at file upload.com...
http://alaric.files-upload.com/es/41609 ... 2.rar.html
Changes On Test Of Arms Mod.-
Command Range to 5, from 8
reduce Commander ratings for make them more cheap and can each player have more
freedom to recruit more commanders.
efficiency drop reduced to 10 from 20 for upgrade units, it is a pain for a
russian player to upgrade units on the frontline.
naval convoy rates is 3, from 4 turns by default.
occupational efficiency is 100%, this give a reason to axis player to conquer
countries that at 50% are much less valuable objectives, and balance the
increased convoy rate and allied overall production.
united states and russia start with some war effort, i was wanting to give them
some freedom from the begining of the game.
Technology very changed, activated "fixed defenses 6", "artillery 6" &
"industry 6", at industry 3 the bonus is double than each level, so in level 6.
(explanation... germany start at industry 3 and all other major nations start at 2,
with the bonus from level 3 germany will have advantage for some time that with
allied research will be reduced in proportion.)
italy and commonwealth units in egipt restrengthened for give relevance to this
theater of operations.
all first line of defense of russia now are corps instead of garrisons, given the
production rules in the scenario the first russian line are going to be crushed hard
but corps cause more casualties to germany units and this will maybe delay the assault
over moscow.
motor infantry remake as heavy infantry, +1 attack and +1 defense over regular infantry.
(regular inf is 4/3 attack defense, hvy inf. is 5/4 and tanks is 7/5)
balanced the technology system to make high advanced tech units of same types have
proportional to at start stats, in example, near all infantry advances affect both
heavy motor units and regular infantry units.
heavy motor units, in plays against the computer opponent gives the german player a
good way to have good assault units for russia and do not spend excess oil with tanks.
time scale reduced to 15 days turns, not make any balance about it, just was wanting
to have more turns overall in the game before united states and russia enter the war
at full strengh.
time is the worst enemy for the axis, given the convoy rate, axis start in overall
dominant situation in every facet, units, tech, etc, that will decrease advantage as time
pass onwards.
as production have been increased there are to be more units, so it is needed, a must, to
reduce oil cost and manpower cost, set manpower for germany at 1100 (120%) thinking about
games against the computer opponent that in high levels for germany is a pain from 1942
onwards.
aircraft is expensive but powerfull, one air unit cost three times that an regular infantry
unit but high tech advanced aircraft will be much dangerous.
the same for the fighters, receive some bonuses on air to air ratings, to encourage the use
of scort fighters, alone tac bombers or strategic bombers against high tech fighters will have
a hard day, as playtest by me as shown.
hope you enjoy the mod, this game is great, i encourage strongly to make a second duplicate
install for the mod, and you have to select the scenario from the main select screen,
but i included a backup of the stock 1.02 files that think are ok.
contact mail... marhault888@hotmail.com
Download link... http://rapidshare.com/files/45496956/Te ... r_1.02.rar
Alternate Updated Download site at file upload.com...
http://alaric.files-upload.com/es/41609 ... 2.rar.html
Changes On Test Of Arms Mod.-
Command Range to 5, from 8
reduce Commander ratings for make them more cheap and can each player have more
freedom to recruit more commanders.
efficiency drop reduced to 10 from 20 for upgrade units, it is a pain for a
russian player to upgrade units on the frontline.
naval convoy rates is 3, from 4 turns by default.
occupational efficiency is 100%, this give a reason to axis player to conquer
countries that at 50% are much less valuable objectives, and balance the
increased convoy rate and allied overall production.
united states and russia start with some war effort, i was wanting to give them
some freedom from the begining of the game.
Technology very changed, activated "fixed defenses 6", "artillery 6" &
"industry 6", at industry 3 the bonus is double than each level, so in level 6.
(explanation... germany start at industry 3 and all other major nations start at 2,
with the bonus from level 3 germany will have advantage for some time that with
allied research will be reduced in proportion.)
italy and commonwealth units in egipt restrengthened for give relevance to this
theater of operations.
all first line of defense of russia now are corps instead of garrisons, given the
production rules in the scenario the first russian line are going to be crushed hard
but corps cause more casualties to germany units and this will maybe delay the assault
over moscow.
motor infantry remake as heavy infantry, +1 attack and +1 defense over regular infantry.
(regular inf is 4/3 attack defense, hvy inf. is 5/4 and tanks is 7/5)
balanced the technology system to make high advanced tech units of same types have
proportional to at start stats, in example, near all infantry advances affect both
heavy motor units and regular infantry units.
heavy motor units, in plays against the computer opponent gives the german player a
good way to have good assault units for russia and do not spend excess oil with tanks.
time scale reduced to 15 days turns, not make any balance about it, just was wanting
to have more turns overall in the game before united states and russia enter the war
at full strengh.
time is the worst enemy for the axis, given the convoy rate, axis start in overall
dominant situation in every facet, units, tech, etc, that will decrease advantage as time
pass onwards.
as production have been increased there are to be more units, so it is needed, a must, to
reduce oil cost and manpower cost, set manpower for germany at 1100 (120%) thinking about
games against the computer opponent that in high levels for germany is a pain from 1942
onwards.
aircraft is expensive but powerfull, one air unit cost three times that an regular infantry
unit but high tech advanced aircraft will be much dangerous.
the same for the fighters, receive some bonuses on air to air ratings, to encourage the use
of scort fighters, alone tac bombers or strategic bombers against high tech fighters will have
a hard day, as playtest by me as shown.
hope you enjoy the mod, this game is great, i encourage strongly to make a second duplicate
install for the mod, and you have to select the scenario from the main select screen,
but i included a backup of the stock 1.02 files that think are ok.
contact mail... marhault888@hotmail.com