all Arab units for both alliances can move faster through desert/dunes than anyone else France and Britain are able to rebuild submarines (limit of 1 though) new fine-tuning of unit stats and national production Tirpitz plan: Battlecruiser for FREE, dreadnought for 15PP rebuilt "Race to the Sea" event in 1914 Hermann Göring, a new German fighter ace German zeppelin campaign more fleshed out including airship aces Heinrich Mathy and Peter Strasser ceding Trento to Italy or Transylvania to Romania will have worse consequences for Austria Turkey and Bulgaria will take a bit longer to join CP I've completed V15 of my mod, get it here (click on the download button at the top right):Ĭopy the "Data" folder contained in the zip-archive over the already existing "Data" folder in the game's main directory.Īgain, I did not maintain a list of all the stuff edited over the last few months, so here's what I remember right now, there's much, MUCH more though in this version which you will probably discover once you try it out: So, if you own CTGW and are ready to give the game a new whirl, you are really missing out without this mod. new generals: Charles Mangin (France), Otto von Below (Germany) "Stockpile ammunition" event no longer unlocks next artillery tech, instead 2 ammo factories are added fixed too early trigger for British AI's "British Pal's Battalions" event fixed a bug concerning British naval raids on German-occupied Franco-Belgian port cities reduced combat stats for German commander Herman von Francois a bit "Bloodbath at Langemarck" now works as designed, was prevented from triggering correctly because of some internal value getting messed up modified the "For the fatherland" event which was using up 1D6 German manpower per attack for +50% experience before, making it quite wasteful: reduced that to 0-2 manpower per attack for +20% experience same for when CP capture Abadan or India revolts fixed a bug that may have lowered British Supply level twice when CP capture the Suez canal reduced attack bonus from researching "additional torpedo tubes" by 1, added that attack +1 bonus to the following "submarine cruisers" tech Q-Ships are now a bit more scary for CP news events: Italian Speedboat Raid, Churchill goes to the Trenches, Italo-Austrian Border Tension new Russian fortress port of Libau in Latvia all other "modern" units (tanks, armored trains, fighters, bombers, zeppelins) build limit increased by +1 raised submarine cost from 15 to 20 but to compensate also raised German submarine unit build limit from 2 to 3 times the number of researched submarine techs I've just uploaded the brand new update V14īesides the usual plethora of bugfixes and tweaking here are some of the new changes(forgot to make a proper list so this is from memory but there is plenty more):
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