Messmann wrote: ↑Sat May 10, 2025 3:45 pm
Thank you for taking an interest in the mod. 
You may use the icons and the files as you see fit. It is all for you out there, and you may change it at will. Just name the creator, so that the people might realize that there is something there which might be interesting for them as well.
 
Thank you, very much appreciated!
I'm really impressed that you have DCS masks for all those units. That must have been a lot of work! 
 
Messmann wrote: ↑Sat May 10, 2025 3:50 pm
[...]
I have been working at this mod recently, but have not been able to finish the work because the game does not work anymore - since I got a new pc. I do not know the reason yet, but will try to figure it out.
The game does start, but does not react when choosing new game or a scenario.
 
Uhoh, I hope you find a solution. Guessing win 11 problem?
With win 10 about to be phased out, this could be devastating.
Messmann wrote: ↑Sat May 10, 2025 4:02 pm
Yes, you are probably right, although I have not tried it out yet.
The number or core unit slots and the options for core unit slots are topics I have spent a lot of thought on, indeed. Put differently, modding this mod would have been rather different if I had the options to assign certain numbers of core slots to certain units. Such as, for example, slots for towed anti-tank units, or even units with specific tranports, such as horse-drawn units only.
Be that is it may, since the hard coded game does not allow for these changes, the only limit is your prestige. Maybe this will give players the freedom of choice. The other option would be switching to high-end difficulty and /or playing scenarios which are difficult.  Which I have been used to do.
 
Yep, more options for restricting the core unit composition could really push this game to the next level.
I tried something in that direction by changing the bonus SE unit selection.
Instead of bonus SE units being stronger than normal units, I made them weaker.
So the player is practically forced to bring some weak units, since those still do not count towards the core limit.
Initially I even made them mainly basic infantry, but that turned out to drastically limit the experience gain of normal infantry (since those basic infantry were always deployed, leading to fewer normal infantry getting training).
Adding a bit more variety, like outdated AT guns and converted, thin skinned tank destroyers and so on did help in that regard. But that brought up the issue of cross class upgrade possibilites (for that I put in the Kübelwagen unit, which can switch between all ground classes, but only during a scenario). I'm still struggling with that approach, especially the balancing. Though it had the nice effect of making the players deploy weaker and slower units even in 1945, which are normally not used at all.
Goose_2 is doing a Grand Campaign youtube playthrough with that "rule of one" (and my Addon mod, with several more house rules). It is working much better than expected. I also deactivated the soft cap mechanic and AI unit spamming, which makes it much more viable to play the Grand Campaign with very low, eg 25% player prestige setting and experience. So far no need to build up a mountain of prestige.
NightPhoenix also started doing a youtube playthrough with the old deducter mod and high difficulty and house rules, but unfortunately he left youtube. Since deducter did not add units and did not change the soft cap and so on, this run might not have gotten to 1945.
It would be very interesting to have a youtuber do a Grand Campaign run with your AMULET mod and "rule of one". Imho your mods variety is ideally suited for that!
For Grand Campaign very low prestige settings (25%), the soft cap mechanic probably needs deactivating. It is just extremely hard to find the right balance in terms of prestige for so many connected scenarios.