Re: [MOD] Project X (worktitle)
Posted: Sat Nov 17, 2012 5:50 pm
Some new unit screens.... 
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https://forum.slitherine.com/








Dankeschönhuertgenwald wrote:2 small grammatical errors in your messages:
a) Diese Somua kann noch ...
Dieser Somua kann noch...
b) Fünf "Legion Condor" Einheiten sind Ihre Korps beigetreten.
Fünf "Legion Condor" Einheiten sind Ihrem Korps beigetreten.
HtH
Bro, when the vanilla version is finished, i'm going to play this with your mod - definitelyairbornemongo101 wrote:Thanks Nico and Churchy for working on this project for us
I am very humbled that you are making a vanilla version so that people can use my mod in it......you have my unwavering gratitude gentlemen.




Thanks for the feedback. The main advantage of the vanilla version is that i don't have to alter any values in the efile but still it is possible to manipulate a unit by adding a "hero" for better or for worse. In Salla i gave the soviet units in both columns a "demotivation" hero, and the player will have no problem to bring the "motti" tactic into practice. Or the finnish units i gave an "arctic" trait, increasing their movement among some other parameters, to emulate hit and run.guille1434 wrote:Nikivdd:
Started a test-run of the "Project X" campaign. I played the first scenario and started the second one (invasion of Poland).
The first battle (Fall Grun) was very enjoyable... Big map, long battle (many turns), just the way I like it!
I finished with a Decisive Victory with some turns to spare... I was playing the middle (or third) difficult level (leutenant?), and I recognize I am not a crack player... As it is supposed that Germany would have won this battle more or less easily, and bearing in mind that this is the first scenario of the campaign, it is correct for this scen to be not too hard... But in order to make it some more "nail bitting" maybe you can consider to add some more artillery to the Czech defenses. Just a suggestion.
May be in the non-standard equipment version of this campaign, it would be good to add some artillery-type forts (with ranged fire = 2 and capable of providing fire support to neighbouring units - Just a suggestion).
The final word is that I enjoyed this first battle very much. I had to think very carefully sometimes about the way of cracking those defensive unitss around the border fortifications.
I started the secon scenario and noticed two small typos in the initial briefing: Soviet union is in one part written as one word ("Sovietunion") and later in the same text, it is spelled as "Sovjet" (this is german for Soviet?). May be you will want to take note to correct them in the next release of this campaign.
I am playing through turn 4 or 5 and this battle promises to be a tough one. Fortrunately there are 35 turns to play...
Keep the excellent work!! And thanks for sending me the files!!



That fleet is kept rather stationary after i added more british ships. I didn't really want to focus here on a sea battle although lots of german ships join the player's core. It should make the advance along the coastlines easier.guille1434 wrote:Nikivdd: Played Unternehmen Weserubung... Very nice scenario! Very Hard to achieve a DV, but a MV is possible with moderate effort... The AI defends itself very well, except its naval units. The submarines, attack only in case German units stumble upon them, but they dont seem to patrol looking for targets... The surface Allied Fleet remains still until enemt units (naval) are in range, they seemed to move only to bombard my paras far north of the map... But this is not, I think, a fault from modders, just the A.I.
Very well thought the way the player is urged to take one of the objective hexes!
Very good battle!
Thanks Bebrobebro wrote:Those screens look like a lot of work went into this project. All those big maps![]()
Keep up the great work guys