Re: Modern Conflicts 2.15 (RELEASED)
Posted: Tue Jul 01, 2025 3:41 am
Nop. I never used the escape hexes in any campaign/scenario. The closest thing is in the Persian Gulf '91 scenario (to evacuate the Iraqi air force into Iran), but in that case I am using my own scripts.Rimski_One wrote: ↑Sun Jun 29, 2025 10:57 am Hey just a question, will you add escape hexes in every scenario for the player? If they want to switch up something mid scenario and so. To make the player want to use more different units? If so, will you also change the look of the markers for escape hexes?
It seems my message before didn't send, there is an Armenian Special Forces unit in the Nagorno Karabakh scenario that has the name of a AA unit in it. I cannot find it right now, it must be spawned later in the game with a condition, and not from the start.
Best regards
I will check the name of that Armenian unit. Thanks for the catch

Yup, that's correct. The Anteys have no ground attack armament, they are anti-ships submarines (carriers killers some people say).Rimski_One wrote: ↑Mon Jun 30, 2025 12:05 pm The Project 949A Russian submarine has a 4 hex range with 0 SA HA and AA and 8 NA when in Ballistic mode
In the past, they did have ground attack values, but that was a mistake. I fixed a couple of updates ago.
That would break the balance of the game I think.
The possibility to buy ships is good for WW2 themed mods/scenarios; in that time the ships were built in insane numbers. Nowadays the fleets are far far smaller than those days (even the Cold War days).
In the mod, each ship and sub has real life names, they represent real individual ships; that's another reason why I think the "buy" option doesn't fit in Modern Conflicts.
But, of course, you are free to try to "unlock" them and see how it goes; it would be fun for sure

Best regards,
Akkula.