The Great War: Western Front™

The Great War: Western Front™

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Arcade Mode
   
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5.438 MB
9 月 14 日 上午 6:38
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Arcade Mode

描述
ARCADE MODE MOD
--- Balance not included ---

Description:
An attempt to change various settings in order to see what can be done, what crashes the game, and what doesn't work.
Note: After a strong attempt at understanding the XML files, no further attempts are expected.

CHANGES
- The combined multinational air powers of the allies and axis now afford more than 1 - 2 aircraft per sortie.
- Infantry now run like their lives depend on it and they are suppression resistant.
- Infantry are less accurate.
- Infantry find hand to hand combat in a trench to be scary.
- Machine guns are less accurate and do less damage and their explosive rounds are less explosive; but they scare people a bit. They are also more plentiful in supply.
- Tanks with cannons do more damage; but have machine guns that do less damage and are less accurate; but scare people.
- Tanks with only machine guns are less accurate; but scare people.
- Observation balloons are cheaper and 10 times tougher.
- Anti-air spurs are cheaper.
- Mortar spurs are cheaper; but less accurate.
- Snipers fire 5 times less often; but with great range. They do less damage.
- Austrialians are no longer better at taking cover in trenches from artillery fire than other nationalities.
- Infantry are better at hiding behind trees.
- Trenches now provide cover against rifle fire. The better the trench, the better the cover.
- Infantry can now use their rifles to shoot at enemy infantry in a trench.
- Reduced the impenetrable shielding on the company bunker down to 90%.
- Smoke affect on range is reduced 4 times.
- Smoke no longer has nano energy shield generators that reduce damage.
- All territories are 1 star rating, except 4, which are 2 star rating.

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TECHNICAL README
- Aircraft abilities: - Sortie 5 times the number of aircraft.
- Infantry: - Movement speed increased 3 times from 165 to 495.
- Suppression effect randomisation from 0.1/1.0 to 5.0/10.0
- Accuracy reduced above 50% range.
- Trench Morale Damage Per Second increased from 0 to 0.5.
- Changed rifle targeting filter to not exclude infantry in trenches.
- MachineGun (Spur): - Damage reduced from 4 to 1.
- Morale damage from 0 to 0.25.
- Price reduced 4 times to 15 (Concrete), 10 (Ordinary)
(Noting the developers incorrect values in their comments "<!-- Match <InitialPrice> in
<StructureConstructionComponent> -->".
- Accuracy reduced above 50% range.
- Tank machine gun: - Damage reduced from 4 to 2.
- Morale damage from 0 to 0.1.
- Accuracy reduced above 50% range.
- Tank cannon: - Damage increased 4 times.
- Observation balloon: - Price reduced from 250 to 50 (Initial Price) and 150 to 50 (Tactical Price)
(Noting the developers incorrect values in their comments)
- Increased health from 1000 to 10000, from 3000 to 30000 and associated winch truck values by 5 times.
- Ammo spur and Anti-air spur: Price reduced from 18 to 6 and 25 to 5.
(Noting the developers incorrect values in their comments)
- Mortar spur: Volley spread random offset increased from 90 to 180. Price reduced from 50 to 15.
- Sniper ability: - 0.5/1.0 to 2.5/5.0, Effect radius from 10000 to 40000 and alt radius from 4000 to 16000.
- Damaged reduce from 15 to 6 (6 is the full health of an elite soldier, meaning trenched soldiers are not killed by the fire).
- Trenches: - Australian_Company_Basic_Trench_Damage_Reduction_Effect from 0.50 to 0.40
- Added damage modification for rifle fire. Comms: 20%, Basic trench: 40%, Improved: 50%, Advanced: 60%.
- Company bunker: - Damage reduction from 1.0 to 0.9.
- Forests: Give twice as much cover against machine gun, rifle fire and raider grenades.
- Smoke: - Range reduction from -1000 to -250.
- Damage reduction from 0.8 to 1.0 (As a damage multiplier).
- Canadian versions of the above also, accordingly, changed.
1 条留言
Hrom_Shrom 10 月 10 日 下午 1:09 
I don't know if it's because of the modification or not, but now the second option of firing artillery (gas and firing shaft) does not show the direction of impact) I also find it strange to increase the number of reconnaissance aircraft to 5, but the evasion of fighters and so on looks much more epic, if you do not take into account the fact that all these hundreds of fighters are circling over our trenches after completing the attack... (after all, we often choose not just a squadron of fighters, but 2 or 4 squadrons to have a numerical advantage. which makes it seem like there are TOO many planes.