The Great War: Western Front™

The Great War: Western Front™

OvertheTopMod
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更新于:2023 年 8 月 10 日 上午 9:44

更新于:2023 年 7 月 2 日 上午 8:59

V2.1:
- AI will now recognize support companies and will use them too, PLEASE TEST AND REPORT IN CASE IT DOESNT!
- New support companies for France and US (should be more agile then UK and GE, but pack less of a punch
- New sounds for BAR
- Amercian raiders now have shutguns, shorter range but more damage
- American raiders now use a new sound for shotguns
- Texts for all support companies including the difference between them

更新于:2023 年 6 月 28 日 上午 10:10

V2.0 - updated to new game version, updated file structure according to new moding guidelines, updated new units with portraites and icon, added AI to new units

更新于:2023 年 6 月 27 日 下午 2:56

V1.9: added SMGs to the grenadiers that are only slightly more powerful now than the raiders, which now have SMLEs and pistols (simulated), LMGs now have suppression when outside of the trench

更新于:2023 年 6 月 23 日 下午 5:34

V1.8.3: - machine guns add suppression, bug, everything is getting suppression

更新于:2023 年 6 月 23 日 下午 4:55

V1.8.2 - weapons company now working, CP only for now (WIP) , still missing AI reference

更新于:2023 年 6 月 23 日 下午 2:08

更新于:2023 年 6 月 23 日 下午 1:59

V1.8.1 experimental: New weapons company

更新于:2023 年 6 月 23 日 上午 5:40

V1.8.1
- added over the top custom event at campagin start to signal that the mod is on

Over the Top:

v1.8.0
New: Trench rework:
- Trenches are now more vulnerable to artillery and mortars, expect to loose more men in deffence
- Upgrading trenches makes sense now, and will cost less, the AI will upgrade too
- Regular artillery can now destroy trenches, although, it will only do very little damage to them
- Gas rework, types of Gas stay longer in compunding manner
- Flamethrower dailed back for now
- Raiders/Grenadiers addapted to new UX changes, range set to 1200, still better in offence, not so good in defence
- AI popcap set for 40
- Player Popcap set to 32

v1.5-7.0 addapting the mod and ironing bugs out
- addapting mod, deleting all that does not get ported to the new patch

v1.4.2:
- German research points fix

v1.4.1:
- Updated for TGW 1.1.2

v1.4:
- Tech tree changes:
- Wire cost reduction tech now also reduces cost of MGs (first tier) by 5 supply
- Added 3 more minutes to battle time in veteran and elite difficulty to see if this increases the challange (when AI is attacking, as when player attacks is already more challanging)
- AI will now try to send more troops when attacking - expect challenge! Elite is tested and the challenge is great! also on defense
- AI will now use a bit more artillery (about 2 more) - you will be challenged!
- AI now will use a bit more tanks when attacking (2 more)
- Further moral buff to grenadiers (unclear why they surrender so quickly due to moral loss)
- Grenadier unit size reduced to 100 to check if it solves the moral issue
- Flamethrower melee reduced by 1, but moral damage increased by 1
- Gas duration per gas type further increased
- Elite coprs will now have 2 less companies, but will hold one more grenadier and stormtruppers when you unlock them
- Bringing back play NW on the campaign to 700 for testing purpuses
- Post battle fatigue increased from -15 to -20 (I've done this to test if this will help the AI "get" you in protracted battle, this would also mean that for you, battles will become easier if you can keep pounding the AI, please tell me if this did something)
*** Custom event removed for now until I get string fixed, they will be replaced by more detailed events soon ***

v1.3:
- Insane and veteran difficulty changes:
- AI bonuses in damage against the player and max health reduced (vetran is now normal, insane still gives benefits, but not substancial)
- Insane difficulty economical benefits significantly increased, the AI will now have MORE (needs to be tested)
- Vetern difficulty now has also more economical benefits
- The largest historical battles will now give more research points to both sides, especially late war, consider this as lessons learned by both sides.
- Gas shells will now cost one point less, so you can achieve them sooner
- Recruitment events:
- This is a first POC - hardchoices events that can increase the amount of corps that you have (and the AI too)
- The idea is as follows, you get an event with 2 choices - conscript soldiers, or send the menpower to the factories, which will give you money and supply
- This event should fire up in 1915 around turn 5 (this will change in the future, and more such event will come!)
**NEEDS TESTING
***TEXT STRINGS MISSING! TBD

v1.2:

-Introducing Over_the_Top_Hardcore, I'm splitting the mod into two versions, one that give more popcap for the AI and more NW to the AI, and one that don't
- Most historical events around large battles now give each faction a research point (Major battles saw some learning happening, I think it makes sense to represent it)
- Gameplay events regarding destroying heavy tanks will now give one research points (they are not easy to achieve, so I think it makes sense)

v1.1:

- Flamethrower/Grenadiers MaxMoral raised from 200 to 220 (responding to too quick moral loss in battles for some reason)
- Gases will now stay for longer depending on the gas type
- Duration of Mastard gas increased to 80 from 60
- Duration of Phosgene gas increased to 70 from 60
- AI faction in every campaign has one more research point to start with
- AI Maxpopulationcap raised to 40 in all game aspects (This needs testing!!)
- Siege Artillery cost reduced from 200 to 150


v1.0:

- Raiders/Grenadiers Maxrange for when outside of trench changed from 900 to 1300
- Raider/Grenadier AoE damage when firing outside of the trench increased from 20 to 15
- Raider/Grenadier AoE when firing outside of trench increased from 60 to 80
- Raider/Grenadier firing timing when firing outside of trench increased from 3.5 to 4
- Raider/Grenadier AoE damage when firing from inside the trench reduced from 20 to 8
- Raider/Grenadier MaxRange when firing from inside trench increased from 900 to 950
- Raider/Grenadier AoE when firing inside of the trench reduced from 80 to 20
- Raider/Grenadier firing timing when firing inside of trench increased from 3 to 7
- Raiders/grenadiers GUIVirtualMaxUnitCount changed from 25 to 120 (to the best of my understanding, this value is purely cosmetic)
- Raiders/grenadiers CompanyComponent StartingUnitCounts changed from 25 to 45
- Flamethrowers TrenchDamagePerSecond changed from 11 to 13
- Flamethrowers MaxHealth changed from 12 to 13
- Flamethrowers attack range changed when firing from outside of trench from 600 to 900 and area AoE from 1000 to 1100 (changed player brain accordingly as in dev notes)
- Flamethrowers attack range changed when firing from inside of trench from 600 to 700 and area AoE from 1000 to 1100 (changed player brain accordingly as in dev notes)
- Flamethrowers TrenchDamagePerSecond changed from 8 to 12
- Flamethrower AmountPerApplicationFormula damage to infantry increased from 1 to 2 (think this made flamethrowers deadlier, am not sure)
- Flamethrower GUIVirtualMaxUnitCount changed from 25 to 30
- Changed all standard companies GUIVirtualMaxUnitCount from 225 to 250 (this is a test, I have yet to assert if this means anything)
- Air Burst Artillery CurrencyTactical (supply cost) changed from 70 to 35 (half original value)
- Gas Attack ability changed from 80 to 60
- Gas shell ShowAOEVisual and AoE increased from 1600 to 1800 and AreaEffectRadiusFormula increased from 350 to 400
- Smoke shell ShowAOEVisual and AoE increased from 1600 to 1800 and AreaEffectRadiusFormula increased from 400 to 450
- Airburst CooldownSeconds changed from 120 to 80
- slightly Increased all machine gun damage on all heavy tanks from 4 to 6 (I'm trying to see if this will support breakthrough, you can help with testing)
- slightly Increased all machine gun damage on all light tanks from 4 to 5 (I see the difference between light and havy tanks by the investment)
- Campaign starting research points for player and AI changed from 3 to 5
- Barbwire tactical price changed from 10 to 8
- Advanced firing trench Tacticalprice changed from 30 to 25
- Upgraded trench Tacticalprice changed from 20 to 15
- Event for deploying poison gas, and submarine warfare will now give each faction 1 research point
- Objective to destroy 3 tanks (both German and Allied) will now award an additional research point
- changed popcap from 30 to 32 (UI not very friendly when going well above)
- Campign starting points (1914) increased from 3 to 5

更新于:2023 年 6 月 23 日 上午 5:07