Agion's Experimental Alteration Pack
Posts: 766 | Subs: 2
This is an experimental mod pack I made. It is designed to change a lot of underused features in the game to make them more usable. I also added in some features to adjust balancing. Note this is my first mod and it is not perfect.
http://steamcommunity.com/sharedfiles/filedetails/?id=758590102
All
Starting units are now standard infantry squads.
Heavy tanks and some others
All now at 0 cp
ISU 152 and IS 2 now must be built in T4
Tiger and Elephant now must be built at T0 while requiring Battle phase 3 and requires T3 or T4
Pershing, Bulldozer, Priest, Calliope now must be built in the Major building
M10 Must be built in T0 while requiring Lieutenant or Captain
SturmTiger, Jagtiger, and Command Panther must be built in T0 but require T3
Churchill Crocodile and ARVE must have Hammer or Anvil to be called in.
Howitzers and Pak 43s
Cost 400 mp 40 Fuel
0CP but require teching
All can not be abandoned
UI Aiming recitals appear for all turretless vehicles.
All Teching has been reworked. There is no more bypassing tiers of teching
Soviets
HQ
-Conscript Combat Package
Molotoves, and AT grenades are now bundled. Now concscripts can get 2 AVS 36 for additional fire.
T3
KV 1 and 8 Doctrine now is "Soviet Industry"
Adds in an alternate T4 which is able to build KV 1,2,8
KV 2 Doctrine now can call in an Zis-6 (Opel Blitz Clone)
-Partisans SMG
These squad do not really last long enough in the late game to have a lasting impact. These changes help enable them to scale beter into the late game.
Vet 1 now rapidly capture and decapture points
Cost increase to 260 from 210
Received Accuracy increase from 1 to .9
Can now be upgraded to STG 44s for 100 mun
Osteer
Teching rework
Due to the large amount of fuel costs tech requires or Osteer, I reworked it so it matched the timing of the other factions, and added in options for mid game vehicles.
Battle Phase 2 now requires T1 or T2
T3 now costs 15 fuel
Panzer 4 short barrel added
300Mp and 100 Fuel
Equal to the Command tank in combat
Panzer 4 standard and Stug G required Battle Phase 3
T4 now costs 20 fuel
T0
-Grenadiers are now available
-MG 42 moved to T1
T2
New Doctrinal building: Mechanized Bay (T2 alternate)
Replaces all 250 half-track call ins and Opel Blitz.
Able to build the following:
Urban Assault Panzer Grenadier (not op version) 400mp
6 man panzer Grenadier squad with mp 40 sub-machine guns.
2 armor
1.2 Target size
Equipped and vet with explosives meant for CQB and Urban environments.
250 half-track 100 mp, 10 fuel
250 Mortar half-track 200 mp, 20 fuel
Opel Blitz 200 mp
Puma 280 mp, 80 fuel
-Puma now available at T2
Puma now has the vet Ability of Aimed Shot
Puma Dispatch is now Hull Down
Jeager Light Infantry is now Combat Packages
Now includes Ambush camouflage
-Grenadier
Swapped G43 and MG42 in doctrine abilities
-Stormtroopers
May now request G43 non doctrine
Jaeger Light infanrty Doctrines (Combat Packages) now provides 2 FG 42s (lmg 42 place holder)
Removed Panzerschreck and replaced it with penal's scatchel charge
Vet 1 now rapidly capture and decapture points
-Assualt Grenadier
Vet 1 now provides smoke grenades and Stormtroopers Assualt Ambush
-Osttruppen Reserves Now Equals Osttruppen.
-Ambush Camouflage now call Stormtrooper training (passive) 2cp
Stormtroopers can be built at t0 building
-Regial AT Mines now Explosive Packages
Halftracks can now also deploy AT rifles for 25 munitions and Goliaths for 100 Munitions
-Infantry First Aid Kits
now cost 0 Mun
USF
-Officers
No longer comes free with the building. Now extras have to build like OKW.
-Mortar
Now requires Captain unlock or Lieutenant unlock.
-Rifle Flares now provides an upgrade
Squad leaders 100 mun
increases squad size by one and adds two Thompson SMGs
requires 2 weapon slots
-Greyhound
Cannon now matches Stuarts cannon.
-M3 halftrack assualt group now a Greyhound call in
-IR pathfinders
Now a soviet Sniper Clone for 400 mp
still has arty call in's
-Paradrop Combat group
now drops a WC 51 heavy truck, paratroopers, and a paratrooper vechical crew. (heavy truck has the canvas heavy truck place holder)
now 3 cp, 500 MP and 40 Fuel
-Paradrop MG
now paradrop MG and AT gun for 150 mun
-Paradrop AT
now paradrop Pak Howizer for 100 mun
-Mechanized 155mm is now Easy Eight Passive
-WC51
cost changed from 240Mp and 20 Fuel to 280 MP and 10 Fuel
changed starting fuel of USF from 15 to 5 to made the first timing the same.
-Riflemen Flares and Preist (BUG)
The doctrine icon has disappeared
Riflemen still have the ability
OKW
-Heavy Fortifications
Flak emplacements has improved fighting capabilities
no longer can be de-crewed (has a ghost crew now, spooky)
Now can call in Special trucks to deploy into Flak HQs with no call ins.
The trucks cost upfront at 300 MP and 60 Fuel. Canceling construction does not refund resources.
Base Flaks no longer have AA capabilities
Resource Salvaging is removed, and Sturmpioneers can now build cashes.
British
-Vickers HMG
Now requires T1.
Guards Division
New non-doctrinal elite infantry
350 MP
Available in T3
5 Man squad armed with carbines
Field Recovery is now 2 cp
now costs 250 MP from 450 MP
Only calls in 1 engineer unit.
Valentine is now 4 cp
Sexton now 7 cp
NOTE BUGS
multiple doctrines have icons missing, but they still work.
Balance Changes
Weapon racks:
Can only pick up one Bren
All Bren damage is now equal to the Tommy Bren
Commandos moving and fire Bren accuracy decreased from .5 to .25
M1919
Can only pick up one
Light Vehicles
222: Cost increase from 210 MP and 15 Fuel to 240 MP and 20 Fuel
Removed the Autocannon, now it is reverted to an upgrade once again for 30 mun
MG 42 accuracy changed from .25/.425/.6 to .5/.6/.7
Panzer 2: Cost increase from 65 Fuel to 70 Fuel
AEC: cost increase 60 Fuel to 70 Fuel
T70: cost increase 200 MP to 280 MP
Moving accuracy from .5 to .25
Damage 40 to 30
Stuart: Cost increase from 240 MP to 320 MP
Shell Shock, stun to injured driver
Cromwell: Cost increase from 110 Fuel to 130 Fuel
Panthers: Moving accuracy from .5 and .65 to .75
Tiger Ace: No longer reduce Manpower income, still reduces fuel income.
Conscript PTRS and now equal to Guard's PTRS
All German and the M4C MG Mounts damage changed from 4 to 8 to increase anti infantry.
Flame Hetzer no longer needs to reload.
Centaur now has Panzer 4 mobility
BULLETINS REWORK
Bolster squads has been removed.
Standard infantry has been reworked to prevent large power creeps
-riflemen, now 4 man with a target size of .91 and cost 240
-tommies, now have a target size of 1 but now costs 240
-conscripts now are a volks clone
Most bulletins now apply a 10% change instead of the original adjustment.
Engineers
Soviet's cooldown, USF cooldown/acc, Pioneer r acc, and sapper vet, now increases squad size and cost by one
Infantry recruit + other related skills
10% acc but +10% cost
Infantry officer
20% reload
Infantry Veteran
now increases squad size and cost by one
Shock troop, Stormtroopers, and Assault grenadier Acc.
now increase movement speed by 10%
Posts: 875 | Subs: 6
-Boster Squad
increases squad size of Assualt Grenadiers, Grenadiers, Panzer Grenadiers, Pioneers, Osttruppen, and Stormtroopers by 1"
Good lordy 5 man Panzer Grenadier squads is going to be OP. Panzer Grens don't need a 5th man.
Posts: 4785 | Subs: 3
Posts: 766 | Subs: 2
"T2
-Boster Squad
increases squad size of Assualt Grenadiers, Grenadiers, Panzer Grenadiers, Pioneers, Osttruppen, and Stormtroopers by 1"
Good lordy 5 man Panzer Grenadier squads is going to be OP. Panzer Grens don't need a 5th man.
Perhaps that was a bit too far, has been updated.
Posts: 766 | Subs: 2
Posts: 766 | Subs: 2
Posts: 766 | Subs: 2
Posts: 455
Posts: 1063
Agree on that one. Giving Grens a 5th guy might not be the baddest idea, but PGrens are fine with 4 men
Yeah better gives Pioneer 5th man, same with CE, vanilla factions repair slow as fuck compared to WFA and UKF.
Posts: 766 | Subs: 2
Posts: 766 | Subs: 2
I'll try it out. I like how you manage to use the officers of the USF to be useful in order to get the mortar.
I have been trying to slow down the use of fast/mass weapon teams and trying to move focus to infantry based play, hence the swapping out starting engineers with infantry.
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Posts: 766 | Subs: 2
UI Aiming recitals appear for all turretless vehicles to assist in aiming and prefacing.
Posts: 766 | Subs: 2
Posts: 766 | Subs: 2
Posts: 5
Posts: 766 | Subs: 2
Adjusted Osteer Teching to make it more stream line and more equal of timings with other factions.
Additional balance changes.
I really like this. Some great changes, especially for USF. Any chance the OKW could get some smoke options? Perhaps on leigs?
The leig was on my list to adjust, smoke maybe a good idea. With all the support weapon changes, all required teching of a sort, it is hard to tell what is needed and what is not needed.
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