Can you make a version with just these changes?
It’d be really nice because we want these + the vanilla gameplay because learning two gameplays takes too much time
This should not be an issue but it will take some time.
All slot items DO NOT drop
All tanks DO NOT abandon or have main gun destroyed
All static weapons can NOT be decrewed
When there health reaches 0 they will die
much time
This stuff here will take no time.
All factions can build MG Bunkers for 200 manpower 20 fuel
Some conflicts are here. Currently in my mod, Ostheer's Pioneers out right build mg bunkers. I am assuming you do not want Grenadiers with this capability, unless it is doctrinal Field Defenses. Additionally, who would make the interaction with forward reinforcement bunker and healing bunkers.
With USF, I have currently the mg nests built are the base MGs rather than fighting positions. Do you want fighting positions or Sandbag MGs? Additionally for riflemen field defense, do you want upgraded/un-upgraded fighting positions or Sandbag MGs.
For OKW, I have currently the Sturmpioneers build concrete bunkers which have more health but take longer to build. Perfect for a modded faction with one unit. Do you want concrete bunkers or Ostheer bunkers? I am assuming the Volks bunkers are Ostheer MG bunkers still?
For UKF, do you want Royal Engineers to build the MG bunker? Should the MG bunker have the advance emplacement upgrade?
All factions can research medics in T0 for 200 manpower 25 fuel
Some conflicts are here. How do you want to handle USF ambulance in relation to base medics?
For OKW, do you want the Medic upgrade to affect the Battlegroup HQ as well?
For UKF, do you want the Medic upgrade to affect the Forward Assembly?
All factions start with prefab bases
This is a tall order. If you still want this it will take 1-3 weeks to implement. It is not as easy as to copy and paste. I have made a lot of adjustments and will take a lot of testing. As well my current layout is tailored my mod.
While Soviets is straight forward, Ostheer is not. One reason of my mod is how bad the Ostheer teching structure is. While maybe in most games you can skip one structure, you will probably build t1, t2, t3. This makes the battle phase system to have extra steps when each step. Prime example is battle phase 3. If the cost of T4 and battlephase 3 was combined, it would be no difference. Additionally, I am assuming you do not want the Ostheer Weapon Racks.
For OKW, how would you have the interactions work with the prefab bases work with the SWS halftracks? All to build as many as you want? Still limit to one? The ability to build units on the field from the mechanized HQ would be pointless. I could sync up a deployment of a halftrack to the base building at home. Such as lay down the Mechanized HQ from the SWS. Once it starts building, the corresponding building at home would also build.