![]() reduced anti air physical damage of the 20mm auto cannon (not the flak-version) and. adjusted scenario divs (2ndWave & Back to hell DLC) adjusted rangetables for longer gunfights adjusted difficulty and ai: hard and very hard have been buffed for longer intensive battles (higher availability), ai will use more taskforces and coordinate them better (specially in mid phase b and c ) supply units have +100% more capacity, more units per card (light advantage for allies), infantry can be reinforced heavy tanks/bombers and buildings have more hp (buildings give infantry more cover bonus) wrecks stay forever and dead bodies for 20 min (vanilla 10 sec) glow for units in buildings or behind cover is deactivated phase B starts after 15 min and phase C after 30 min (not for scenarios) 20mm has 900m, infantry weapon range overhaul 88mm`s have now a range of 1400m (KingTiger/JagdPanther/PaK 43 = 1600m, reduced precision & ap), some support howitzer too. divisioncard changes: Axis have more experienced troops, allies have more quantity even in airsupport (you dont need to save your vanilla decks, i didnt delete or add cards) AP bonus for every 300m (vanilla was 100m) Reallife stats for !artillery! firerange (ranges above 10 km have an infinity sign, but their values work correct ingame and dont have infinite range) + reworked offmap-arty (mostly available in phase B & C, fewer in numbers, but stronger impact, more shots per salvo & deployable in a 1,5 km radius from the observer)) ![]() Same as my redux extreme mod but allies get higher income in phase B+C (+25%/+50%) Same as my redux mod but with double availbility for all units Same as my redux mod but allies get higher income in phase B+C (+25%/+50%) Same as my original mod but all decks get 50 deck activation points & 50 deck slots Same as original but with vanilla decks (cards) Same as the reworked original mod but with double availbility for all units ![]() ![]() It`s a gameplay mod with some minor realism tweaks and not a 100% accurate realism mod
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