Page 7 of 13

Posted: Sat Sep 05, 2015 1:22 pm
by steelwarrior77
Awesome mod features - sounds great - looking forward for more releases ;-D

Posted: Mon Sep 07, 2015 2:37 pm
by Altaris
Download link updated in the first thread.

Posted: Mon Sep 07, 2015 7:53 pm
by ShadowofGod
ohboyohboyohboy !

Posted: Tue Sep 08, 2015 2:19 am
by ShadowofGod
Ahem...how do you select warplans? My "warplans" display comes up empty on the first turn and the second. Which is odd, nothing can be done on the 4th July 1914 turn.

Posted: Mon Sep 14, 2015 4:07 pm
by CFF
u need make the army /corps chain command like civil war 2 and add one star general to the game, then it will be perfect!

Posted: Mon Sep 14, 2015 4:15 pm
by Candinho
CFF wrote:u need make the army /corps chain command like civil war 2 and add one star general to the game, then it will be perfect!


im not using CFF anymore, my browser was crazy and logged with this account by mistake .sorry.

Posted: Thu Sep 17, 2015 1:54 am
by ShadowofGod
I notice all the cavalry are those dull Belgian guys. How to get each nationality's icon back? I want my gay Austrian hussars back!

Posted: Fri Sep 18, 2015 8:27 am
by steelwarrior77
Could you also double the XP gain - in Vanilla it does hardly do anything...

Posted: Sun Sep 20, 2015 7:35 pm
by Scipionminos
Hello everyone,

Just to say that the link in the 1st page is dead:"Sorry... The download isn't available anymore", did I miss something ?

I just tried to keep up with the update post from Altaris 1wk ago. By the wouldn't it be clearer to update the date and update number (2.12 - July 6th, 2015) ?

Love the mod anyway, it is because of this latter that I really started to play this game.

Best regards.

Posted: Wed Sep 23, 2015 8:18 am
by jzachar1
Hey everyone!

I've only played with the mod as Germany before, and I recently started a game as British. The first thing I noticed, is an inability to build supply trains. Has anyone else run across this? Does it happen with other nations as well? Thanks!

Posted: Thu Sep 24, 2015 4:25 pm
by canuckinfl
Scipionminos wrote:Hello everyone,

Just to say that the link in the 1st page is dead:"Sorry... The download isn't available anymore", did I miss something ?

I just tried to keep up with the update post from Altaris 1wk ago. By the wouldn't it be clearer to update the date and update number (2.12 - July 6th, 2015) ?

Love the mod anyway, it is because of this latter that I really started to play this game.

Best regards.


So I'm a bit behind the ball, never saw this mod until just this week-is there a new link or a way for me to get hold of the mod? The existing link is dead....

Thanks!!! Keen to see it

Posted: Wed Sep 30, 2015 10:18 am
by jzachar1
Hey Altaris! Hope you are doing well! We all know that you have been extremely bust lately and have been unable to work on the mod lately. I was curious however, if there was any type of incentive that any of us in the community could offer you to continue the mod. Would love to hear back. Thank you so much!

Posted: Wed Sep 30, 2015 12:25 pm
by chemkid
.

Posted: Thu Oct 01, 2015 8:57 pm
by Altaris
The link on main thread should work again now.

Sorry for the slow progress and lack of updates. I've had a rough few months. Moved at the end of July, and had a fairly serious hand injury about 2 weeks ago which has caused a temporary loss of use in my right thumb. I hope to get back to modding in the relatively near future though.

Posted: Fri Oct 02, 2015 8:35 am
by ashandresash
Thanks for fixing the link.

I'll be looking forward to your recover first, and keeping on with the mod then ;)

Posted: Sat Oct 03, 2015 3:20 am
by ShadowofGod
Mr. Altaris, there are some rough spots to be straightened out with the NATO symbols and avatars, but I am certainly intrigued. Certainly the sea war system needed simplification - in the 'vanilla' version it seemed you had a clash only if you wrote your opponent "Meet me off the White Cliffs of Dover on X Day." And I wish the battle reports could say, "Ship A sunk, Ships B, C, & D damaged."

Thank you for your efforts!!

Posted: Mon Oct 05, 2015 2:27 pm
by steelwarrior77
The downlaod link does not work for me - would really love to play the mod - thanks ;-D

All the best and get better soon ;-D

Posted: Sat Oct 10, 2015 11:53 pm
by sandman2575
steelwarrior77 wrote:The downlaod link does not work for me - would really love to play the mod - thanks ;-D

All the best and get better soon ;-D


+1 I also get the "This download is no longer available" message when I click on the OP link.

If anybody can post an alternative link, that would be hugely appreciated.

Posted: Sun Oct 11, 2015 1:00 am
by Altaris
Link should be live again.

Posted: Sun Oct 11, 2015 3:26 am
by steelwarrior77
Great downloading it - how did you mod the turn length - I´d love to do that for other AGEOD games as well ;-D
Does building the research facilities reduce the income - cause it reduces the size of cities?
And a few more requests - make it possible to bombard trenches, if heavy artillery and/or super heavy artillery is adjacent to them and make super heavy, heavy and medium artillery really costly - in cost of ammunition - especially for these bombardments.
Make the game las longer like at leat 1921 so really knockouts and not running out of time counts.
Would be cool, if we could build up more war supplies.
And if artillery is getting upgraded not only in case of elements getting destroyed ;-D

And would be great to have a version with the old factions as altenative scenario ;-D

Does the AI know how to use the new faetures? What I mean is, can I play against the AI?

Posted: Sun Oct 11, 2015 5:09 pm
by Altaris
Turns were done via scripting using ForceDateTo commands. Requires a bit of setup to make it work.

Factories do reduce income some.

Bombarding trench RGDs are possible though its tough to make it consume ammo from originating region. Im looking for a better solution for doing this.

Realistically I don't think WW1 could've gone to 1921. The Central Powers at best mightve lasted to 1919 before collapsing. I think the end date is reasonable and historical as is.

AI doesnt really know how to use most of the new features but you could always give it a try!

Posted: Sun Oct 11, 2015 5:19 pm
by steelwarrior77
Thanks man, just hard to always find reliable MP players - so a SP version would be great ;-D

Posted: Sun Oct 11, 2015 8:21 pm
by sandman2575
Altaris wrote:Link should be live again.


Many thanks -- can't wait to give this a try.

Posted: Sun Oct 11, 2015 10:37 pm
by Matto
OMG, where I was last months? This is a great mod ... downloaded, have been playing it and must say it is awesome, thanks author for his hard work!!!

Posted: Mon Oct 12, 2015 3:15 am
by ERISS
Altaris wrote:Realistically I don't think WW1 could've gone to 1921. The Central Powers at best mightve lasted to 1919 before collapsing. I think the end date is reasonable and historical as is.

What about if no Treaty of Brest-Litovsk is enforced, freeing the East army to the West front? With a succesfull offensive on Paris, instead of ukrainian bread, german could use the french.
( You may prefer to answer in Rus forum:
http://www.ageod-forum.com/showthread.php?22161-German-invasion )

Posted: Tue Oct 13, 2015 2:57 am
by Reiryc
Great mod!

Posted: Tue Oct 13, 2015 4:16 pm
by steelwarrior77
Some bugs and a few requests - when are the militia units supposed to spawn for Germany? Nothing spwaned untill May 1915 - so I have several victory point cities wihout garrsions - cause I do no want to waste a full infantry unit for that. I have a small red window - telling me where my mouse is - can that be gone?
And please reintroduce auto garrissons - that would be realistic and not make it so easy to conquer so quickly - at least some militia should always be present - would also solve the annoying micro of having to garrison each victory location manually as they otherwise count as contested...
Could you make GHQ span the whole map for the purpose of being able to create armies everywhere - the support due to abilities should still be limited though - great mod alltogether - enjoying a lot!
It would be great to be able to disband a battered division/unit without NM penalty - cause they many times cost the same CP as new ones but hardly give combat power, due to most elements being killed of....

Posted: Thu Oct 15, 2015 2:57 pm
by Altaris
I'm working with AGEOD on Wars of Napoleon testing right now, so I probably won't work on this any until after WON is released. WON has some nice new features I look forward to incorporating into this mod as well, a big one is it fixes not being able to draw replacements at ally's depots.

I plan to have a new version of this mod available at some point early 2016. Your list of items are good recommendations and I will look at incorporating them as much as possible.

Posted: Thu Oct 15, 2015 6:43 pm
by BigDuke66
Looking forward to it!

Posted: Fri Oct 16, 2015 8:39 am
by ashandresash
Altaris wrote:I'm working with AGEOD on Wars of Napoleon testing right now, so I probably won't work on this any until after WON is released. WON has some nice new features I look forward to incorporating into this mod as well, a big one is it fixes not being able to draw replacements at ally's depots.

I plan to have a new version of this mod available at some point early 2016. Your list of items are good recommendations and I will look at incorporating them as much as possible.


Great! I suppose TEAW will also receive a patch after WoN, updating the engine as Ageod usually does.