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:)
I had time last weekend, I used that time to get shit done. But it's still not ready.
I enthusiastically said that most things are modular, truth is: that's bullshit.
Every tech depends on one tech already existing in a tree and there needs to be a reference to a child tech from the parent, not the child saying "That's my daddy!"
text here was cut because 1000 char limit
I need MAXIMUM compatibility.
I'm gonna update this mod, but currently I'm stuck with stupid techtreeview aligning my shit and refactoring all names, linking them to their translation aswell as symbols, icons and etc.
I love programming, not array editing.
Paradox, please make it more modular. Compatibility and modulability for god's sake.
Now I actually have somthing working thats not connected: a standalone plus extras of Total Krieger 2030's tech tree. It currently has extra Gear Krieg and armored soldiers (not the one here, but a different one). Im looking into chemical warfare by request, and potentially something like the Ratte category here. Add to that working on a an entirely new thing: AIRSHIPS! (what, zeps are cool). im planning on using Old World Blues as a reference material there.
To be honest, i wouldnt have the foggiest idea how to do what im doing now if not for the days i spent trying to update this. Glad to see it coming back to life!
PS PDX has a tech update coming in the future. Armored Cars. Be forewarned that the tech tree is gonna get rearranged again.
This -IS- for RT56.
Its just defunct. Ive been working on an update with limited success. Aside the siege artillery, everything ive test/implemented has worked.
But i dont intend on releasing any version until post Man the Guns.
after doing some basic merging to get simple things like the ratte, infantry tank, seige arty and infantry armor in, my playtest had similar results to when i try just loading this mod as is: the techs are there (though in this case incredibly heavy TD/SPAA were ready to use despite being not researched) but some of the rt56 stuff (such as the new special forces branch in the infantry tree) were not there.
cant seem to figure out how to get the tech UI to properly update.
Did you even read the description?
First line: "(DISCONTINUED)"
We would very much like it, if it was possible to use this amazing mod in our major mod, with apprpoiate Credit given to yourself and a direct link from our workshop to yours. Please let me know if this interests you, or, if you have no interest. Thank you for your time. You can see about us here: https://steamcommunity.com/sharedfiles/filedetails/?id=1326740798
The armored and assault engineers
I'm going to try and get the base version working first, but i'll look at it. No promises. And what unit? No promises, but I can still try (i mean, if i can pull off the crazyness, i'm going to try and integrate Gear Kreig. cause I -love- those realistic mechs)
If you haven't already, you might want to take a look at the most recent version of DiDay, since I think that tried to simplify some things (and also took out some of my favorite units *grumble grumble*).
Appreciate the pointers. That simplified my task a good bit, since I wasnt entirely sure what I was doing XD
But yeah. DiDay's will probably give me hold up, as will the stuff related to focuses.
And all that isnt even considering my IRL stuff. But my goal is to have this out not too long after Man the Guns is released and I get hands on it and updated R56. At least before they announce the next DLC after! XD
If nothing else, if you are just -dying- to have some of the stuff here, the mod does work... sorta. It overrides the infantry, armor, and naval trees of R56 (those are what i noticed changed in my test run just now). Curiously, artillery seemed untouched.
saddening, but understandable. Heck, i havent been using R56 for a while as it is, moving to millenuim dawn (and waiting for its tech add-on to be updated). This probably was one of my favorites, and am Sad to hear it might be at its end. Perhaps someone else would be willing to take it up later, but I can't blame you for it.
BTW EuIV + Extended timeline mod. Christ not even my Stellaris games take so long. One round took well over a month! (Granted, i intentionally dragged it out to fully use the timeline, but still.)