First I have some stuff IRL going on, but I am also working hard on my next game
Anyway, the object of this new update is the possibility to build airfields on the spot, or factories to boost your economy.
Both come at a cost and a certain amount of time to be ready in order to keep the game balanced. But still, it is now possible to make those!
Why not roads? Because I couldn't find any simply way to choose the orientation of those when placing them on the map.
The way I made this work is to create 4 new units (Factory, Refinery, Airfield and trenches). And upon placing those on the map (using engineers, just like when you make bunkers or place mines) the unit will not even spawn but the tile will change instantly to whatever it should be (Factory or airfield).
I have set the amount of turns to make a factory OR an airfield to be a total amount of days, not turns (internally). So, to make a factory, you will need 90 days, and to make an airfield 4 days. 180 days for a refinery.
Number of turns will depend based on the scenario's pace. This will keep things realistic, and balanced!
Playing at 1 day a turn will mean 90 turns to produce a factory.
Playing at 7 days a turn will mean 13 turns to produce a factory.
Making an airfield or a factory will immobilise some of your manpower that you will get back once the unit is placed on the map (and destroyed).
AI hasn't been programmed to build any of those.
Additions:
- Possibility to build airfields on the spot as well as trenches, factories or even refineries to boost your country's income.
- New category in the store / research (buildings). I moved all buildings to this category for organisations sake.
- Button to remove units only in victory points in the map editor (Useful if you don't want to touch the OOB but still want to re do all garrison or simply remove it).
- Button to place garrison in VPs only in the map editor. Once again, very useful if you want in just 2 clicks to replace all units in the VPs by garrisons.
- HQ points are now shown in the store if you are playing with the policy option turned ON.
- AT infantry 43 for italy.
- 3 new achievements for building: an airfield, a factory and a refinery.
- New category in the store: Buildings. I moved all the buildings there (Bunkers, coastal batteries, mines and the new buildable tiles).
- Charts for end of scenario stats review. Added a new button at the bottom of the screen that says "Visualise data", this opens a new window, from there you can choose either bar or graph charts, and their given data. Bars will give you a visual representation of the stats of the end of game numbers, while the graph will give you an evolution over time of the different stats of each player.
Changes:
- Internally created a "Shared" folder for all common graphics for units such as: Bunkers, all coastal batteries, mines (both types), supply depots, RADARs, newly added factory and airfield. Since they all look the same, it didn't make sense to have 257 sprites when you could have 1 of each). So yes, I deleted 257 images which should make some free space for your computers :) No difference in gameplay, or for mods, just more free space for you :)
- Changed the way units are counted in the unit editor, duplicates are not counted anymore. It is now based on unique units only. New total of units: 1213 unique units.
- Stalingrad as the soviets scenario overhaul.
Fixes:
- AI would go for reinforcement tiles (cannot be captured).
- Op. Husky could not be finished as the Axis.
- Units could capture VPs from other countries if they were not in the same faction but also not at war with them.
- You couldn't buy units from neutral countries if yourself weren't neutral.
- Bunkers, coastal batteries, radars and supply depots didn't cost any manpower.
- Categories icons in research menu didn't lit up properly on mouse hover.
- Sometimes for some reasons units with auto supplies ON would not be resupplied.
- Game freeze when upgrading a veteran unit that was level 4 or more to another veteran unit.
Changed files in this update