new version 0.84 for AoD 106A2
This version of the Mod is designed for patch 106A2
but it should run fine with 106A3 as well. The Third Reich Mod is NOT compatible with AoD 1.05.
Before you install the Mod, you must unzip the 106A2 patch
(or the 106A3 patch) over a clean copy of 1.05. You can get the AoD 106A2 patch at:
http://forum.paradoxplaza.com/forum/showthread.php?506909-106-Alpha
Note that even after you install 106A2, the version number will still say “1.05” and the checksum will remain unchanged at CNRO.
If you install 106A3 then the version number will properly read as 1.06 Alpha but I am not sure what the checksum will be.
You can download the Mod here:
http://www.filefront.com/17525627/TRM 084 for AoD 106A2.rar
http://rapidshare.com/files/431401895/TRM_084_for_AoD_106A2.rar
Checksum YOKF for 106A2
I am not sure what the checksum is for 106A3 but the Third Reich AoD Mod should run fine on that version, too.
Change control v0.81 ==> v0.84
• Made the Mod compatible with 106A2
(and hopefully with 106A3, too).
• Revised the stats of the “Guns and Butter” Chief of Army. This guy might come in handy if you are deep inside Russia and experiencing supply problems.
• Converted all starting Garrison divisions into Militia II divisions. This is a workaround for a 106A2 bug whereby the AI does not assign leaders to garrison divisions. This bug will be fixed in the A3 release, at which time I will change the units back to Garrisons again.
• Increased Axis combat penalty at normal difficulty level from -5 to -7 because your leaders will no longer lose a skill level when you manually promote them.
• Lowered ship build time by 20% and raised IC cost by 25%. There was no net change to the IC-days required to construct ships compared to v0.81. The ship build times are now approximately 60% longer than in vanilla, but the IC cost is roughly 40% less, resulting in a net impact to IC-days of zero.
• Tweaked the misc file. For example, reverted to vanilla values for the provincial damage inflicted by strategic bombing. This was necessary because the AI now properly targets the enemy’s national provinces.
• Slightly reduced how much Italy’s manpower, morale, and organization get nerfed.
• Most of the Vichy French navy will be scuttled when VIC is created.
• If ENG surrenders, the entire British military will be disbanded.
• If JAP surrenders, the entire JAP military will be disbanded.
• The unit deletion associated with the Italy surrender events and USSR surrender events will now work properly.
• Lowered transport visibility so they will not be so easy to spot.
• The AI airborne raid events can only occur once for any specific province.
• Made the research dates for about 16 technologies one year earlier than they had been before. This mainly impacts the Naval category because, for example, the 1945 models are now 1944 tech. With this change, you should have time to research and construct these ship models prior to December 1946 when the Mod ends.
• The improved assault gun is now a 1943 tech rather than a 1942 tech because historically the StuG IV design was proposed in February 1943.
• The Deep Logistics and Frontline Supply techs now provide +5 more bonuses than they did previously (raised effects from 10 to 15, or from 15 to 20).
• The arctic, jungle, and desert warfare land doctrine techs now provide some attrition bonuses.
• The HQ supply efficiency bonus for the 1941 Kamfgruppe Tech is now +2 instead of +1. A similar change was made for the Soviet land doctrine Large Formation 1941.
• The free merchant ship events for ITA, USA, ENG, and JAP will fire less frequently
• Deleted a few ships from the production queue in the USA events to build the USN. This was necessary because ships now cost more IC than they did previously.
• Added three new events to ensure that SOV annexes the Baltic States.
• Added a couple more “flavor” events.
• Raised the manpower cost of armored divisions by 1 or 2 compared to v0.81
• Edited the SOV AI files to devote more IC to reinforcements and upgrades. This was necessary because the infrastructure level in most Soviet provinces is only 20.
I changed the HQ supply efficiency values, the “Guns & Butter” minister bonuses, and attrition modifiers after a horrible Barbarossa campaign that I waged in v0.81. I chose the “Bring ‘em on!” option to make the game more difficult, and I was doing pretty well at first, capturing Leningrad, Murmansk, Archangelsk, and Moscow. But then I ran out of manpower and my units were too weak to advance any further. The situation stalemated for about a year and then the Soviets began driving me back. I disbanded a couple dozen infantry divisions that were below 30 percent strength, but that did not help my manpower situation much. My units on the front were not upgrading, men were dying from attrition, my units were regaining their organization very slowly, etc., probably because of the low 20 infrastructure level in Russian provinces. Oh, and I was out of rare materials, too. But then luckily I noticed that the 106A2 patch had been released, so that was a good excuse to quit my game before I embarrassed myself further.