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I sent the team a message on the discord. I am sure they would love the help
 
Thanks guys. I should have something uploaded to share by this weekend, and I could definitely use some help myself, as I was unhappy (again...) with something else. The Cretan Free State is nice and all, historically true, but gameplay wise it exists solely to either get annexed by Greece, Turkey or lost to partisans. The same effect can be achieved if Germany owns it directly. It has 0 manpower and 1 IC, it will basically never amount to anything.

So, I've kind of 'migrated' it to the Crimea to stand in for the Crimean Regional Government. At some point I'll get around to changing the ministers, leaders, etc. But I really suck at graphics, so unless someone would be willing to do the flag, graphics, etc it'll just stay as Crete but in Crimea.

Long story short, this was the German backed puppet government that crushed the Crimean Tatar state, until it itself was crushed by the Soviets. Some pics below. This was also a concentration of German settlers (the main one outside of the Volga) which is why German was one of the official languages and an ethnic German was the agricultural minister. It was a military dictatorship form of government headed by a Tatar former Russian general who later went to Azerbaijan when the German occupation forces left and this state collapsed. The Ukrainian state from the mod had some arguments with them, they wanted to either merge or form a federation but couldn't agree on the terms so instead in September 1918 they recognized them as independent and it was all moot as the Soviets came in. It had the usual colorful cast of characters who scattered when it collapsed. Escaped Russian aristocrats who later joined the Whites then fled to Paris, exiled Russian Kadets (one who founded the Tavrida University there ) the beforementioned Germans, Tatars, and a Lithuanian Tatar as Minister of Justice who fled to interwar Poland and became a Senator there.

Aside from turning into a kind of United Baltic Duchy-lite, it also weakens Ukraine a bit and is a nice source for tension and future conflict, as I felt Ukraine was too powerful/the eastern front depends too much on Russia starting something.

420px-%D0%9D%D0%B5%D0%BC%D0%B5%D1%86%D0%BA%D0%B8%D0%B5_%D0%BE%D1%84%D0%B8%D1%86%D0%B5%D1%80%D1%8B_%D1%83_%D0%BA%D0%B0%D0%B7%D0%B8%D0%BD%D0%BE._%D0%A1%D0%B8%D0%BC%D1%84%D0%B5%D1%80%D0%BE%D0%BF%D0%BE%D0%BB%D1%8C%2C_1918._%D0%9D%D1%8B%D0%BD%D0%B5_%D1%83%D0%BB._%D0%96%D0%B5%D0%BB%D1%8F%D0%B1%D0%BE%D0%B2%D0%B0%2C_18.jpg

German officers in front of the officers club in Simferopol 1918

420px-%D0%9F%D0%B0%D1%80%D0%B0%D0%B4_%D0%BD%D1%96%D0%BC%D0%B5%D1%86%D1%8C%D0%BA%D0%BE%D1%97_%D0%B0%D1%80%D0%BC%D1%96%D1%97_%D0%B2_%D0%9A%D1%80%D0%B8%D0%BC%D1%83%2C_1918.jpg

Parade down the main street in 1918 by the German occupation
 
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So I'm (almost) happy with the map now. I decided for the first upload I won't mess with events yet, just OOB and territory updates (Cretan State, you survived again! For now...)

I'm on the fence about German Vietnam being owned by Germany vs putting it with AOG though. As I was comparing daily manpower gains for various countries, I couldn't help but notice Germany is a leader in this regard. Hence what you see in AI vs AI games of the German AI grinding the Commune down via attrition until they collapse. Only when I dug into it did I notice this prodigious manpower boost is a large part thanks to their holdings in Asia, specifically Vietnam with it's eyewatering 6 & 7 MP each provinces. The German player should have to run convoys back to Germany with Asian resources, but our many Vietnamese, Chinese and Malaysian brothers shouldn't instantly teleport to Lorraine, immediately clad as a well trained 1931-level German infantryman with arty support, only to charge and be mowed down by the French until more teleport behind them.

Anyways, meet our new friends, Venice and Crimea. It turns out the Kaiserreich modders were very prescient and included both already in the files, waiting for the day when they'd get their place in the sun.

1.jpg
2.jpg
3.jpg

Looking at the mod, I think of Machiavelli's saying: When someone is struggling in the water, either help them up or drown them. The worst thing is to try and do both, so when presented with these situations (Germans wanted a post-war friendly Greece, but we already took Corfu, Crete and the Aegean islands from them...) I see them going all the way instead.

Don-Kuban Union has temporarily gained the provs which will eventually go into the Volga German state around Saratov.

As previously mentioned Nationalist France got Corsica, and the Germans take 'not gonna make a tag for Sardinia because this engine isn't built for small island countries with no IC/MP - Cretan State'.

The Germans historically wanted Vlore to choke off Austrian access to the Med (with allies like these...) but that would force Albania to run convoys, so that Greek province with I stands in instead.

I'm not happy that Hungary got so much of Romania and Serbia (they did want Belgrade, the mines near the border in Bor province, the Iron Gates on the Danube and the best agricultural land in Wallachia) but you work with the map you have. Ditto for 'Austria didn't want to gain anything from Italy but I have to give them those 2 provinces from Venice to avoid losing terrain bonuses'.
 
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So I'm (almost) happy with the map now. I decided for the first upload I won't mess with events yet, just OOB and territory updates (Cretan State, you survived again! For now...)

I'm on the fence about German Vietnam being owned by Germany vs putting it with AOG though. As I was comparing daily manpower gains for various countries, I couldn't help but notice Germany is a leader in this regard. Hence what you see in AI vs AI games of the German AI grinding the Commune down via attrition until they collapse. Only when I dug into it did I notice this prodigious manpower boost is a large part thanks to their holdings in Asia, specifically Vietnam with it's eyewatering 6 & 7 MP each provinces. The German player should have to run convoys back to Germany with Asian resources, but our many Vietnamese, Chinese and Malaysian brothers shouldn't instantly teleport to Lorraine, immediately clad as a well trained 1931-level German infantryman with arty support, only to charge and be mowed down by the French until more teleport behind them.

Anyways, meet our new friends, Venice and Crimea. It turns out the Kaiserreich modders were very prescient and included both already in the files, waiting for the day when they'd get their place in the sun.


Looking at the mod, I think of Machiavelli's saying: When someone is struggling in the water, either help them up or drown them. The worst thing is to try and do both, so when presented with these situations (Germans wanted a post-war friendly Greece, but we already took Corfu, Crete and the Aegean islands from them...) I see them going all the way instead.

Don-Kuban Union has temporarily gained the provs which will eventually go into the Volga German state around Saratov.

As previously mentioned Nationalist France got Corsica, and the Germans take 'not gonna make a tag for Sardinia because this engine isn't built for small island countries with no IC/MP - Cretan State'.

The Germans historically wanted Vlore to choke off Austrian access to the Med (with allies like these...) but that would force Albania to run convoys, so that Greek province with I stands in instead.

I'm not happy that Hungary got so much of Romania and Serbia (they did want Belgrade, the mines near the border in Bor province, the Iron Gates on the Danube and the best agricultural land in Wallachia) but you work with the map you have. Ditto for 'Austria didn't want to gain anything from Italy but I have to give them those 2 provinces from Venice to avoid losing terrain bonuses'.

Great work so far!
Please add a Third American Civil War. :D
The MacArthur playthrough is great. I reunited the US only to be an .hole and rip off the constitution. Nothing happened, but than MA died, Eisenhower becomes his successor and a lot of seperate nations popped out. Some nations were awesome, bucause they were new tags that I did not see in my former Kaiserreich playthroughs, but nations like the PSA was exactly the same as before. It wouldn't be that big of a deal, but they had the same HoS and HoG, which is weird.
So US fragmanted and everyone was happy. But why? :D
A Third Civil War could be waged and the winner gets all.

Some other events would really spice things up:

- Germans are victorious against France and create the Kingdom of France, but than they loose against the Soviets. If Berlin is taken, than the French puppets should immediatly throw off the German yoke. The Kingdom of France could than either unite peacefully with the French State, wage a war against it, or it is neutral. If the latter, they could try to reclaim Normandy, Brittany etc. if they exist.
- This event could be used if the Germans take the UK Home Islands, but than use to a Russian faction.
- If Prussia rebels against the Soviets, it can alaign themeselves with the Entente. (Desperate for an ally.) Currently this rebellion is weird. They can annex 1-2 nearby German red puppets, but they get crushed by the soviets pretty fast. There are so many such events, with no endgoal or chance.
- Please add some naval tech to the Mongol Empire if they annex Chinese land. It is abysmal, that they create a continent spanning empire, but they do not know how to build even the simplest of ships and do not get blueprints for it. (Same thing for Tien Empire.)

If you are interested I could write some problems, that would really make Kaiserreich in DH better. Even if not endgame stuff, just small improvements like the mongol one.
 
Great work so far!
Please add a Third American Civil War. :D
The MacArthur playthrough is great. I reunited the US only to be an .hole and rip off the constitution. Nothing happened, but than MA died, Eisenhower becomes his successor and a lot of seperate nations popped out. Some nations were awesome, bucause they were new tags that I did not see in my former Kaiserreich playthroughs, but nations like the PSA was exactly the same as before. It wouldn't be that big of a deal, but they had the same HoS and HoG, which is weird.
So US fragmanted and everyone was happy. But why? :D
A Third Civil War could be waged and the winner gets all.

Some other events would really spice things up:

- Germans are victorious against France and create the Kingdom of France, but than they loose against the Soviets. If Berlin is taken, than the French puppets should immediatly throw off the German yoke. The Kingdom of France could than either unite peacefully with the French State, wage a war against it, or it is neutral. If the latter, they could try to reclaim Normandy, Brittany etc. if they exist.
- This event could be used if the Germans take the UK Home Islands, but than use to a Russian faction.
- If Prussia rebels against the Soviets, it can alaign themeselves with the Entente. (Desperate for an ally.) Currently this rebellion is weird. They can annex 1-2 nearby German red puppets, but they get crushed by the soviets pretty fast. There are so many such events, with no endgoal or chance.
- Please add some naval tech to the Mongol Empire if they annex Chinese land. It is abysmal, that they create a continent spanning empire, but they do not know how to build even the simplest of ships and do not get blueprints for it. (Same thing for Tien Empire.)

If you are interested I could write some problems, that would really make Kaiserreich in DH better. Even if not endgame stuff, just small improvements like the mongol one.
I appreciate the post! Aside from not being on the mod team (I'm just a one hit wonder! Gonna do my little changes, upload them and go back playing offline, whether the mod team or anyone else uses all of it, part or none, is up to them), I also sadly have very little interest in America, not even in Western Europe really!

Besides tweaking the civil war events in general (including the US one) to let a human player assume military control of the faction they're supporting without getting involved with their own country. Tired of supporting the Union State and watching them lose every single time!

That said, the mod team it turns out is super active on their Discord that was linked a little earlier, and they even have a DH dev hanging around in there! I had a great chat with them recently. Your Asian naval change is both easy and convenient to pack in with my changes for the upload though. If you write me a list here of what techs, I can pop that in.
 
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hm3njclzqsd01.jpg

Uploading the first file here. It works with the Nov 30th KR update from github and it's got a text for install instructions. I never got any Asian naval changes so that part isn't included but there'll be more chances hopefully...unpack in your Kaiserreich mod folder, which you've installed somewhere in Darkest Hour/Mods and overwrite those files with these.

Anyone can use it for anything, I'll post a writeup in the main forum of how things got here and event paths for this world. Any feedback is welcome, especially with Italy redone and Mitteleuropa really in the German camp, the big France v Germany fight should go differently.
 

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hm3njclzqsd01.jpg

Uploading the first file here. It works with the Nov 30th KR update from github and it's got a text for install instructions. I never got any Asian naval changes so that part isn't included but there'll be more chances hopefully...unpack in your Kaiserreich mod folder, which you've installed somewhere in Darkest Hour/Mods and overwrite those files with these.

Anyone can use it for anything, I'll post a writeup in the main forum of how things got here and event paths for this world. Any feedback is welcome, especially with Italy redone and Mitteleuropa really in the German camp, the big France v Germany fight should go differently.

Sorry about the naval changes. I checked it out, but honestly, they practically do not have any naval tech, so hard to tell which should be given to them. Probably blueprint for everything till the '20s and only really research 30's tech.
 
Sorry about the naval changes. I checked it out, but honestly, they practically do not have any naval tech, so hard to tell which should be given to them. Probably blueprint for everything till the '20s and only really research 30's tech.
No worries, like I said there'll be more updates. I also added a thread in the main forum that gives a write up of the historical timeline, my timeline and some key concepts for this tweak (like why there are 40 German divisions locked and spread all throughout E Europe, or why there's Austrian garrisons again in the regional government areas).
 
I've had a chance to run some test games now and will definitely be making some more changes. The Italian front stalemates, which is fine, and as much as I worried about the impact of the locked German divisions and the puppet troops, I need not have.

Commune of France takes Flanders super quickly, then runs out of manpower and seemingly always gets ground down, no matter how successful they are.

I even tried a custom betrayal event where A-H + puppets did a separate peace and pulled all their divisions back home suddenly, leaving a massive gap on the German front lines in France and the overseas colonial empire. But no matter whether they reach the Rhine, the Atlantic coast or Saxony, eventually France runs out of manpower and as soon as that happens, an inevitable counterattack starts which ends with the Commune destroyed.

From reading the thread, I gather the problem in the old days was Germany would always lose when Commune of France + Russia ganged up on it, but if you're not playing Germany or Commune of France and Russia stays out, have you ever actually seen the Commune win?

It's also a problem in the Spanish Civil War, where the factions seem to slug it out until they lose all their manpower and start grinding their divisions to nothing. And also why the American Union State (the one with the weakest manpower situation) seems to lose very single time.

It's a great WW1 simulator, but this leads me to think some modding of the misc file is in order to make org losses higher, to make these contests end before literally everyone dies
 
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I decided the war/big picture can wait. Anyone can (and eventually should...) make those big mod changes, but who will look out for the little guys in Austria-Hungary? So, we're back to the original purpose of these edits. The reworking of Austria+region.

In the meantime (he's banned so I can't exactly ask for permission) thanks to Ericafaq from Thunder in the Sky mod, I have a temporary placeholder for the Volgaland flag, and thanks to Crimea I have placeholder leader/minister pics. Until someone volunteers to turn those flags/pics into real ones over in my other thread.

Should be a pretty interesting region for anyone with an interest in German-Russians to build on. It's ruled (they got the 2nd and 3rd most votes at the founding congress in 1917, the actual winner was already dead by 1936, also a landowner...) by a combination of a Catholic German priest and a big German landowner who married into the pre-war Russian aristocracy, this region had one of the highest literacy rates of the early Soviet Union, is notable for having more priests and teachers at it's founding congress than any other profession and adapted relatively well to Soviet rule (meaning it has a bunch of commie ministers and a red flag available too).

Anyways, meet our new friend (3 inf, 1 int + 1 tac), Volgaland, which is now properly separated from Don-Kuban Union:

1.jpg

And what's this? Ah yes, the new regent for King Otto (they really did want Eugen to be regent in 1918 after Karl left, he turned them down). Austria will now have a more interesting challenge ahead before thinking of any reforms as Otto struggles to break free of his pro-German relative...as an additional spoiler, I know why Rommel and Schoerner aren't available leaders for Germany, but that changes now, as they become available leaders/maybe tech teams for Austria (as part of a German military mission). Interestingly, both fought on opposite sides of the same mountain in Italy in 1917, both won the Pour le Merite and both were introduced afterwards to Archduke Eugen who was in charge. Did you know King Alfonso over in Spain was Eugen's actual nephew? Yes, there'll be some interesting additions to the Spanish Civil War too...

2.jpg
 
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Here's 1.1. It'll be the last one for a while, as now I'm going to be neck deep in Austria and region events and won't come up for air until they're all done. I'm also trying to see if making event pics myself is as easy as it seems.

-The German alliance is now renamed to Reichspakt instead of Mitteleuropa. It always bugged me that Mitteleuropa (literally German for: Central Europe) was the name, as it looks so awkward to see events saying Ireland or South Africa joined Central Europe. Geography matters!

-Some minor German OOB renames based on either historical unit names (they were quite involved in China around 1900...) or geographical names (Kreta is the German for Crete).

-Bulgaria gets a big OOB boost (vanilla DH 1914 scenario OOB is copied over), as I have plans for them.

-I upgraded a Bavarian infantry division to a mountain one, as they were in the joint German/A-H Alpenkorps in WW1 and it felt strange that they would be the only ones not to get a mountain division.

-I moved roughly 40 German divisions to Eastern Europe to enforce their dominance there and locked them. Added decisions/AI events to unlock them in case of war. Even if the AI doesn't unlock them, it doesn't seem to affect the war with France much, as they produce a lot of new divisions before 1938/1939 anyways and maintain a massive manpower advantage.

-I moved roughly 15 Austrian divisions throughout the German colonial empire and locked them.

-Big OOB changes in Eastern Europe. In general there's a hierarchy of reliability now that affects quantity and quality of starting units, especially air: United Baltic Duchy, Crimea, Volgaland are most reliable, then Finland, then Lithuania, then Belarus, then Don Kuban Union. Poland, Ukraine and Romania are very unreliable...as a consequence especially Ukraine got nerfed quite a bit (Baltic Duchy gets their motorized div).

-Included the 3 new countries (Crimea, Venice and Volgaland). I don't plan to flesh them out much beyond what's there at least until I finish the Austria+region rework and I know the team has some Italy rework plans.

-Changed the AI for Socialist Italy so it becomes a more useful ally to France. Before it would purely protect it's own territory even if there was no fighting there, now it will pitch in on the front against Germany too.

-Rommel and Schoerner are added to Austria and some ministers moved around (will need them for later..), consequently becoming the best 2 generals in their roster...

-Mongolia, Yunnan and Shantung (or however you spell that third faction!) now have the same naval tech as the Qing, so no longer are they going to remain naval-less!

-Events are modified for American, Russian and Spanish civil wars where a human player can choose to assume military control of the faction they're supporting without actually getting into the war themselves. Instead of hitting a button and hoping for the best, now you can lead your minions to victory! Military control automatically ends when the war is over even if your minions win. This included fixing Italian Federation involvement in Spain and cleaning up the files a bit in general (can support either Kingdom of Spain or Carlists, but supporting Carlists caused no increase in relations, ungrateful!)

@Khor Hopefully this is what you meant by naval tech.
 

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Hey Victor, maybe you can figure out why certain puppets do not build troops. Afghanistan, Persia and Mongolia for example.
 
Hey Victor, maybe you can figure out why certain puppets do not build troops. Afghanistan, Persia and Mongolia for example.
I took a quick look at the AI files and some test games I had running (not that any were focused on specifically these countries...).

Looks like Mongolia is a special case. It's just in a relatively low manpower region and programmed to be extra aggressive in most games because of the Mad Baron. Even expanding along their usual event chain towards Tibet, and with me giving them Irkutsk from Russia for 1 extra manpower, they still make a little less manpower than Hungary, and this is supposed to be close to their peak as an Empire.

So they should build when they have manpower, they just don't ever have much manpower. Incidentally this almost always guarantees they lose any war they get into with Qing or Russia, as even if they're successful, the higher manpower countries just bleed them out until their divisions melt away, exactly like Commune of France vs Germany.

Tibet, Persia and Afghanistan have manpower but quickly looking, looks like Tibet doesn't have enough IC. Keep in mind these guys have to reinforce, spend on consumer goods, supplies, etc and the most basic unit costs 3.6 (militia) to 4 (infantry) IC. Tibet basically can't afford to build anything at all at it's current level.

Afghanistan should have enough barely enough IC but it has no resources. It's already tiny IC consumes more resources than their core territory produces, so the AI puts the limited IC completely into producing money and supplies to trade on the world market, which it uses to buy the resources to run the tiny industry.

They're stuck in a poor cycle. Making them a puppet would help their resource problem (if I recall correctly, puppets who are resource poor get topped up by their master) but they probably still wouldn't build much, as the IC penalty from being a puppet would mean they only get as much IC leftover as Tibet.

This is what I meant earlier in the thread about Crete. Some countries just aren't viable with the mechanics of the game unless they get really buffed in terms of manpower/IC/resources.
 
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I took a quick look at the AI files and some test games I had running (not that any were focused on specifically these countries...).

Looks like Mongolia is a special case. It's just in a relatively low manpower region and programmed to be extra aggressive in most games because of the Mad Baron. Even expanding along their usual event chain towards Tibet, and with me giving them Irkutsk from Russia for 1 extra manpower, they still make a little less manpower than Hungary, and this is supposed to be close to their peak as an Empire.

So they should build when they have manpower, they just don't ever have much manpower. Incidentally this almost always guarantees they lose any war they get into with Qing or Russia, as even if they're successful, the higher manpower countries just bleed them out until their divisions melt away, exactly like Commune of France vs Germany.

Tibet, Persia and Afghanistan have manpower but quickly looking, looks like Tibet doesn't have enough IC. Keep in mind these guys have to reinforce, spend on consumer goods, supplies, etc and the most basic unit costs 3.6 (militia) to 4 (infantry) IC. Tibet basically can't afford to build anything at all at it's current level.

Afghanistan should have enough barely enough IC but it has no resources. It's already tiny IC consumes more resources than their core territory produces, so the AI puts the limited IC completely into producing money and supplies to trade on the world market, which it uses to buy the resources to run the tiny industry.

They're stuck in a poor cycle. Making them a puppet would help their resource problem (if I recall correctly, puppets who are resource poor get topped up by their master) but they probably still wouldn't build much, as the IC penalty from being a puppet would mean they only get as much IC leftover as Tibet.

This is what I meant earlier in the thread about Crete. Some countries just aren't viable with the mechanics of the game unless they get really buffed in terms of manpower/IC/resources.

Hi Victor, I have got a feedback.

I really appreciate your work.

Maybe I have got it wrong, when loading it reports me some event files are missing, such as "MittelEuropa/Ukraine.txt" which I guess it is an event file.
You find the printscreen attached:

1735732331920.png


Second, for Italy:

- units are misplaced. Notabily, the Italian Federation Navy is still placed in Genova and the Synditalian troops are still placed on the central italian border
- Belluno and Udine should be directly integrated in Venice state, as it was historically in 1815.
- Should partition Italian federation between the Papal State (Latium) and two sicilies (which are already present). This last one is a suggestion! :D

Thank you for your support!
 
Hi Victor, I have got a feedback.

I really appreciate your work.

Maybe I have got it wrong, when loading it reports me some event files are missing, such as "MittelEuropa/Ukraine.txt" which I guess it is an event file.
You find the printscreen attached:

View attachment 1238128

Second, for Italy:

- units are misplaced. Notabily, the Italian Federation Navy is still placed in Genova and the Synditalian troops are still placed on the central italian border
- Belluno and Udine should be directly integrated in Venice state, as it was historically in 1815.
- Should partition Italian federation between the Papal State (Latium) and two sicilies (which are already present). This last one is a suggestion! :D

Thank you for your support!
1. Good catch! The mod had 2 event files for Ukraine, but only used 1. I merged them in my copy to free up event IDs for my A-H rework, but forgot to include the renamed file in the uploaded version.

2. Yes, the units misplacing is on purpose (also done for a few other countries). It looks weird when you load up the game, but as soon as you unpause, the AI will automatically redeploy everyone to where the AI wants them to go anyways. So the navy will soon steam south, the land troops will strat redeploy and it saves me a lot of time on not having to move them myself, as no matter where I put them, the AI will move them anyways.

3. This is on purpose, I know it's not historical, but in test games the Austrian AI struggled with the historical border, this way makes it easier for them.

4. Could be done! I didn't want to touch Italy too much as the team has plans for them though.

I'll put up another quick fix version. This one also has an idea based on what son of liberty mentioned about the small states. I realize maybe I'm unfair on Crete and future potential small states like Papal State. People put work into creating them, so maybe just removing them because the engine isn't built for it is unfair.

Instead I'll have an event where every 'not WAD' country gets a totally ahistorical boost in manpower/IC/resources out of thin air to let them make at least a few infantry divisions. This should help Crete, Afghanistan, etc and future tiny states like Papal States at least not be totally useless during the game.
 
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In the end it took not so long to move all the divisions around after all! Here's 1.2, incorporating some event fixes, the new flags from Khor for Volgaland but not the new minor boost event (that'll take longer).
 

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when do the team think a new version will be ready? should i hold of starting a new game? this mod is really one of the best :D
Jmo, jmo. Play now. The new version is not likely to be available really soon. Jmo, ymmv
 
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