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How are they any different from other SPAAG platforms at that time though i.e. Möbelwagen/Ostwind/Wirbelwind series and ZSU-37?
(citation: https://en.wikipedia.org/wiki/M19_Multiple_Gun_Motor_Carriage)
Cheers, thanks for the update on the issue.
A bit unrelated, but if you want unlimited XP/PP/CP mod I would recommend this one (yes, they work with all mods out there - even TNO and Millennium Dawn).
https://steamproxy.net/sharedfiles/filedetails/?id=3002701666
https://steamproxy.net/sharedfiles/filedetails/?id=3213734133
https://steamproxy.net/sharedfiles/filedetails/?id=2784233289
https://modsbase.com/orpuyngxaq16/Downloads.zip.html
Thanks for the file, I'll take a closer look at them later considering there's some 35,000 log entries to comb through.
I assume these are your mod list?:
- KaiserreduX (+ CN translation patch)
- KR Tech Extension (+ CN translation patch)
- KX Naval Rework (CN version)
- KR Tech Extension-Naval Rework patch (+CN translation?)
If you got any extra mod pls list below so that I can find the issue quicker.
https://modsbase.com/82zq88y2ixsb/error.log.html
Pls make sure that you got Man the Guns (MTG), No Step Back (NSB), and By Blood Alone (BBA) DLCs as they're required for the ships, tanks, and airplane equipment designer system at the moment.
Non-DLC version of the extended tech trees are still being worked on, although MTG-free version are closest to a releasable status when compared to others as soon as I find a way ro replicate KR's ship picture styling.
PRAISE BE TO THE MESSIAH
- Air Assault units are now paradroppable.
- Fix the swapped Cruiser V and Cruiser VI icons.
- Fix missing icon for Belgian mechanised vehicles, also feldgrau-ized them to match the rest of the equipment set instead of an orange/brown color like their tanks.
- Some file optimisation, should hopefully load up a bit faster from reduced file size. (For more impactful optimization we might want to touch the texture files for 3D models, but I'm a bit of an amateur in that regard so I'm not going to touch them anytime soon)
Since this is 100% compatible with previous 1.1.2 savegames, I'm keeping the old release number for this mini-hotfix.
Sure, I'm not sure why that hasn't crossed my mind until now - but you expect to see that included for the next patch.
@鸡哥全能少年
I just launch up KX earlier to try this out with just KX, this mod, KxNR and the KR Tech Extension-Naval Reset compat and it works fine for me - if you got a list of mod you used I might be able to replicate your crash-to-desktop (CTD) incident. In any case, make sure that the KX submods you used are up-to-date with KX's latest patch and none of them are incompatible with each other.
I added a few KX SUBMODs
Is it caused by the Naval Reset the MOD?But I added KR Tech Extension-Kaiserreich Naval Rework Compatibility Patch
This mod assumes that certain files used by KR/KX mod exists, so no - this wouldn't work with vanilla seemlessly. There's also the issue of this submod's AI weighting being so tuned to KR's situation they may have neglected certain researches needed in their Rt56 situation i.e. Vanilla Germany neglecting Synthetic Rubber because they thought most of Africa and Indochina are under their control already like their KRTL counterparts.
The closest equivalent to a vanilla version of this mod right now would be Extended Tech Tree 1960 , although there's some different design philosophy here i.e. more in-depth naval and air equipment designer vs "vanilla-like but extended".
Don't worry man, you are doing great. I guess a temporary workaround could be to only enable the mod after a couple years to research some of the naval tech.
Non-BBA/MTG/NSB version of the tech trees are still being worked on, although they're coming together a bit slower than I hope since I'm working mostly alone at the moment.
Thanks for the check 🙏
Mod Appears to be save compatible
Fck..., I'll get them fixed for the next patch
- Fix wrong AI weighing for Rocket Artillery techs.
- Fix missing Thai Rocket MIO icons.
- Fix Submarine 4-6 not having access to Torpedo Controller Module.
- Some other misc. fixes for KX side of things.
This is likely NOT savegame-compatible; if you have an unfinished playthrough - grab the ParadoxMod copy of this mod [mods.paradoxplaza.com] to continue your existing game.
Thanks
@WannabeTexan
Still working on them, although I can probably assign a temporary one out for all American tag based on USA list first and roll out special variants for other contenders later in that case
PSA
CAL
COR
NEE
TEX
USA
WCC
BBR
are all the main kx 2acw tags. i really hope to see this updated soon as it does break some of the mentioned flavour.
I'll look at them over on Sunday alongside the aforementioned KX 2ACW flavour assignments as I'm quite overwhelmed by the moment (IRL workload on a very tight schedule with one senior coworker resigned recently making my whole department more or less a headless chicken right now).
I assume that you're coming from KX here, can I have a list of all 2ACW tags there? There's a chance I might have missed them or many of them sticking with old tag that has since been changed on KR side for example i.e. CAL->PSA.
A-MA-ZING!!!!
There you go https://steamproxy.net/sharedfiles/filedetails/?id=3233521282
Was simply asking if you'd consider including your air group add on to the mod or making the compatible with a mod that does. (A mod creator named Jax has one where light frames are 24 per deployment, medium and Heavy are 12, but transports and Naval planes are unchanged. I makes air groups more flexible in my opinion.)
I'll look in the codes but that's definitely a bug
@Super Shepherd
I didn't know this is possible before, any examples of this in vanilla or on Steam Workshop?
I'm wondering why Submarines 4-6 tier can't install torpedo FCS (besides cruiser subs), yet 1-3 can. I'd say it should be other way around
Any thoughts on including an Air Group modifier?
Thank you, I've actually played with that mod before and its good, but its not like this one imho, but hey. Its the closest to vanilla and thats all fine. Thank you for the response.