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    East is Red -- Mod para Multplayer

    ODIN
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    East is Red -- Mod para Multplayer Empty East is Red -- Mod para Multplayer

    Mensagem por ODIN 05.09.08 9:55

    Esse mod foi idealizado pra Mp , mas nada impede de ser jogado em SP... mudanças de range parecem ser interessante...

    ----------------

    NOVA VERSÂO DO EIR LANÇADA


    How do install EIR II -- QPAR
    -- Full version for Armageddon 1.2

    1) Make a complete copy of your Hearts of Iron Doomsday – Armageddon
    1.1 file by clicking on the Doomsday main folder Icon and copying the
    folder. Paste this somewhere else on your computer.
    2) Download “the East is Red.rar” file from the link provided.
    3) Copy it into the new Doomsday folder: Make sure it is the copy.
    4) Right Click over the RAR file.
    5) Select: "Extract Here"
    6) Overwrite "ALL"
    7) Boot the game and in single player you will find new “the East is Red Scenarios.”
    6) If you have loaded it correctly you should see the image posted above as you load the game.

    Note: not all of the changes will work properly with the other scenarios available from the menu.




    Reworking the air combat system:

    The two main changes are a reduction of the range of Naval Bomber to
    make their role more realistic, and to make the surface naval fleets
    more important, and the removal of the fighter unit altogether because
    in reality what are called "fighters" in the original game, are merely
    "Interceptors" on long range missions. This can be seen in the air-tech
    tree, where the difference between an ME-109 fighter wing, and an ME
    109 Interceptor wing, is really the difference of a model, and the
    addition of a drop tank.

    No longer will England be able to easily win air superiority over Germany in 1941/42.

    Fighters: The fact is that one of the primary reasons that
    fighters are an absolute necessity in the game for both the Japanese
    and the US is because of the fact that they can be used to counter the
    long distance power of the overcharged Navs that exist in the game as
    it is now. Eliminating this distortion, eliminates much of the game
    play needs of having the unrealistic ranges of early single engine
    propeller aircraft. It is highly unrealistic that the air space over
    Germany is contested strongly by the Allies until at least 1943. So, we
    can have a steady increase in range for interceptor/fighters over the
    stretch of the war, if we do not have the long range Navs.

    Doctrine: The basic approach I have taken with naval warfare,
    is one which shortens the range of the Navs (whatever they are equipped
    with) and to reduce Naval Attack statistics overal for Strats and Tacs,
    which are then enhanced by researching Naval Doctrines. These Doctrines
    would be of little interest to the Germans and the Russians for obvious
    reasons, so they can dispense with them, but for the naval powers,
    researching the basic plane types, and then the doctrines will slowly
    enhance their anti-naval hitting power over time.

    Aircraft: Research the equpiment, and then the complimentary doctrine to apply the technology.
    A player can also build shorter range Navs if they like, which only get
    to their 1938 range of effective operations starting in 1943. I make
    apoint of saying "effective" operational range, because I think we have
    to recognize that patroling is a fundamental aspect of this kind of
    warfare, quite unlike attacking land targets, where you just fly to
    where you want to go, and then drop your load. So, its reasonable to
    shorten the "effective" range of Nav's because they have to do a fair
    amount of hunting, but close to shore they should pack a good punch.

    East is Red -- Mod para Multplayer Tech4aa2East is Red -- Mod para Multplayer Interceptorsminibk5

    These Doctrines will increase the power of long range Strats and Tacs,
    so that they can take over more of the burden of long distance deep
    water scouting, while the more limited Navs will have more punch, they
    will have less range.

    East is Red -- Mod para Multplayer Coastalpatrolxk7.th East is Red -- Mod para Multplayer Extendedrangenc0.th East is Red -- Mod para Multplayer Airialinterdictionwe5.th

    Torpedo Bomber Concept for early short range land based air Naval war:
    East is Red -- Mod para Multplayer Shortrangetorpedofm8.th East is Red -- Mod para Multplayer Mediumrangevb2.th

    East is Red -- Mod para Multplayer Navalrangessmallmu6

    Perhaps the first example I showed was not the best, but it was
    intended to show that Japan can have effective control of the hornets
    nest of Islands defined by the Guam, Truk Kwalejin triangle, but not
    dominate the deep Pacific sea zones.

    East is Red -- Mod para Multplayer Comparativenavalrangesrx1
    This example, at Kwalejin, actually shows that Navs operating out of
    the Japanese Marshall Islands, can not do effective operations all the
    way out to Midway and PH, even in 1943, where in vanilla they can stirke all the way to PH in 1941.
    Adjusted this way Japan must capture Wake, to make them effective on
    the approaches to PH. So Island hoping to increase ranges of air
    operations is a must, not merely optional.

    East is Red -- Mod para Multplayer Navalrangessaigonxz5
    Here, for example, the 1940 model Nav has effective range up to the
    Spratley Sea, but not to the coast of the Phillipines. That would not
    come for air operating from Saigon until the 1943 model is researched
    and in operation, with pre-teching that would mean late 1942 at the
    earliest.


    Última edição por ODIN em 18.11.08 8:40, editado 4 vez(es)
    Stephano
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    East is Red -- Mod para Multplayer Empty Re: East is Red -- Mod para Multplayer

    Mensagem por Stephano 05.09.08 13:01

    Realmente interessante, as imágens, pois meu ingês é da jamaica, nâo entendi nada aushuasuhssauh
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    East is Red -- Mod para Multplayer Empty Re: East is Red -- Mod para Multplayer

    Mensagem por ODIN 08.09.08 12:08

    Estou interessado em uma partida neste mod, talvez no domingo a tarde, quem estiver a fim me procure aqui ou no msn.
    ODIN
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    East is Red -- Mod para Multplayer Empty Re: East is Red -- Mod para Multplayer

    Mensagem por ODIN 15.09.08 10:07

    Muito bom mod
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    East is Red -- Mod para Multplayer Empty Re: East is Red -- Mod para Multplayer

    Mensagem por ODIN 18.11.08 8:38

    Edit: nova versão lançada do EIR... ver primeiro post.

    Obs.: MP correndo atualmente devem continuar com a versão antiga.

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