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Trog
02-09-2009, 06:24
Which features do you want the MOST added to DCG and how important are they to YOU.



Computer Paratroopers Enemy/Ally- No player control- Enemy paratroopers that would drop somewhere on the map in different amounts either in timed operations, or start with mission and fly to take and hold objectives quickly. Allied Paratroopers, The same, 50/50 chance on first start or later in mission.

Computer Paratroopers Enemy/Allied Paratroopers landing controlled by player- Computer paratroopers do own missions, Allied Paratroopers landing point controlled buy player, but no control after landing.

On screen Allied artillery strikes- Allied artillery present and able to conduct artillery barrages for player every so often during mission.

Off screen Artillery strikes No allied artillery present on map, but able to call in artillery barrages from off map.

Player controlled Paratroopers Just what it says Player's paratroopers able to be landed anywhere on the map the player chooses when they choose.

Player controlled Air dropped Light weapons- This would be light at guns, mortars, heavy mgs, and crews.

Player controlled Air dropped Supplies Able to land ammo, engineering supplies, fuel, anything and everything would be possible, what would you like to have dropped by air?

Player controlled supplies that arrive by truck If you would rather supplies be trucked in and off loaded by allied players.

Player option to set units as reinforcements You would like the option to have your units not start in the mission, but would rather them be available as reinforcements on the left side of the screen.

Don't change a thing I don't want any "improvements" I don't want perfection messed with NO CHANGE.

If you are not sure what the Paratroopers might look like-
http://www.youtube.com/watch?v=g2NCjwuzdwA

What I want most is not listed? Then put it in Suggestions This thread is for the above "improvements" only

Kohlrabi
02-09-2009, 10:37
I only get to pick 2? :(

Trog
02-09-2009, 11:33
I only get to pick 2? :(

NO you get to pick 9. LOL

Nanaki
02-09-2009, 14:19
All of the above except for Reinforcements. That one kinda is meaningless especially when you can already just spawn your units at some corner of the map and keep them in reserve that way until you need them.

If I had to pick two, Player Controlled Paratroopers and Player Controlled Air Dropped Light Weapons would be my picks. Giving the player the ability to create a Paratrooper division and drop behind enemy lines sounds like a pretty good idea.

BTW, Allied on-map artillary options already exist in the game, I had a DCG mission where my ally spawned a Howitzer that automatically fired on enemy troops.

Trog
02-09-2009, 15:16
All of the above except for Reinforcements. That one kinda is meaningless especially when you can already just spawn your units at some corner of the map and keep them in reserve that way until you need them.
This option is helpful when enemy has air power and has the ability to strike you first thing, it is also useful to prevent you units from spawning in a mine field.


If I had to pick two, Player Controlled Paratroopers and Player Controlled Air Dropped Light Weapons would be my picks. Giving the player the ability to create a Paratrooper division and drop behind enemy lines sounds like a pretty good idea. As long as you could buy enough paratroopers, since regular troops would not be able to jump, and enough transports were also available, then the ability to field all paratroopers would be possible. but on unit would have to act as a spotter for landing zones. so one paratrooper or one ground unit would have to start the mission.



BTW, Allied on-map artillary options already exist in the game, I had a DCG mission where my ally spawned a Howitzer that automatically fired on enemy troops. Yes allied artillery may exist, but this would allow the player to control where fired, having them on the map would allow the enemy the option to destroy it and prevent players from using the artillery strike ability.

jimopl
03-09-2009, 00:03
i think it should have the Player controlled Air dropped Supplies manly becasue i run out of stuff allot, and if there`s not enogh that i can capture, its kind of annoying

and also the Player controlled Paratroopers just becuase it seems cool 8)

Orrie
03-09-2009, 01:24
I just like them all!

Tho, I would say that having the Planes being AI controlled, but the "content" player controlled would be a good choice.
Also, having On-screen artillery wouldn't seem right for the offensive side, but for the defensive side.
But I think both player and computer, both for advance/defense, should gets off-map artillery.
Another thing would be to not have at least off-map artillery available immediately, but after around 5mins?

If the reinforcements option ain't too hard, I would say it would be cool that too.
As a chose able alternative, like if a 2nd army would approach the battlefield, from some fronts it would come immediately when the battle starts, but on other it would take X minutes for it to reach the frontline. (Hilly terrain, swamp or other slow making terrains)

I'm just brainstorming right now, might come up with other ideas later..

Good features nevertheless! :toast:

Trog
03-09-2009, 12:24
Another thing would be to not have at least off-map artillery available immediately, but after around 5mins?



The real difference between on screen and off screen, would be if it were on screen then it could be stopped by destroying the guns or capturing them. Since it would represent a barrage, there would be a count down, no time set yet and a much longer reload time, since the range limit would not be present, the time would represent getting target coordinates, coordinating each gun to fire on the target getting the ok for rounds to go and make sure no friendly fire would occur, and accessing the damage or conducting the attack.

The initial idea that comes to mind is a 1-3 round burst from 1-3 guns for 3-9 rounds to land anywhere on the map inside a 100m diameter with a 5-10 min recharge time. The biggest advantage of this would be no range limitations. Having the option to "buy barrages" would then set how many times the guns could fire in game.

Theriel
03-09-2009, 15:01
What I really really want is a way to replace my dead squad members for the exact ones I lost, instead of having to buy regular soldiers or having to wait till another squad is available, only to toss aside all my squad members and get a new squad. Nowadays I simply stopped using infantry mostly cuz of that and becouse tanks can be repaired (unrealisticly) fast, Macgyver style.

I also want that off-screen barrage thing :realbig: Maybe with that I can try Infantry + arty combo

Kohlrabi
03-09-2009, 15:40
What I really really want is a way to replace my dead squad members for the exact ones I lost, instead of having to buy regular soldiers or having to wait till another squad is available, only to toss aside all my squad members and get a new squad. Nowadays I simply stopped using infantry mostly cuz of that and becouse tanks can be repaired (unrealisticly) fast, Macgyver style.


Well, that's actually my part of the mod.
I've done my best to get away from the "clone wars" feeling in vanilla MoW, and I would fight to the last drop of blood (if I had to :D) in order to stop the implementation of a "refill squad" button.
Choice of replacements will be expanded further on, but if you lose elite troops or veterans, you won't be able to purchase a new one right away. This is very much intentional.

Theriel
03-09-2009, 17:54
"right away" is acceptable. But right now the word is "never". Could you turn it into "You ll be able to refill your elite/veteran squad after some time" ?

Kohlrabi
03-09-2009, 17:57
If post-battle reinforcements would be subject to rarity checks (like squads and vehicles are currently), then yes.
As it works now, no. Sorry to be so stubborn, but I really want rare troops to remain rare.
But... lets not get offtopic here :) (it's really a discussion for the infantry pack thread)

Birdy
03-09-2009, 20:06
I'd like to see a new style to which units are bought, maybe have it the size of a platoon.

the computer only gets a platoon too, but depending on how many units are going against one.

lets say there's an airborne unit, your choices would then be limited to airborne equipment, AT guns, MGs, Bazookas and Infantry.

and you'd only be able to fill it with the equivalent of a platoon. maybe 6 squads max, but cost would play a part too.

ALSO holding key objectives would tickle my pickle.

like in Close combat, you fight for the road, you get to move.

Trog
04-09-2009, 02:38
"right away" is acceptable. But right now the word is "never". Could you turn it into "You ll be able to refill your elite/veteran squad after some time" ?

Someone who is considered elite, does not become so by himself, a squad is like a brotherhood and they fight so well because of working as a team. Just taking a single soldier and putting him in a squad generally means he is sent out to catch bullets before any of the old timers do. So replacing one "elite" soldier is not really going to happen. But don't worry, something better is in the works. Right now lets focus on Which of the above features and WHY you want them. Because knowing why will let us know how to make them work best with your style of play.

The light weapons, are not tailored to be airborne units, it is off the shelf equipment that is small enough to be air dropped, but the crew manning the weapons will still be Paratroopers.

Orrie
04-09-2009, 10:22
Why not having squads to "evolve" into more experienced squad-type after X battles.
Get better gear and high experience among a type of weapon.

Kohlrabi
04-09-2009, 10:36
Why not having squads to "evolve" into more experienced squad-type after X battles.
Get better gear and high experience among a type of weapon.

Bad news: Very tough to implement.
Good news: It's being worked on :)
(the gear will stay with the soldier though)

Orrie
04-09-2009, 10:46
Bad news: Very tough to implement.
Good news: It's being worked on :)
(the gear will stay with the soldier though)

DCG keeps getting better and better for every word you guys write! :insane:

Kohlrabi
04-09-2009, 13:28
DCG keeps getting better and better for every word you guys write! :insane:

We're all words and no action :D

jimopl
04-09-2009, 14:01
o_O then does that mean its getting better, or not :P

Trog
04-09-2009, 14:29
o_O then does that mean its getting better, or not :P


Its getting better, just not fast enough for some people. Just remember the amount of work involved. Good things come to those who wait.

GrnHornet586
05-09-2009, 22:52
I think you guys are doing a great job :realbig: keep up the great work!!!!!!!!!!

Theriel
06-09-2009, 01:49
Or else...
:whip:

Just kidding :realbig:

Ulrek
01-10-2009, 17:06
i picked setting troops as back up and calling in supplie trucks as air drops sounds like a flying target if the AI happens to have alot of riflemen....

Trog
01-10-2009, 20:59
Thanks for the input, As always if you have other suggestions submit them to the suggestions thread.


The planes if you drop supplies behind your lines should not get shot down. (In theory) :realbig:

Snail
04-10-2009, 17:59
There was someone writing about replacing infantrymen, I would vote for it as well with exception they could be replaced by only men currently present in the pool, which would be realistic. If you get lucky you could have a veteran, but most of the time you will have to stick to less able guys.

Kohlrabi
04-10-2009, 20:24
In the next version, only recruits will be available, but on the other hand... they can improve into veterans through combat experience. :toast:

Trog
05-10-2009, 07:31
i picked setting troops as back up and calling in supplie trucks as air drops sounds like a flying target if the AI happens to have alot of riflemen....


Question-

How many people would have a problem with trucks that only "kick out supplies" rather than having someone unload and leave them in a pile?

The problem is the truck wants to run over the supplies if a man unloads them.

But if they are spawned on the spot then there is no problem.

Just wondering on peoples thoughts?


The air drops, no problems there.

bwc153
05-10-2009, 08:36
All of the above except for Reinforcements. That one kinda is meaningless especially when you can already just spawn your units at some corner of the map and keep them in reserve that way until you need them.This option is helpful when enemy has air power and has the ability to strike you first thing, it is also useful to prevent you units from spawning in a mine field.

I vividly remember the time I lost an M4a2 Sherman and two 1st division rifle squads to a stuka. (I modified the settings for DCG so i could have 8 squads from the default, and that was my reserve forces that got toasted :()


I voted for reserve/reinforcements, and player controlled allied paratroopers.

Trog
05-10-2009, 09:39
Right now I want them all. But Jason has to be the one to "add" them in..

I would like more people to vote so I could at least say Hey they really want this added.

Rather than it being just ME begging, pleading, crying, whining, grovelling what ever it takes. ..... :yes:

So

PLEASE VOTE..


I can script all these features and more. But need to know what people would really like to see FIRST.

Snail
05-10-2009, 13:45
Many look interesting, but as I suggested in the other thread - what about making mechanized or motorized infantry - you would get an APC or a truck for "free".

Mechanized - 8 men plus APC, price = APC plus 8 men, with rarity... Don´t know if possible. Very rare at the beginning of the war, later less.

Motorized - the same as above.

Say, I have 3 unit cap, so I get (when money allows) a tank, an infantry squad, an artillery support. (works well for me now). With the "slot" instead of "unit cap" (mentioned in suggestion thread) and above "unit" I could have a tank, an armored infantry squad, artillery support... Of course after I get some "money" and rarity allows this. :D

Just a thought... Excellent mod anyway... :yes:

Kohlrabi
05-10-2009, 16:27
@snail, rjotto77:

There is an actual (stickied) "suggestions" thread:
viewtopic.php?f=138&t=3555 (http://www.digitalmindsoft.eu/forums/viewtopic.php?f=138&t=3555)

This thread is about discussing/requesting the listed features in the poll.
No harm done though :whip: ;)

Miiikeee
14-01-2010, 01:35
I'd quite like the possibility of both Player and AI-Controlled paratroopers, as well as On-Map artillery Support (off map doesn't seem right for MoW)

Trog
14-01-2010, 04:10
The on map arty, I agree is more in line With DCG, but after consideration the Path I am liking would be for off map arty for the player, and on map arty for the Computer. But it is still possible that the computer would have access to off map arty as a sub mission. With the possible missions that you have to stop the observer, or you have to capture the location in the amount of time or the computer now has had time to set up and may begin shelling, One other possible arty use could be that it would be used in response to player arty fire, or the taking of an objective. or even that if the computer gets close to taking an objective then the computer could call in arty on the objective to soften it up.

Many many possible uses. You never know what may happen.

Theriel
14-01-2010, 10:00
I wish Trog would create us a button that replaces dead squad members after x battles. That would change completelly the way I use infantry :realbig:
they would stop being so bloody precious and would actually be... infantry

Oh and make that option expensive depending on the rarity of the squad and the kind of unit that needs to be replaced :grin:
(sorry if I suggested this somewhere else, its just the one thing I want the most in DCG)

Miiikeee
14-01-2010, 15:23
@ Theriel: This suggestion has popped up alot and Kohlrabi has stated that he will fight to the last drop of blood to avoid it... To be honest, I agree with him that Veterans who are killed should only be replaced with fresh recruits... You can already refill units by right clicking on the squad and clicking add > (insert squad member here).

It makes Vets actually feel like Vets

@Trog: I wouldn;t mind on-map artillery if it was still vulnerable in some way shape or form, like killable observers. The question remains though: Would killing the observer mean that another unit could pick up the 'gear' (I assume the radio?) to call in the arty, or would his death kill off the arty?

Ulrek
14-01-2010, 16:19
@ Theriel: This suggestion has popped up alot and Kohlrabi has stated that he will fight to the last drop of blood to avoid it... To be honest, I agree with him that Veterans who are killed should only be replaced with fresh recruits... You can already refill units by right clicking on the squad and clicking add > (insert squad member here).

*gets out the SVT-40 and joins Kohl*

as it is now i find inf to be useful and at least now with the germans they've got level ups so even a normal schutze could take on the nastiest of nasties on the battlefield after he gets to l4.

which is the main reason i hide my elite squad back while they level up, also to keep them alive as massed rifle fire or HE shells is deadly.

as for the off map arty... as long as i can buy a long ranged gun still at the end of the day to use myself i'll still be happy as can be...

Trog
14-01-2010, 21:48
I wish Trog would create us a button that replaces dead squad members after x battles. That would change completelly the way I use infantry :realbig:
they would stop being so bloody precious and would actually be... infantry

Oh and make that option expensive depending on the rarity of the squad and the kind of unit that needs to be replaced :grin:
(sorry if I suggested this somewhere else, its just the one thing I want the most in DCG)

I hope to clear up any confusion, I am not the programmer, so I can not add those type of features to DCG, I can write scripts that Men of War can use, from this Jason can take and add them to DCG so that DCG can generate missions for us to enjoy.

So while I may be very vocal in expressing my ideas, I only Contribute to DCG. I am afraid I have more ideas than the team has time to implement, it would take 10 full time programmers to working full time. So considering Jason has a full time job, a family, and still has time to spare some time to listen to my ideas is amazing to me. For this I can never thank him enough.

As for the replace dead squad members, In a real war setting, replacements would be drawn from raw recruits, the veterans would only be used to fill new units, or as a last resort to disband a destroyed unit and bring up the level in another, So for the game, the raw recruits is the best I would want, the ability to have them level up is the other, with the ability to level up, the only thing that could be added there may be more levels so that while not elite units if you have a replacement last the war he should be close. but that is only personal choice.





as for the off map arty... as long as i can buy a long ranged gun still at the end of the day to use myself i'll still be happy as can be...


Player first is our motto, so if we get arty support it would be for the player first then we would look at ways to allow the AI the use.

I do like the idea that was expressed above about an observer that could be taken out, with no radio for the enemy units to observe with then they would have a hard time doing so accurately.

perhaps that could be a sub mission, to take out the radio man so that the arty will stop or never start.

Miiikeee
14-01-2010, 22:27
If you like Trog I could test your paratrooper scripts?

See how the yaffect gameplay e.t.c

Zeke Wolff
14-01-2010, 23:48
As Trog wrote... these things hasnt been incorporated into DCG yet. Right now Jason is working on adding off-map artillery (works the same as air-strikes do) and until he has added the code for paradrops etc, there isnt much to test (regarding paratroopers).

~Zeke.

Trog
15-01-2010, 01:28
The Paradrops, It is felt that having only for one side is not much of a feature, Once we have access to a working C-47, then they could be added with all the extra features, The final mix has not been decided, as far as supplies, at guns, ect..

My personal choice is to have all of them. both for player and computer.

jimopl
15-01-2010, 01:40
facing a enemy paradrop would be fun!, expecially if you have a anti-air guns(wirlwind, M16, etc...)

Theriel
15-01-2010, 12:59
oh no ganging up against me, guys, or I ll use my German brick tank with two MG 34 on you :P

Anyway, Trog would it be possible to script a bigger air attack? Something more like an air raid or a good sized bombing? That would be awesome on defense games, both for player and AI. I can imagine how desperate it must be to face several bombs falling from the sky and not being able to run from it... and that would also force us to carry some protection against planes... maybe there could also be an option to call air support to deal with the enemy planes :realbig:

Trog
15-01-2010, 13:38
Good news and really bad news.

Good news I have thought about having anti-air scripts, ones that you call in air superiority missions, to sweep the skys of enemy air power.

Now the really bad news. No matter what I have attempted, the best shoot down rate I can get is 5%. or 1-20.

And that is the best rate.

Increased firing ranges,, even strick targeting for testing, The problem is in the firing, the guns I have not been able to get them to fire when "near aim" if I could get the planes to fire not just when lined up but when they are close to the angle needed, then they might be able to do a strafe in the air and bring up the kill ratio, as it is, it is a waste.

The crash ratio is even higher than the kill ratio, and this is the fighters crashing into each other, rather than into the enemy planes.

The fighters do fair a tad better against transport planes, but that was also the bf109 with 20mm cannon too.

And no one is ganging up on you.

The larger air raid, the issue is doing so random, with spacing and all, But I like the idea of a large force of transports landing troops to quickly take and hold objectives that the player then has to attempt to take or defend. So having 100 troops broken up into 5 transports, with reinforcements arriving by air would be something I would love to see.

Miiikeee
23-01-2010, 19:18
What i'd quite like to explore is the possibility of spawning more 'random' entities on maps then just the standard civillians, warden, and minefields... I'd love to sometimes see a crashed plane being defended by its AI controlled crew, bands of rebels, deserters, or cut off units also being randomly spawned in places... At the oment, DCG plays out like a game of chess with one side at each end trying to capture the objectives... I'd love to make things a little bit more... asemetrical...

Would also be a fun way of integrating ambushes... maybe spawning enemy sappers in the centre of a map with an order to lay mines...

Trog
24-01-2010, 07:34
I have some mine laying scripts, they work but they are choppy because the mine function in game I can not get to work, so I had to use a work around to have them lay mines.

But if I can get it so they are not jerky in their movements then I will be sure to push for those to be added.

sgt_steiner
24-01-2010, 08:18
DCG is the kind of gameplay where i think gamemodes like "escort" from MOW multiplayer would work very well, the scenario i had in mind would be the Germans escorting some important trucks through countryside or town and the attackers having to ambush that convoy, tpotal destuction of the convoy would mean victory for the attackers, but if 1 truck made it through then that would be a fail!!!

all these parameters i have set out are open to disscusion and change to make such a level better, but imo i think it could be a nice break from the normal fighting to have something like this and maybe some other ideas to break up the fighting styles between levels a little,

what do you guys think?

Fonzie
24-01-2010, 09:34
if 1 truck made it through then that would be a fail!
Not a fail, but the enemy would have more infantry units in the next battle or something like that.

Miiikeee
24-01-2010, 14:44
I suggested the reverse of that earlier where you have to protec tthe VIP, but i'd love to see something from both sides!

Trog
24-01-2010, 15:35
but the enemy would have more infantry units in the next battle or something like that.

I like that idea, perhaps not a convoy but more of retreating units and you have an opportunity to cut off some retreating units, for every truck that gets though then the computer gets extra units since you failed to take them out this map you now have to face them again next map.

There could be fuel trucks too, so that now enemy tanks have fuel and can show up for the battle.

For the allied player if you are facing an attack then you have to hold out, the same thing you get extra units the next map if you can hold out for the full time, or even to have allied trucks on the map and for everyone that makes it you get some bonus maybe a free air strike or arty strikes. Or extra points to spend.

Trog
24-09-2010, 00:57
Thought this would be better place to talk about the AI units and control. Since they will not be in 2.4.


I would like players to have more than one unit on the operational map that they can control. They would still only have one "combat" unit but they could also have two support units.

Support unit 1- Air Power, here would be your planes, each plane that you own would allow extra missions if you also had the pilots to go with them, and the support crews to maintain them, First thought would be 3 fighters/bombers, and 2 transports. Ground crews, and paratroopers would go here as well.

The types of missions you could "add" to your "Combat" units missions would be 1 ground attack mission per fighter or bomber per mission, no additional charge. 1 transport mission per transport plane.

Each transport mission would drop up to the carry capacity of troops or supplies, or both if you load them as such.

The support unit could be attacked from the operational map if they are either attacked by the enemy unit, if you attempt to move them as a combat unit, or if they are hit with commandos doing a sabotage mission against you. Your planes would be on the ground for any mission not in the support roll.



Support unit 2- This would be your artillery unit. For each gun you own you would be able to fire them as a volley. So if you owned 5 artillery pieces in this support unit then for each arty mission you could call in as an arty strike for your combat troops, you would have 5 rounds land. How many missions you could call in would be determined by factors not yet discussed. Possible methods would be a rank system.

Units now have a "rank" why not the player, with this rank would come extra units and features.

So you start your campaign, as a 2nd Lt, or nation equivalent. You would be able to control your 1 combat unit- in this combat unit you would have your 40 command points to fill with troops of your choice. But to gain new units, or new command points you would need to be promoted to the next rank, this would no longer be automatic at the end of an operation as it is now, but would be something you spend prestige on to gain new rank, Each new rank would offer new opportunities. Not just to command more units on the battlefield, but to control additional units on the operational map as well.

This is where having more control over the ai is important. to be able to control more of your units, it would be best to have set forces to go as allies or enemy, from here you could face custom units composed of unit types of your choosing.

Then if you have an allied unit that joins you in battle you would know in advance what they might be bringing with them. What you would no know would be numbers of troops. If the base force calls for 12 infantry squads, they may not be at full strength and only show up with 3 squads. But your enemy forces could have their base of 12, but be over strength and have 14, Here comes the fun part, for a flow of battle, if we also had force ratio, then this could determine how many waves of this unit you would face.

So a force ratio of 1 to 5, you are facing 5 times the amount of troops you own, rather than having them all on the map at one time, you would have the one unit from above with 12 infantry squads but they would have 4 waves in reserve, to be triggered at times that DCG determines, many different options to release the reserves, and the net result would be a game that does not play the same each time, while allowing you to feel the flow of battle.

bwc153
01-11-2010, 21:30
Nice suggestions Trog. Especially the reinforcement waves one for enemy (allied?) troops.

That would make those huge battles that you can get into less of a 'fire into the mass of approaching enemy infantry' (of course this doesn't happen if its tanks) and instead make it a bit funner, as the AI (IMO) seem to act better when in smaller numbers. If only the AI knew how to flank though...

It would be pretty cool if that suggestion was implemented and also allowed for customize ability (IE: Max/Min wave times, and max squads per wave)

Trog
29-01-2011, 15:19
I would like to have those features that can be adjusted. how many waves max you face min number you face. if the allies get any.

The path we are moving toward would be keeping track of units that you face, this way as you kill them, or loose them you are able to see how the battle is going, perhaps you need to wait a day, if you are gaining strength then it is good to take a break, if your enemy is growing stronger then waiting may allow them to become too strong.

Force ratio is one way to measure this. If for example you are playing Early war Western front, historically even numbers faced one another. In this case playing either side comes down to making wise choices and killing more units than you loose is the easy way to win. But if you are playing the Allies you could be facing massed armor attacks as this was the tactic they used. If they also have massed their forces then what you may face would be a Theater force ratio of 1-1, but a campaign Force ratio of 1 of yours to 5 or 10 of theirs.

This would mean that they start out with many more units than you do, but if you are able to hold out they do not get replacements any faster than you do. This presents a chance for you to hold out and blunt their attacks. A "win" might happen after 7 days if the computer no longer has a 3 to 1 ratio, they are not able to attack if they do they have a real chance to be wiped out.

Cod!
28-04-2011, 17:34
Make a Romanian Faction. . .

Zeke Wolff
28-04-2011, 19:01
Romanians would be nice to have in the mod, but we´re lacking a lot of stuff to make them interesting to play with.

Right now our attention is drawn to adding the Italians, and then either the Polish or the French.

~Zeke.

Cod!
29-04-2011, 09:26
Too bad, it would've been great to have them, they were the most important allies the germans had on the eastern front.