small report on v.37 development, I've done some (much needed IMO) work on the user interface, mostly related to the feedback the mod give you for your needs on personnel and materiel.
Now the top panel value are updated in real time, so you can see directly the impact of combats or cities specialization on next turn reinforcement.
(click for full screen)
The city view has been modded to show the local production of personnel and materiel.
(click for full screen)
I've also tweaked some values:
- "buy war bonds" process has been buffed, it now converts 75% of city gold+production to materiel (was 50%)
- Hospital truly heals wounded soldiers. Each turn the game calculate the number of "out of combat" men based on units damage and their personnel ratio (for units that have a supply line), then it applies another ratio to get a "pool of wounded" (men that are not dead or invalid), and finally each hospital can heal 3% of that pool with a maximum rate of 150 personnel / turn.
- Radio generate a number of recruits based on city size (x3) and provide a 50% bonus to all recruiting buildings (the radio itself, barracks, military academy and the "We need you" process).
- The USSR trait is only applied on those recruiting buildings.
While I was working on the UI, I've integrated the idea of color-coding in the aircraft list taken from
here, and added the current mission of the squadron in the mod's own tooltip.
(click for full screen)
Last thing about the UI, I've changed the personnel icon (better, isn't it ?) and edited some of the game text in tootips related to gold and food to reflect their use in the mod.