Oh, and a gameplay questing: Do you plan to make units able to retreat?!(ya I ask the same questing earlier on),
Yes, its on my ever growing todo list. As with all things, I need to figure out all the conditions and gameplay issues with each feature I add to the mod.
if so you could make the soviets "great general" unit have an ability called "not another step back" making soviet units within its 2 hex influecence, not able to retreat.
GG are not currently in the mod. The whole 'not a step back' event is something I would like to include in the game, but probably better done through a promotion as opposed to having units roaming around for morale purposes. My unit count is already pushing 500+ on the map!
Also how(if) are you planning to make the western Allies involvement in the war, to have effect in this mod?
United Kingdom is a city on the upper most left corner of the map for the Allies player. No units or events have yet been included as I need to figure out their gameplay purpose. At this stage they will come into active play by having units spawn in western Germany and Italy at certain turns and then let them go wild on Axis cities.
Lastly if you ever need some advice or some "insight" into the nature of the eastern front, please feel fre to ask(although I doubt you would need any).
Thanks for the offer.
Edit: Also if you haven't tried it out yet, I strongly implore you to try out the video game called "Hearts of iron 3"(or 1 and 2).
I have not played them, but I have skimmed the wiki which game me a lot of ideas such as transport points (my current rail and motor pool system is based on points for actions and units).
And for the rest of you.....small update
Coding: I have countless minor glitches and bugs I have to work through every day so be patient with me. Things are moving along well. I also have a lot of event/conditions code to write to make things work properly.
AI issues: I need ways to make the AI choose a variety of units as it seems to ignore obvious (or only) unit choices and chooses processes such as wealth/research (science is off!!!!!!) most of the time in cities.
DLL Mod: I am also looking at including whoward's DLL modifications, but need to get my head around his new functions whilst considering performance issues.
Airfield Improvement: I have included these in the mod, but can't get the code to work yet (as per DLL mod issues)
Turn Times: Without a DLL mod of any sort, each turn takes around 2-3 minutes. This might be acceptable to some but a put off for others
I have put off any updates to focus on getting the mod in a semi-alpha state. Once I have most things locked down I will post more frequent updates.