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-----------------------------------Future Versions of Modern Warfare Mod----------------------------------
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-All patches/full downloads will continue to include new applicable/suitable units from other creaters
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1.05 Patch Changes (NLT 3 December):
-Added M8, M3A1 HT, SdKfz222, SdKfz 251, Fiat G55, Caudron G.4, C47, Gotha GIv
-Adjusted tech tree (3-4 new techs)
-Adjusted infantry/HT-APC/Mech. Inf. upgrades
-Added tactical nukes, now have use for SSBNs
-SSBNs NOT detectable (similar to spies)
-Carry 4 tactical nukes
-All nukes can now be killed in a nuclear strike
-Arty can be loaded onto Halftracks/APCs/Helos
-Lowered vision for all units (no longer see through grassland/plains)
-Added defence modifier for ruins/cottage/hamlet/villiage/town
-Pillaging tiles creates city ruins
To Add before release:
-Add modern mobile artillery (mobile howitzer?)
-Add last few techs
-Finish up techs w/ icons/basic descriptions
-Add civilopedia entries for units Jamesmcnamara has finished
-Re-scale aircraft, fix other scaling issues
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1.10 Full Release (NLT 24 December)
-No created unit class will have only 1 graphic (i.e., BTR152 for motorized infantry)
-BRT152
-Oscar class SSBN
-BMP1/2/3 for APC OR Marder 1A3
-Su24 for CAS
-Begin creating general skins for units that represent a class (i.e., M3HT needs new skin to be just a halftrack)
Priority:
-Early Bomber
-Early Fighter
-Halftrack
-Armored Car
-Command Car
-Heavy Tank
Secondary:
-Armor (need to finish T55 for model too)
-Modern Armor Skin needs to be changed
-Jet fighter (mig 21 skin)
-Redo skins for Tu95
-CAS
-Cruiser
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1.15 - 1.35 Patches (NLT 3-4 weeks after v1.10 and between each patch/FR)
-Important classes to supplement:
-WW2-era warships
-FN Dunkerque
-IJN Kagero Class
-USS Essex Class
-Type 21 U-Boat/USS Dolphin Class
-More cruisers
-Late-Era Armor/APCs
-Le Clerk MBT
-Leopard 1
-AMX30
-Striker
-Warrior IFV
-Challenger II
-Mobile SAM
-Marder Roland
-ZIS Shilka
-HUMMER Avenger
-Gunship
-EuroTiger
-South African Attack Chopper (Name?)
-Nuclear Submarines
-U 212 (Germany)
-General Class - no longer use Los Angeles Class for model
-Footsoldiers!!
-Full Modern Infantry Unit (infantry w/ marine animations?)
-US MI
-Russian MI
-EU MI (British, German)
-Desert Country MI
-US Rifleman
-British/French/German/Russian Rifleman
-General African Rifleman
-Create 2-3 Culture-Specific Rifleman-Infantry-MI (European, Asian, African, S.
American, Mid-East)
-'Heavy' Infantry Class (Anti-tank)
-WW2 era, upgrades to Modern Infantry
-Find out usefullness of Grenedier unit
-Gameplay changes:
-Add ranged bombardment
-Artillery only defend, but RB applies to stack like current attack does
-Modern Arty can bombard 2 squares, as can heavy warships
-Add cruise missiles
-Carried on some classes of nuclear submarine
-Carried on all classes of Missile Cruiser/Modern Destroyer
-Revolutions mod
-Hidden Nationality
-Fanatical units
-'Gurrilla' units (WW2 era)
-Pirate Ships (Pre-industrial)
-Work through tech tree, balance
-Include new buildings where aplicable to maintain gameplay flow
1.40 - 1.95 (Spring '07)
-Units added (Still TBD)
-Unique Cannon (gunner uniform & gun)
-Unique Artillery
-Modern Artillery
-Classical wooden ships
-Gameplay changes
-Tradeable goods
-Luxury/Commerce Bonuses required to create
-Must be in city radius
-Can be captured (even if on ship that is destroyed)
-Creates 1-time production bonus/commerce bonus (depending on resource used)
when spent
-(Dream) Generated similar to great people - (probably) created like a unit (1-2 turns
CNS)
-Resource Mod (only if available)
-Each resource is used like gold -
-Each unit costs a certain amount of resource per turn in maintenance
-Cost is covered by building, only need to have ANY amount of material
to create
-Can be traded (quantity/turn) like gold can
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2.00 (near final version, before Summer 2007)
-All applicable unit classes have at LEAST 2 unique units (graphically speaking)
-Each civ has at LEAST 1 unique graphical unit per era
-Gameplay ballanced
-Modern Worker graphics added (Backhoe)
-Future Era Added
-All new techs, buildings, units
Units:
-Future infantry (Model done)
-F. Armor (Model done)
-F. APC
-Mech (model/animations done)
-F. Helo APC (i.e., Pelican from Halo, Model done)
-F. Bomber (Model done)
-F. Fighter
-F. Arty
-F. Ship (Destroyer finished)
Buildings: (Ideas needed)
-New civics/religions?
-Paratroopers added (WW2 and Modern w/ Future 'drop/teleport')
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----------------------------------------------Changes/Ideas----------------------------------------------------
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-Fix tech tree
-New Amph. Warfare tech (adds marines, new harbor improvement, LCV)
-Make known changes to tech tree
-Fix civil. entries/icons/descriptions
-Scale armor down (10-15%)
-Should not have 'point blank range' syndrome
-Add Air Superiority Fighter/Multi-role fighter
-AS: RW F15, N Su34
-MR: F F16
-Scale aircraft
-Re-scale ships (enlargen DDs/CLs)
-Adjust Sea Plane scale to ships
-Add Carrier/Nuke Carrier
-C Missiles?
-Tradeable resources
-Relatively cheap (1-2 turns)
-Marketplace speeds production
-Simple gfx for now (simple Crate)
-Give it great person abilities w/o gp generation (SDK/Python work to make generated)
-City need resource in city radius
-Make SSBNs 'spy invisible,' give M. Cruiser & N. Sub detection (?possible?)
-Test whether need to give ability to Tact. Ns as well
-See how effects combat
-Decrease BB range (emphisize CL production as general ship)
-Rel. units
-Christ: Crusader (req. fudalism)
-Musl: jihadist/mujahadiin (req. extremism/police state/theocracy??)
-Rest: ????
-Make ICBM vulnerable to nukes
-Add police units (give/make promotion that lets them quell resistance)
-Limit # per civ to 5
-ADAL buildings
-Internet Servers (3 in world) = +25% $, +1
per city
-Manufacturing plant = +25% Prod
-Man. Proj. - National Wonder (required to build nukes) - VERY Expensive