So there is progress every week, in between my real life activities. The new content is very cool.
There are some new graphics for units and nations. It's only 'eye candy' but I like 'eye candy'. It builds the immersion in the game world, in my opinion, and adds to the game experience. So once again, we have wonderful artwork sourced from very talented artists over the internet as well as screenshots and images from games.
I would never be able to get the mod done if I tried to contact each artist whose pictures I have used in the mod to gain permission, but no challenge to copyright is intended for this free, fan made mod. I thank all these wonderful and creative people for the opportunity to view their creations over the 'net.
There has been some work done on New Republic of Mexico and their arch enemies, the Mexican Raiders. Both nations come to life with some additional events, new ministers and leaders.
Redding has a major event chain that deals with the Great Wanamingo Mine. Not only is there an exciting adventure to be had for a Redding player in dealing with the Mine, but parts of the event chain allow Redding to call on the aid of one of the nearby powers. This then aligns Redding to that power, changing the political balance in the west and shaping Redding's future.
West BoS can now use the ACE medical AI that it had in the Fallout games, with several events written for that.
There are many bug fixes and small enhancements, some new general events, and small tweaks to game balance with adjustments to technologies and unit statistics. A number of nations have their starting forces improved, mainly by adding attachments to their starting battalions. The aim is always to refine the balance of units and gameplay.
Reavers in particular have had a major adjustment in their startup. They now start with some more advanced technology and some laser weapons for their troops. This changes their gameplay a lot; they are now a mid level power in the east that can rise up to become quite powerful.
Preliminary testing with Darkest Hour 1.03 shows a serious issue with an event command that is vital for the mod and which is used extensively in events. I've now started examining the issue. The aim is for 2.0.11 of the mod to be compatible with DH 1.03 but I need to solve this issue.