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Bombur mod v3D

Engine:
AT
Max player:
9
Score:
8.5
By:
Bombur
AI:
AI Capable
Revision:
#1
2011-03-18 18:35:50

Tags:
mods, graphic mods

Description:
Improved Bombur mod, with new units: trains, nightfighters, nightbombers, raiders and Self propelled AA guns.
Credits
To Jeffrey H., for his excellent work with SF graphics
To my game partners: Grymme, Lunaticus, Tom weber and Vic
To srndac for his suggestions and corrections
Version 3E fixes the bug with trains, blocks the upgrade of Battlecruisers to Carriers, and decreases costs for fighter bombers II

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Player Feedback

ScoreComment
9Very good mod, however the trains do not work. I have 25 of them and I do not get any LANDCAP from them.
Husker50, February 6th, 2011, Rev#0
9After you create a random map using this mod, you should place six large cities surrounding each player's starting capitol. Also, you should create new units on the same hex as the HQ, and reserve LANDCAP for sending reinforcements to replace losses.
ssfsx17, November 30th, -0001, Rev#0
9Very much liked the mod. Very detailed and accurate description of historical units. Especially the progression of units from early 20th century to much more advanced units is nice. No paratroopers early on! Recommend to also do a scenario like Europe 1900- 1960 with this mod....
Nicolas3, November 30th, -0001, Rev#0
7The tech tree is so extensive it's darn near impossible to keep your bearings. There are many issues that can be addressed but the basic components of a good mod are all there. I advise that the tech tree be better validated in terms of the branching. The AI will use the new units, but not necessarily in logical ways. Good start but needs more work.
Jeffrey H., November 30th, -0001, Rev#0


Scenario Chatbox

PlayerChat MessagePost Date
dan longmanThis is my favourite mod but I am having trouble making it run on ATG\'s latest iteration. Something with the graphics files appears to be the issue. danOctober 29th, 2012


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