Well, it would be possible to make the skirts available as an upgrade on the T-34/76, but only when it's owned by German factions. While that would be cool, it would also be very questionable balance-wise
Well, you certainly can't add a new window via a Tuning Pack, but you could probably have your Win Condition Pack grant an upgrade and then have the Tuning Pack check for that with a requirement action, again in the "army" category. If the upgrade is not present, the requirement action would have to do something that notifies the player... not sure what would be viable there!
I haven't tried, but I think you could have the Tuning Pack grant a specific upgrade to every player at the start of the game (via the "army" category) and have your Win Condition Pack check for that upgrade - if it's not present, it means the Tuning Pack is not loaded and you could open a popup window with a big warning via SCAR.
Every faction should have a snare on their main infantry, if you ask me.
But the Volksgrenadiers' Panzerfaust could be replaced by a Panzerwurfmine (AT grenade) with the same stats as the Soviet AT grenade - less range and penetration than the Panezrfaust, that is. It could also use the same model, as it looks at least somewhat similar.
As I suggested a few months ago, I think that repairing should grant XP. If all repair abilities are nerfed to EFA levels, that could be a viable way to vet engineer units and help them reach vet 2 to increase their repair speed.
I'm not sure if it's possible with the spawner_ext, but you could definitely give the building a targeted ability with a spawn_entity action. That way, you could even choose where exactly the MG appears.
Thanks for the advertisement! And I really appreciate the positive responses from many of you.
Firstly, I would like to clear up Mr. Smith's role in creating this mod. While I got the idea from him and we both worked on the original implementation (long before he released his QoL mod), the current version of the mod is entirely made by myself and is not connected to the Community Balance Team in any way.
Whether the mod buffs or nerfs the Mortar Pit can be debated. The new "Artillery Pit" gives only two things for garrisoned units: Cover and a 15% range increase only for barrage abilities. It does NOT add auto-attack capabilities for units such as the Land Mattress. Getting a pit with two mortars is now considerably more expensive and it can be captured by the enemy, as can the mortars if they are decrewed while garrisoned.
But I believe that giving Brits a mobile mortar squad opens up many new strategies for them, especially some more aggressive ones. Non-doctrinal, mobile indirect fire is something they were really lacking.