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JAPAN
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· Japan Strategy and Generals
· Japanese Mortars or Heavy Airborne?

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PostPosted: Thu Feb 02, 2012 6:56 pm Reply with quote Back to top

been looking into American artillery some more-- they used rocket artillery (but not quite so much as the Russians). the Germans also had the Nebelwefer rocket half-tracks, which could be a fun addition to the game.
 
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PostPosted: Fri Feb 03, 2012 9:33 am Reply with quote Back to top

Just added flame bunkers for the Brits (Since they are more defensive then the Americans). Maybe incendiary mines too?

Also added a few more stuffs.
 
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PostPosted: Fri Feb 10, 2012 6:25 pm Reply with quote Back to top

i recently did an infantry heavy regiment with one of the mg replaced with an infantry tank, but i am not sure what to give for its hp, amor, and attack so not to over power it
 
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PostPosted: Fri Feb 10, 2012 11:15 pm Reply with quote Back to top

depends on what you want the regiment to do.

if this is based on the stock British "Heavy Infantry Regiment" I think your best choice (from a game-play perspective) would be a tank-destroyer.

if your goal is to accurately represent the way the British used "Infantry tanks" you'd want a light tank that uses explosive rounds. (something very similar to the Japanese Tankette). it would only be effective, of course, against infantry! in a straight-up fight with tanks it would get massacred.
 
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PostPosted: Sat Feb 11, 2012 6:39 pm Reply with quote Back to top

what I want to do is give the infantry support, but not to make it a cheat way to make an heavy armor regiment. A meat shield is what i am going for. Currently i have it with 350 hp, 55 ap, 10 armor, and speed is equal to infantry.
 
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PostPosted: Thu Feb 16, 2012 5:09 pm Reply with quote Back to top

This place seems dead.

Anyway I am going to try to make airfields more useful by giving them light, medium and heavy bombers. Light bombers make one go, medium bombers 2 rounds, and heavy three rounds.

Also I'm thinking of making bomber groups. Any ideas on this?
 
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PostPosted: Thu Feb 16, 2012 5:17 pm Reply with quote Back to top

You should make a close air support option. A fight or group to lightly bomb a enemy regiment. I think that might make the anti air regiment legitimate.
 
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PostPosted: Thu Feb 16, 2012 5:27 pm Reply with quote Back to top

TheLastSterling wrote:
You should make a close air support option. A fight or group to lightly bomb a enemy regiment. I think that might make the anti air regiment legitimate.


That would be interesting. I assume you mean add an escort to ground units., like escorts to bombers.

Also made a carpet bombing op for JPN, by the way. I basicly reskinned one of the models since the bomber models aren't actually used in the carpet bombing models (Meaning I can't just switch out the USA bomber and JPN bomber). I was going to do the same for Germany, but its bombers are have only two engines, so it would not be like the junkers in the game. Maybe I'll just reskin one of them, since that's what I'll probably do to add the light and medium bombers (ex. reskin the GER bomber to an American one).

That was a fast response by the way.
 
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PostPosted: Fri Feb 17, 2012 5:16 pm Reply with quote Back to top

Not really an escort, but an option to send a fighter from the airfield to attack an enemy regiment or building. It would be great for a cheap air support to cover a retreat, attack a high priority target(bunkers, armor, exprienced regiments. I hope it would make large armies easy target to air support so that a anti air regiment might become a actually used regiment to protect against it.
 
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PostPosted: Sun Feb 19, 2012 11:06 am Reply with quote Back to top

I think I'm going to post my two cents here.

I know you guys where discussing about the infantry moving out in front of the tanks to attack, and how you disliked that. That can be fixed by changing the ranges of the perspective units, although I wouldn't recommend doing it. For myself, I've overhauled all the regiments. None of the regiments have over three vehicles in them, and all regiments use the mechanized layout. Infantry in front vehicles behind. I have also doubled and in some cased tripled the ranges of the units. Also, all regiments take much longer to regain their health and units, and the speed of infantry has been halved.

I also noticed you guys are talking about the general special ops. Well, I've removed the carpet bombing, kamikaze, A-Bomb and the V Weapons.

The Japanese bomber has been switched out for the Betty;
Japanese also have a larger airfield that uses the G8N;
Corsairs and P-51s can carry bombs;
Corsair is now US naval bomber; same for UK;
Germans have a Bf-109 designated "T-1" for carrier ops;
Germans have Bf-109 G6 for land ops;
Russians have Yak-1B and Yak-3;

And yes, naval combat is in serious need of an overhaul, but to do it properly, AI code would need to be rewritten, otherwise it would be a waste of time.

And tanks are a tad bit more realistic. Japanese tanks are next to useless;
Shermans and Stuarts fire HE shells;
Most medium tanks are fodder for heavier tanks;
Infantry do almost no damage to tanks with their guns

Some new regiments:

US:

Marine Halftrack
Assault Marine

USSR:

Heavy tank regiment switched for KV
New IS-2 regiment

Japan:

Marine (with bayonet; all Japanese infantry have bayonets now)

Germany:

SS
SS Halftrack
SS Tank
SS Heavy Tank
SS Tank Hunter
Panzergrenadiers

UK:

None

All artillery can be used from behind the lines. They have range of around 200 or so, and Mortars have range of about 100.

Just my two cents.
 
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PostPosted: Sun Feb 19, 2012 3:01 pm Reply with quote Back to top

For the new units, did you model new units? If so, what program did you use?

Also, how did you give all the JPN infantry bayonets?
 
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PostPosted: Sun Feb 19, 2012 3:15 pm Reply with quote Back to top

Japanese soldiers are a copy of the already existing US Marine unit. Has been reskinned.

As for the "new" units, those are models already in the game, the attributes, etc, have just been tweaked.
 
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PostPosted: Sun Feb 19, 2012 8:13 pm Reply with quote Back to top

I'm trying tho make a royal engineer regiment, but i can't get them to animate while building. I'm using the HiResGBREngineer model.
 
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PostPosted: Mon Feb 20, 2012 9:46 am Reply with quote Back to top

TheLastSterling wrote:
I'm trying tho make a royal engineer regiment, but i can't get them to animate while building. I'm using the HiResGBREngineer model.


Yeah, I tried adding a mechanic regiment (They repair vehicles/tanks), but to no avail. I did almost everything I could think of, added new commands, new abilities in the template files, but they just don't do anything.
 
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PostPosted: Mon Feb 20, 2012 9:29 pm Reply with quote Back to top

Well guess il have to make a copy of the regular engineer. I even made a avre tank for anti bunker and build. I still Want to make some sort of regiment with the HiResGBREngineer. Any suggestions besides lrdg?
 
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PostPosted: Mon Feb 20, 2012 11:21 pm Reply with quote Back to top

did you copy the data from the Cutscene folders and paste it into the regular unit folders?

or did you simplly command the unit .tgi file to look in the appropriate cut-scene unit folders?

I don't think the high-res engineer has a "build" animation attached to it. so that's probably why it won't animate things when you have them building structures. maybe you could copy and paste the regular build.kf into the high-res engineer folder and work around it like that.

if THAT doesn't work, I'm not sure what else you could do.
 
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PostPosted: Tue Feb 21, 2012 12:29 am Reply with quote Back to top

theharkonnen wrote:
TheLastSterling wrote:
I'm trying tho make a royal engineer regiment, but i can't get them to animate while building. I'm using the HiResGBREngineer model.


Yeah, I tried adding a mechanic regiment (They repair vehicles/tanks), but to no avail. I did almost everything I could think of, added new commands, new abilities in the template files, but they just don't do anything.


What you would have to do I think is add a zone of supply to the regiment, though I'm not sure if this would work. I might look into it a bit now that you mention it....
 
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PostPosted: Tue Feb 21, 2012 1:17 pm Reply with quote Back to top

Gizmotron wrote:
did you copy the data from the Cutscene folders and paste it into the regular unit folders?

or did you simplly command the unit .tgi file to look in the appropriate cut-scene unit folders?

I don't think the high-res engineer has a "build" animation attached to it. so that's probably why it won't animate things when you have them building structures. maybe you could copy and paste the regular build.kf into the high-res engineer folder and work around it like that.

if THAT doesn't work, I'm not sure what else you could do.


I did that, the hires engineers build, but their bodies animate wrong.
btw i made the banzai troops attack with the bayonet should i put back their suicide attack back?
Also their bayoneting is continuos. how do i make them slow down?
 
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PostPosted: Wed Feb 22, 2012 11:16 pm Reply with quote Back to top

since the Banzai infantry isn't capable of using grenades-- the bayonet is the ONLY melee weapon this unit can use. so I expect THAT is why it keeps stabbing other units continuously. usually marines will throw a grenade and then shank the enemy. the bayonet has a very short delay/recharge time because each unit cycles through all of it's attacks in order when given the chance. I would put the suicide attack back in there-- it might help alleviate the constant bayonet work... although I do like that idea for certain units...
 
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PostPosted: Sat Feb 25, 2012 9:52 am Reply with quote Back to top

Not a new unit per se, but I managed to add new experence ranks. Now for a total of nine different ranks and icons. However, does anyone know if there is an experience point limit. I took the numbers to around 980, but I don't know if the max is 600.
 
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PostPosted: Sat Feb 25, 2012 6:29 pm Reply with quote Back to top

I've never had a regiment gain more than 2400 experience points. by that point they had either gotten killed or the game was over.

regiments gain experience for every second of combat.

the largest possible quantity of experience points is 999,999-- but no regiment could ever hope to get that many points during a game. it would have to be assigned in advance. this would be in a game that would theoretically last over 250 hours!

if you have 9 ranks (based on experience points) I'd suggest the following layout:


recruit (level 0) = 000 - 060
0 - 1 full minute of combat


recruit (level 1) = 060 - 120
1 - 2 full minutes of combat


regular (level 2) = 120 - 240
2 - 4 full minutes of combat

regular (level 3) = 240 - 420
4 - 7 full minutes of combat


veteran (level 4) = 420 - 660
7 - 11 full minutes of combat


veteran (level 5) = 660 - 960
11 - 16 full minutes of combat


elite (level 6) = 960 - 1320
16 - 22 full minutes of combat


elite (level 7) = 1320 - 1740
22 - 29 full minutes of combat


elite (level 8 ) = 1740 - 2220
29 - 37 full minutes of combat


elite (level 9) = 2220 +
over 37 full minutes of combat.


for Airborne troops, which currently employs a different standard for ranking-- I would change it to flat increments of 100 for each level. this way airborne troops could level up much faster than their ground-based counterparts. it would also give players a reason to use normal paratroopers a little more.
 
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PostPosted: Sun Feb 26, 2012 9:51 am Reply with quote Back to top

Okay, thanks for the tip. I wasn't sure what the limit was.

For the airborne, I actually just copied the infantry experience ranks that I am using. Your idea may be better. Tanks and Mechs also level up more slowly.

I managed to add new upgrades for all factions that completely fill up the HQ research area. A few posts back, Gizmotron, you talked about explosive shells for the Brits, which I added to their tanks, making them more deadly vs. infantry. Right now I have the JPN HQ full, but there is one upgrade I don't like, but I just can't think of anything else for them. Did they use any special weapons like the Brit exlosive shells? Maybe shrapnel bullets or chemical bullets? I already gave them bayonet related upgrades and creamtion, which is another supply rate increase for them. Any ideas?
 
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PostPosted: Sun Feb 26, 2012 5:17 pm Reply with quote Back to top

Although it was never used during the war, you could consider using the Type 4 self-propelled 30 cm howitzer. since the Japanese medium tank in the game didn't get used in any significant numbers-- that might be one way to go.

I've experimented with alternate-forms of the Banzai and Goliath infantry-- enabling them to attack infantry. the problem is that they'll ignore high-priority targets like Corps HQs and focus on infantry! if you create an additional Banzai infantry unit, one which specializes in attacking infantry and buildings-- that could be a good addition. so, I think you might consider an alternate Banzai regiment to supplement the regular one.

since they used this method to blow up enemy bunkers, clear barbed-wire entanglements, and obliterate small buildings-- it's probably the only thing left I can think of that was actually used during the war.

1. infantry CO
2. infantry
3. infantry
4. infantry
5. infantry
6. infantry machine gun
7. infantry machine gun
8. banzai infantry (anti-personel)
9. banzai infantry (anti-personel)


additionally, one more tech you might want to consider: amphibious tanks. it would allow tanks to be deployed by battleships. I've already made a few regigments that deploy tanks from the sea-- but it stands to reason that you would have to research this sort of thing first! I've been meaning to make it a tech for a little while-- but I've decided to take a break from modding to actually play the game for a little bit!
 
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PostPosted: Sun Feb 26, 2012 5:33 pm Reply with quote Back to top

oh yeah, another thing... the Japanese deployed 320 mm field mortar at Iwo Jima and Bataan.

you could also consider the bunker-based 240 cm howitzer-- which was used pretty extensively.

then there was the Type 4 20cm 'rocket mortar'-- which would end up looking kinda like a Piat, in practice... guess you could make it like an AT gun with explosive damage designed to work on infantry.

you might also consider that the Russians had a special heavy 120 mm mortar: the M1938. which impressed the Germans so much that the copied it! you could probably do this by simply altering the mortar infantry .NIF file to make the mortar 50% bigger. and you'd probably need to slow down that unit even more... but that ccould work.

stuff I've been saving for a rainy day-- the Japanese were generally poorly equiped-- so it's very difficult to come up with a lot of cool tech upgrades like it is for... nearly everybody else!
 
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PostPosted: Wed Feb 29, 2012 7:47 pm Reply with quote Back to top

oh yeah, the Japanese used flamethrowers like just about everybody else. the only twist is that they apparently deployed airborne flamethrower troops as well.

they also had the Type 2 Rifle Grenade Launcher. truth be told, nearly every major army in the world was using some variant of rifle grenade after World War One. Since the Japanese regiments are coming up a little bit short in the "special regiment" category-- this would probably be a nice addition.
 
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