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PostPosted: Sat May 05, 2012 10:46 am Reply with quote Back to top

don't remember, to be honest. I've been working a lot, and I'd have to go back and look.

the problem with this op is that it requires a lot of experience points. add that there's a long wait between uses and it' only practical for mid-game and end-game build-ups. using it to bust out a couple of armor HQs or airfields. using it too early, when you don't have more than $800 or so is counter-productive, as you could get better results using Lend Lease or Economic Aid first. you'll need a solid economy before this really helps out.

I felt like if I made it too easy to use, it would allow an already strong United States to steam-roll over the opposition in every game! what it DOES do is help make the USA a mech-spamming powerhouse! imagine getting 35% off each mech unit... that's a pretty brutal advantage.

I've beefed up German and Japanese mech units (giving them more powerful units, a larger variety of options) to help compensate.
 
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PostPosted: Sat May 05, 2012 11:00 am Reply with quote Back to top

Gizmotron wrote:
don't remember, to be honest. I've been working a lot, and I'd have to go back and look.

the problem with this op is that it requires a lot of experience points. add that there's a long wait between uses and it' only practical for mid-game and end-game build-ups. using it to bust out a couple of armor HQs or airfields. using it too early, when you don't have more than $800 or so is counter-productive, as you could get better results using Lend Lease or Economic Aid first. you'll need a solid economy before this really helps out.

I felt like if I made it too easy to use, it would allow an already strong United States to steam-roll over the opposition in every game! what it DOES do is help make the USA a mech-spamming powerhouse! imagine getting 35% off each mech unit... that's a pretty brutal advantage.

I've beefed up German and Japanese mech units (giving them more powerful units, a larger variety of options) to help compensate.


I think you could also make up properties for units, so that artillery could also be cheaper for example. I did this with the Waffen SS, since I make them cheaper for a time. However, I don't know if the AI likes this yet.

I was also thinking we could add subs and destroyers. I looked at the battleship models and the guns are seperate from the base model. So we could delete one or two heavy cannons and reduce the size.

Also for subs, we could make them completely invisible, no model needed, since they are underwater (Using the invisible flag) . Don't know what to do about torpedos though.
 
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PostPosted: Sat May 05, 2012 9:52 pm Reply with quote Back to top

I feel like submarines currently work best as a special op. there aren't that many boats in the game.

I've looked into creating cruisers and destroyers-- but it is, quite frankly, kinda tedious and time-consuming!

for submarines, I don't think there's a way to simulate the actual under water movement of subs. however, subs during WWI would often surface and open fire on ships with guns. I figure you could make it like a single, extremely powerful battleship gun. . . with a very long recharge time.

as far as representing submarines there's a couple of ad-hoc approaches:

1. use one of the little doodad-based boats. lengthen the model to roughly the proportions of a submarine. the lower the Z-axis below the natural position by a few notches. this should, theoretically, place the boat under water. though the model will not look correct, this gives the player the benefit of being able to SEE the submarine. I already know the basic technique works... it's just I haven't found my preferred model to tweak so that it's convincing.

2. create a battleship with only one active turret. reduce the size of all visible components down to 0,001 percent. increase the power of each attack, but only allow one shot per turret (multiple turrets allow for multiple torpedoes). the submarine would only be capable of targeting water-based units.

of the two, I think the invisible approach is probably better. we can't create new models, and there aren't any existing models you could tweak enough to make a passable sub.
 
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PostPosted: Tue May 08, 2012 4:06 pm Reply with quote Back to top

Do you remember your artillery maelstrom? Should I do the same for anti-air guns, give them a boost for a time? I have thought about adding it, but I don't know if its a waste of time. How useful can it be?
 
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PostPosted: Tue May 08, 2012 9:03 pm Reply with quote Back to top

I think it's probalby redundant to do an AA-style Maelstrom. aircraft aren't that tough in this game-- and there's already a Double the Guard op.

since Mechanized Advance and Double the Guard can perform similar things-- I'd probably leave it be. it's so specialized that you won't be able to use it for more than half the game!

there are only two WW2 related ops I haven't tested out yet.

"To the Last Man": which inflicts 5 points of flame damage on targeted infantry for 60 seconds. targeted infantry gets a defense increase of 10, attack increase of 10, and is pretty much guaranteed to die within a minute.

"Skilled Labor": gives a temporary boost to engineers helping them build or repair structures much faster than normal.

most of my other ideas are actually derived from my studies in WWI history-- and so I was hoping to use them for a WWI mod (basically, all I'd have to do is make a new French faction (to replace the Japanese)-- and get rid of nearly all of the tanks. then create a wide variety of artillery bunkers and infantry regiments of various types.
 
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PostPosted: Tue May 08, 2012 9:28 pm Reply with quote Back to top

you know how the Communist Purge singles out infantry COs for certain death? I figured, "why not make an operation that targets all artillery units and kills them instantly?"

it would be called "Counter Battery Fire". it would wipe out targeted artillery units instantly.

haven't tested it out yet-- since I got the idea this afternoon.
 
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PostPosted: Wed May 09, 2012 9:00 am Reply with quote Back to top

WWI would be interesting, but you would need the engineers to be able to build trenches (Which I have no idea on how to do) and the infantry models are basicly one whole mesh, except the guns.

Those special ops are excellent ideas. I ran out of excellent ideas long ago, so thanks for helping me out with it.

I think I am going to keep the air anniliation op though. It can be used on anything AA and since I am trying to get the AA guns to attack ground units, it will have dual purposes. It seems just right for the British.
 
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PostPosted: Wed May 09, 2012 8:26 pm Reply with quote Back to top

cool. I've got it so that there are two types of AA half-tracks. one that can only engage enemy aircraft and another type that can engage everything. I remember there was a very good reason for doing this-- but I don't remember what it was. I was going to make it so AA infantry can engage anything-- while the normal AA-mechs could only engage aircraft.

I think it's because you could plant one entrenched AA-mech unit in the middle of a city and have it bum-rushed by four times as many SAS regiments and it would just cut them all down like a lawnmower. these AA-mechs would rack up experience points like crazy-- it seemed like it would present a huge imbalance in game-play. so that's why I only made it so that AA infantry can engage anything-- they needed something to make them more flexible-- and as it stands they're nearly the perfect SAS counter for any nation. help chop down snipers AND protect your base against aircraft later in the game.

my solution to the trench problem was this: create a taller elongated version of the ammo bunker. remove the blocking attributes and it holds up pretty well. all you had to do to build a trench was to make dozens of these 'dug-outs' in a long line. since dug-outs were used extensively by every side it's another building they can put together. it doesn't have any weapons-- but it's something that can absorb enemy attacks and allow your regiments a chance to escape. it works so that the pursuing enemy has to micro their forces in order to ignore the dugout. there are situations where every second counts.
 
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PostPosted: Thu May 10, 2012 8:09 am Reply with quote Back to top

^^This is an interesting idea. I was trying to think of a way to add trenches. I'll try what you did.
 
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PostPosted: Thu May 10, 2012 11:12 pm Reply with quote Back to top

got the railroads to work. I haven't made them capable of being built by engineers-- but I've already tested them out as campaign style buildings. they're fantastic for extending supply lines through narrow mountain passes. often in this game I find that dense mountain ranges make it nearly impossible to extend your supply lines-- but by using railway extensions you can do the job nicely.

presently they can not be destroyed-- but they do run the risk of being captured by the enemy.

they also generate their own supply-- which presents a bit of a problem-- because if your regiment hangs out on a single independent strip of railroad they can stay in supply as long as that strip of railway isn't under siege!

so there's a bit of a problem-- I'll have to see if I can make it more like a supply depot-- that it has to link up to an existing zone of supply. I used the campaign building template for special campaign maps.

when I make it possible for engineers to build railway lines I'll probably end up using the supply depot as a basis..
 
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PostPosted: Fri May 11, 2012 9:34 pm Reply with quote Back to top

tried out Counter-Battery Fire this evening. it's really handy for a couple of things: if your base is getting bombarded by a bunch of arty-mechs or arty-tanks-- it will instantly kill them-- and buy you some time. it's also great for wiping out clusters of arty-bunkers when trying to make an amphibious landing. (doesn't work on the Normandy Beach Bunkers though). since it's so specialized and only works on certain types of units I made the price 600 experience points. it makes for a nice deterrent to another player spamming arty-tanks. the practical work around is to use arty-attacks from multiple directions a the same time so only a few of them can get wiped out at any given moment.
 
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PostPosted: Tue May 15, 2012 4:26 pm Reply with quote Back to top

Gizmotron, for you industrialization special op, how did you specifally say which buildings to affect? I have the target field filled in, but every building and buildbale unit it affected.
 
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PostPosted: Tue May 15, 2012 8:14 pm Reply with quote Back to top

if memory serves-- it's ORGANIZATION that is the critical word. I think it affects all buildings within the area with the visual effect-- but the only buildings that experience benefits from the operation are buildings which can recruit actors.
 
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PostPosted: Wed May 16, 2012 8:20 am Reply with quote Back to top

I managed to fix the plane shadows for the artillery barrage you posted. Now it works perfectly.
 
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PostPosted: Sat May 19, 2012 2:50 pm Reply with quote Back to top

the Black Dragon Society

this was a Japanese ultra-nationalist organization that perpetrated assassinations, acts of espionage, and sabotage. figure a regiment of four saboteurs could be summoned and be allowed to run amok behind enemy lines. obviously a very vulnerable regiment-- and has all the weaknesses of a regular saboteur regiment-- but hey! there's four of them.
 
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PostPosted: Sun May 20, 2012 8:03 am Reply with quote Back to top

I was thinking of your indstrialization op. Why not make one that increses costs for the enemy? Like "supply line ambush"
 
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PostPosted: Sun May 20, 2012 8:59 am Reply with quote Back to top

yeppers-- it's called "Blockade" and I believe every nation has a general capable of doing it. it' decreases the supply range by 30 points and adds 20% to the recruitment cost of everything that's been effected. it lasts for two minutes-- and it's more of a nuisance than a bona fide game changer... although to get the most out of it you should wait to use it after destroying a couple of HQs. it necessarily has a really long recharge time or the op might become too powerful! I used your submarine icon for that special op-- even though blockades can be perpetrated by the air force (for example Air Marshal Novikov has the ability to Blockade enemies with his air force, just as he did with Stalingrad)
 
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PostPosted: Sun May 20, 2012 9:08 am Reply with quote Back to top

for the United States I've got some special op regiment ideas:

Regimental Combat Team: it's a large-scale wave regment that has a mix of regular infantry, light tanks, machine gun infantry, engineers, artillery pieces, and support infantry. it's designed to be a self-sufficient regiment that can cover all of it's own basic needs. drop it inside of a city and it can prep fortifications on it's own, or repair things as needed.

Airborne OSS Regiment: from the Office of Strategic Services-- this is an airborne regiment led by a saboteur-- it's kinda like the American version of SAS with a saboteur at the lead. it would have a larger detection range than most regiments--and be capable of being attached to the Airborne HQ

you could make the Regimental Combat Team deployable from a regular HQ, I guess-- but they seemed to be more provisional/temporary in nature than a regular regiment-- so I prefer to leave them as a special op.
 
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PostPosted: Tue May 22, 2012 9:17 pm Reply with quote Back to top

since theharkonnen had mentioned wanting special elite forces or regiments for particular generals-- how about SNLFs (Special Naval Landing Force) for Japan? make it one of those big 'wave' style regiments that features bayonet wielding infantry supported by machine guns, mortars, AT infantry and howitzers. or it could be available for a higher recruitment cost from regular battleships and attached to HQs as needed. they got used in China, the Phillipines, and the Dutch East Indies-- could be a nice new operation for Yamashita.
 
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PostPosted: Wed May 23, 2012 6:36 pm Reply with quote Back to top

I did naval marine paratroopers, but I still do not have stuff for all JPN generals. Your idea will be used.
 
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PostPosted: Wed May 23, 2012 7:50 pm Reply with quote Back to top

interesting-- can they use bayonets? I hadn't figured out how to get paratroopers capable of using bayonets-- it wouldn't allow me to graft that in. did you make a new type of paratrooper/infantry template? or did you work around it by making the regiment airborne and then summong marines instead of regular para?
 
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PostPosted: Thu May 24, 2012 3:10 pm Reply with quote Back to top

Gizmotron wrote:
interesting-- can they use bayonets? I hadn't figured out how to get paratroopers capable of using bayonets-- it wouldn't allow me to graft that in. did you make a new type of paratrooper/infantry template? or did you work around it by making the regiment airborne and then summong marines instead of regular para?


I just used the marine model and made them paratroopers. There is no bayonet attack though.

It seems engineers, paratroopers are the units that can't have bayonet attacks.
 
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PostPosted: Thu May 24, 2012 8:38 pm Reply with quote Back to top

a few more ideas-- take it or leave it.

"Foraging Party"-- it's a resupply op that works on all types of regiments. I've been trying to make this one work--but haven't cracked it just yet.

"Ammunition Shortage" -- an idea I came up with the other day-- it would increase the recharge time by 50 percent. so a sniper would only be able to kill an infantry unit every 15 seconds instead of every 10 seconds.
 
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PostPosted: Tue May 29, 2012 7:38 pm Reply with quote Back to top

in addition to the obvious "Nazi Purge", Himmler should probably be able to summon a special SS Division HQ (kinda like how you can grab a Corps HQ)... given how much he was able to increase the strength of the Waffen SS by the end of the war-- seems like a good choice for him.

the Russians could have a "Red Orchestra" op that works like Code Breaker except it covers a much larger area and lasts for a longer period of time. (Beria or Stalin would be the best choice of general to attach this too).
 
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PostPosted: Thu May 31, 2012 2:35 pm Reply with quote Back to top

Yeah, Himmler gets bascily all SS techs.

Extermination - All infantry in a radius are killed - may change since it may be offensive

SS Reserves - Have to figure out how to make your industrialization op to work only for specific units.

An elite SS regiment for him. Right now an infantry deathhead unit.

Yeah, maybe a general-specific building that recruts all the SS units at one HQ may work. Oh joy, more skinning work.

I haven't really touched the mod for about two weeks due to my internship and everything, but I'm still hoping to release it by summer's end.

I still want to play with the air units and ships to see if I can make them work better or have more options with them.
 
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