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PostPosted: Thu May 31, 2012 7:21 pm Reply with quote Back to top

I'm hoping to finish two things in the next week or so

Imperial Japanese Army Airfield

reskin the Bf109 and transform it into the Ki-61-- to give the Japanese players an option for the Army

also plan on doing the same thing for the Marine Corps with the Corsair

there was also a special Japanese fighter force called "Hagakure-Tai" -- which was a specialized fighter squadron that rammed American bombers. so it could be a special op that would destroy all enemy bombers within a targeted area instantly. although to make it multi-national the op could be called "Aerial Interception" and it would destroy all enemy aircraft within a targeted area. only really useful when you're scrambling to defend your base or capital vessels and need to buy some time (and have the enemy blow a couple hundred bucks for absolutely no purpose! Twisted Evil )

Yamashita, as Inspector General of the Imperial Japanese Army Air Force or Admiral Nagumo might be good choices for this op.

it could use the same mechanism as Communist Purge to instantly kill enemy units within a target area.
 
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PostPosted: Thu May 31, 2012 7:37 pm Reply with quote Back to top

change the name to "Infantry Massacre" and I think the "offensive" problem is "solved". Wink

massacres have been happening since the dawn of time-- and don't have the same -SORT- of negative connotations as "extermination".

I'd limit the op to only being able to kill 18 units of infantry. (two full regiments or a wave-regiment of infantry)

otherwise it would be TOO powerful in the early stages of the game. even later on it could still be useful-- by annihilating enemy infantry regiments that are trying to repair buildings (and without spending a lot of money on bombers in the process).
 
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PostPosted: Sun Jun 03, 2012 7:45 am Reply with quote Back to top

Yeah, that sounds better. I'll use the massacre part.

I plan on using it as Himmler's main offensive weapon (Like V-weapons, artillery barrage).

Also, I am creating a new class of generals: National Leaders. They are like generals but have a powerful op to aid units in battle. They have no offensive weapons however.

I have everyone, save for Japan done in terms of national leaders.
 
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PostPosted: Sun Jun 03, 2012 12:15 pm Reply with quote Back to top

I'm curious-- how does that work? do they show up as an additional HQ in the game?

I used a similar concept in many of my SP custom maps. I would have a faction in the game that can only provide support via special ops or providing financial assistance. so even though the player wouldn't have a bombing special op-- this ally would. so if you wanted to use that Kamikaze or Carpet-Bombing ability you had to go out of your way to make sure that your ally didn't get steam-rolled by the enemy.

never thought of doing that as a systematic game-level idea.
 
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PostPosted: Sun Jun 03, 2012 12:44 pm Reply with quote Back to top

No they don't get an additional HQ. I may give guys like Himmler a different HQ in the future though.

The national leaders will act like bosses and only appear in the last mission (German attack of Moscow, Germany invades eastern US and DC, Russian advance on Berlin, etc). They units will act like they are on steroids. I am also thinking of creating elite tiger units, so that missions like the siege of Berlin aren't as easy. Also, the super heavy tanks wil only be used in such missions by both sides.

I added the mobile artillery to all factions (I'm off next Friday, so I'll upload them then), special forces units to each faction, and new faction specific units like tank hunters for Russia.

Also, I am thinking of replacing sabateurs with commandoes. I already added partisans (I gave Britain French resistence fighters as well and gave them their own voices. Also my Irish Guard and Black Watch also have Irish sounding and Scottish sounding voices).
 
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PostPosted: Sun Jun 03, 2012 1:48 pm Reply with quote Back to top

adding new national call-outs is a tricky one for China-- I've got enough old WW2 flight-sims and strategy games where I could cover a lot of countries-- but China is NOT one of them. any suggestions?

solved the artillery bunker CO problem... the reason Germany worked is because I created a truck to deploy the unit. it should have been obvious, but you can't deploy a building as the CO of a regiment without summong a truck first. then you can UNPACK that building where you choose. once I figured out that the 'stool' needed that third leg they all worked.

field-gun-truck
artillery-batter-co
fortifications regiment

IIRC I had problems getting the three guns to show up when deplying this regiment from an HQ-- so that might mean that the 3 bunker version is only availabe as a special op-- and that the normal version would deploy with a single artillery bunker CO surrounded by a regular group of infantry.
 
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PostPosted: Sun Jun 03, 2012 3:27 pm Reply with quote Back to top

Gizmotron wrote:
adding new national call-outs is a tricky one for China-- I've got enough old WW2 flight-sims and strategy games where I could cover a lot of countries-- but China is NOT one of them. any suggestions?

solved the artillery bunker CO problem... the reason Germany worked is because I created a truck to deploy the unit. it should have been obvious, but you can't deploy a building as the CO of a regiment without summong a truck first. then you can UNPACK that building where you choose. once I figured out that the 'stool' needed that third leg they all worked.

field-gun-truck
artillery-batter-co
fortifications regiment

IIRC I had problems getting the three guns to show up when deplying this regiment from an HQ-- so that might mean that the 3 bunker version is only availabe as a special op-- and that the normal version would deploy with a single artillery bunker CO surrounded by a regular group of infantry.


Fallout 3 has some Chinese call-outs in Chinese, but I don't know how many different voice sets there are yet.

The other option is C&C generals. It has Chinese call-outs but they are in English with Chinese accents.

I have both games, so I'll rip them eventually.

What about Italy? Do you have voices for them?
 
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PostPosted: Sun Jun 03, 2012 7:41 pm Reply with quote Back to top

nah, I don't have any Italian call-outs. I think Valdarez or Cpt.Kramer has them-- I was meaning to ask them if I could 'borrow' them for my mod-- and give credit where credit was due.
 
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PostPosted: Mon Jun 04, 2012 2:42 pm Reply with quote Back to top

Gizmotron wrote:
nah, I don't have any Italian call-outs. I think Valdarez or Cpt.Kramer has them-- I was meaning to ask them if I could 'borrow' them for my mod-- and give credit where credit was due.


Well, fallout 3 only has one real callout, so Chinese-sounding English seems to be the only option now.

If you find any Italian voices, let me know where exactly, thanks.

I also have Chinese-sounding English callouts for generals as well already. which I'll give to you when you need them. Problem is that there are ony four.
 
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PostPosted: Sat Jun 16, 2012 4:57 pm Reply with quote Back to top

Here are some suggestions on the Italian ops.
http://en.wikipedia.org/wiki/Thermos_Bomb
http://en.wikipedia.org/wiki/Savoia-Marchetti_SM.79 This is the plane that drops the kinds of Italian bombs.

http://en.wikipedia.org/wiki/Motobomba I am trying to find a picture for this.
 
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PostPosted: Mon Jun 18, 2012 9:25 am Reply with quote Back to top

Planetshakers wrote:
Here are some suggestions on the Italian ops.
http://en.wikipedia.org/wiki/Thermos_Bomb
http://en.wikipedia.org/wiki/Savoia-Marchetti_SM.79 This is the plane that drops the kinds of Italian bombs.

http://en.wikipedia.org/wiki/Motobomba I am trying to find a picture for this.

I found some pictures of Motobomba FFF.

http://www.lexpev.nl/downloads/dluft4306heft3f1942.pdf
 
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PostPosted: Tue Jun 19, 2012 1:54 pm Reply with quote Back to top

I want to add different planes, like dive bombers, but I have yet to figure out how to modify airfields exactly. It seems there is only air_recon, air_attack, ad air_defensive options for these non-controllable plans. The only way to add more would be to add more commands, which I am unsure how to do right now. I know where the commands are, but I have to test if I can simply add more commands. I am worried that they may be hard-coded.

In terms of ops, it is very difficult to add offensive weapons. This is because the offensive weapons don't really use a model like regular units. Everything, the model (plane), the animation (like carpet bombing), is controlled by the .nif. Thisd makes it extremely difficult to add more stuff. I wanted to do a rocket barrage for Russia, but I don't think I can.
 
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PostPosted: Tue Jun 19, 2012 7:54 pm Reply with quote Back to top

this is part of why I put so much time and effort into perfecting the animation for "Artillery Barrage". there were some ideas where I knew it would probably be impossible to animate. some ideas are good providing you can create new animations-- but that takes a lot of effort! rather than try to make a half-dozen nation-specific bombardment ops I deliberately made "Artillery Barrage" universal in scope-- it was meant to stand in for heavy rocket barrages, massed artillery bombardment, etc.

that speciality torpedo weapon is something I don't think can be done in this game. and the purpose (destroying a ship) is already covered with the Submarine Attack op.

the thermos bombs are interesting-- one problem is that it was essentially an airborne delivered mine. this game only allows mines to be built by engineers-- not deployed like bombs. I think it would make a great specialty mine for Italy-- where it would have a much larger area of effect than other mines. I'll keep that in mind as a special Italian building.
 
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PostPosted: Tue Jun 19, 2012 8:17 pm Reply with quote Back to top

Ok so it will this op work because it looks difficult because there is no structure for the torpedo to develop on.
 
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PostPosted: Tue Jun 19, 2012 9:45 pm Reply with quote Back to top

actually you're web-links led me down several interesting "rabbit-trails"-- the results of which I shall post elsewhere.
 
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PostPosted: Wed Jun 20, 2012 4:15 pm Reply with quote Back to top

Really? I was thinking that those suggestions are for the Italian special ops.
 
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PostPosted: Wed Jun 20, 2012 7:00 pm Reply with quote Back to top

sure, they were meant to be for special ops-- but the torpedo link gave me an idea for "guided bombs" as a special tech.

while researching guided bombs I eventually stumbled upon the early night-vision tech that was being developed in WW2.... so, yeah. the fact that the light level has no bearing on combat efficiency means night-vision tech is kinda useless-- but it would be interesting if that day/night contrast could be worked into the game.
 
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PostPosted: Wed Jun 20, 2012 7:18 pm Reply with quote Back to top

Oh so that might be a stage for making a torpedo?

That would be in FPS mode then. That will be cool its just like your will be in COD during a night mission.
 
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PostPosted: Wed Jun 27, 2012 6:25 pm Reply with quote Back to top

theharkonenn wrote: Well, fallout 3 only has one real callout, so Chinese-sounding English seems to be the only option now.

If you find any Italian voices, let me know where exactly, thanks.

I also have Chinese-sounding English callouts for generals as well already. which I'll give to you when you need them. Problem is that there are ony four.



I still have trouble finding the callouts for the Italian military its kinda hard but what I know is that Italian has a similar dialect to Spanish which I probably can find it where Franco was supported by the Italian forces. If not I will let you some other websites.
 
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PostPosted: Sun Aug 12, 2012 8:19 pm Reply with quote Back to top

one of the most noteworthy changes of recruiting all of my tech buildings and depots from an HQ is this: "Rapid Deployment" can help you eco up much faster now... since it shaves off 10% of any buildings recruited from an HQ. I've considered making the Industrial HQ incapable of reaping the benefits of Rapid Deployment as it can make a big difference over the course of an entire game.

I've added "Military Gear Up" for every nation.
 
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PostPosted: Fri Aug 31, 2012 10:02 am Reply with quote Back to top

Just a question, when a unit's recruit cost decreases, does this also affect the time it takes the unit to build?
 
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PostPosted: Fri Aug 31, 2012 5:22 pm Reply with quote Back to top

I don't believe a lower price makes regiments spawn faster. I think there is a seperate template for recruiting regiments. it's a fixed time-- I don't remember where it is-- but I'm pretty sure it's a template.
 
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PostPosted: Wed Sep 12, 2012 10:46 pm Reply with quote Back to top

one of the most recent generals I've added is Admiral Canaris for Germany-- and he gave me an idea for a fun special op:

Fog of War: -15 to detection range, -25% attack speed, -25% movement speed for 60 seconds. it's effect on regular infantry regiments is impressive-- but where it becomes really fearsome is that on some armored regiments it makes them practically blind! on my American Flame Tank Regiment I could see the regimental banner and the captain-- and that was it! so if you're troops are getting mauled by the enemy-- you can unleash this op on them so that they can't even see your regiments.

it's opposite is "Recon"-- which adds 15 points to detection range. the critical factor is that you have to have this enchantment (detection range) apply to organizations-- otherwise it has no real bearing on the game.
 
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PostPosted: Tue Oct 09, 2012 2:05 pm Reply with quote Back to top

Just so you know, there is a target type of "water". This means we can give temp. bonuses to ships and the like.

Maybe a amphibious assault spec. op that makes landing craft indestructible for a period of time.

There is a "routing" target type. Maybe a special op that doesn't allow enemies to retreat.
 
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