Login or Register
 Home
 Communication
 Comments
 Forums
 Calendar
 Messages
 Recommend Us
 Shout Box
 News
 Submit News
 Stories Archive
 Surveys
 Topics
 Site Info
 Donations
 Feeds
 Legal
 Members List
 Member Map
 Search
 Sitemap
 Statistics
 Top 25
 Links
 Top A&A Sites

 WW2 History
 WW2 Archives
 WW2 Propaganda
 WW2 Discussion
 WW2 Arsenal
 Military Tactics
 Military Tactics
 Advancing
 Retreating
 Flanking Maneuver
 Pincer Movement
 Feint
 Rotating your Forces
 Blitzkrieg
 Breakthru
 Leapfrogging
 Divide and Conquer
 Center Peel
 Infiltration
 Encirclement
 Breakout
 Bait and Bleed
 Fabian Strategy

 Reference Guide
 The Basics
 A&A Encyclopedia
 Basic Strategy
 Cities
 Economy
 Oil and Ammo
 Terrain
 Display/Control
 Keyboard Shortcuts
 Mouse Control
 Recommended Settings
 Infantry
 Infantry
 Recon Infantry
 Regular Infantry
 Mortar Infantry
 Anti Tank Infantry
 Engineer Infantry
 Sniper Infantry
 Commando Infantry
 Conscript Infantry
 Assault Infantry
 Goliath Infantry
 Heavy Infantry
 Banzai Infantry
 Flamethrower Infantry
 Airborne
 Airborne HQ
 Heavy Airborne
 SaS Paratroopers
 Banzai Airborne
 Mech
 Mechanized HQ
 Halftracks
 Artillery Halftracks
 Anti Tank Halftracks
 Rocket Trucks
 Armor
 Armor
 Light Tanks
 Medium Tanks
 Heavy Tanks
 Artillery Tanks
 Anti Air Tanks
 Flame Tanks
 King Tiger Tanks
 Tankettes
 Rocket Tanks
 Airpower
 Airpower
 Special Ops
 Special Ops
 Upgrades
 Upgrades
 Infantry Upgrades
 AT Mech Upgrades
 Arty Mech Upgrades
 Armor Upgrades
 Arty Tank Upgrades
 Upgrades to Skip
 List of All Upgrades
 Generals
 Generals
 Germany
 Rommel
 Rundstedt
 Kesselring
 Manstein
 Great Britian
 Montgomery
 Mountbatten
 Wavell
 Wingate
 Japan
 Yamamoto
 Kuribayashi
 Mikawa
 Nagumo
 Russia
 Chuikov
 Konev
 Zhukov
 Rokossovski
 United States
 Arnold
 Eisenhower
 Nimitz
 Patton
Admin
Be Respectful - No Anger or Hostility, Thats What The Gamespy Lobby is For
21-08-2007 9:13:pm
CoffeePrince
A&A is already supported by gameranger. Were inviting more players to join in there to make the game group a lot bigger. If your interested pls pm me here to get more details for game matches thanks and have a nice day fellow generals
13-04-2014 11:23:am
Montgomery1
By good luck I found this site just before getting the game.
24-08-2011 8:10:pm
Schwieger
Glad I found this
29-07-2011 9:17:pm
WW2Freak
Dude i love the game and now a member of the website i know a lot of u guys and my other profiles on it at [Iowa]DrugMonkey, ww2freak ,and bugs bunny
07-06-2011 3:35:pm
jcrfd
Amazing information and insight of the game, thanks so much for making a wonderful source for such an awesome game like Axis & Allies..
28-05-2011 12:02:pm
penguinlover7
Awesome site! It's chock full of great A&A info! I'm so glad I found an A&A community to become a part of.
12-03-2011 5:49:pm
OwNVictoryHour
Yep Lets Get This Site and Game to new people.
27-02-2011 1:20:pm
bucs1888
We need to start advertising the game on google or somethin
23-02-2011 8:32:pm
bucs1888
This site is great i never knew about it at first
22-01-2011 11:13:pm
Only registered users can shout. Please login or create an account.
Shout History | ShoutBox ©

ARMOR
[ ARMOR ]

· Guide To Artillery Tank Upgrades
· Guide To Tank - Armor Upgrades
· British Flame Tanks
· Japanese Medium Tank Type 2 Ke-To
· ROCKET TRUCKS and ARTILLERY

AXIS-AND-ALLIES.COM: Forums


View next topic
View previous topic
Post new topic   Reply to topic
Author Message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 10:23 am Reply with quote Back to top

So, Gizmotron and I have decided to work together to bring loyal fans the perfect mod.

This thread we be dedicated to exchanging our files and discussing what can and cannot be done in our mod. As a result, what files are posted here is not intended to be used individually, as it probably won't work.

Also, we will probably work on combing my stuff into Gizmotron's mod, since it should be easier this way. I know what his mod looks like, he doesn't know mine.


Last edited by theharkonnen on Sat Sep 29, 2012 11:46 am; edited 2 times in total 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 10:33 am Reply with quote Back to top

Regiments.

I feel that the mod has regiments that are too large and too many.

1. Armored cars for Britain.
I like the idea, but I was thinking of making them armored scouts. So, a regiment would consist of 2 armored cars to be used in place of recon regiments.

2. Supply trucks. We discussed this previously. 1 unit per regiment provides a moblie supply.

3. SS and Guards. Again, we must consider balance. Right now Ger/Rus have many options for specialized units like these, but others factions like Japan does not. Therefore, I propose we limit SS/Guards to one building. For SS, they will get 4 mech regiments, 4 tanks (light, medium, heavy, king tiger) and 3 infantry regiments (infantry, at, mortar). Rus Guards get 4 infantry regiments, 4 tanks, 3 mechs.

4. Need Assault tanks.

5. AT regiments. Way to big. Recommend a set of four for mechs, three for tank regiments.

6. Flame tanks? I did these already for all factions. We can cut some if you choose.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 10:37 am Reply with quote Back to top

Generals.

I don't like seeing their faces at every HQ. Also, don't like how the factions are subdivided for random maps. It was much cleaner with the nations only, rather then the navy, army, etc.

Some faces tend to be cut-off.

I will try to animate all faces. Still, I think the ones I can't should be cut, simply for consistentcy's sake.

I know I can do one of the German admirals, but do we really need two of them? The German navy wasn't spectacular.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 10:39 am Reply with quote Back to top

General Voices:

Here are my new general voices, plus code.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 11:15 am Reply with quote Back to top

New units and other stuffs.

For the units, they have to be added to HQs. Same for techs. I did this in my mod, but because we have two different sets, I'll have to combine them when I get a chance.


Last edited by theharkonnen on Sat Sep 29, 2012 11:45 am; edited 1 time in total 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 11:33 am Reply with quote Back to top

Unit Voices.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 2:25 pm Reply with quote Back to top

theharkonnen wrote:
Generals.

I don't like seeing their faces at every HQ. Also, don't like how the factions are subdivided for random maps. It was much cleaner with the nations only, rather then the navy, army, etc.

Some faces tend to be cut-off.

I will try to animate all faces. Still, I think the ones I can't should be cut, simply for consistentcy's sake.

I know I can do one of the German admirals, but do we really need two of them? The German navy wasn't spectacular.


the extra factions were my way of seeing if I could have more than one faction per nation. I wanted the regular list of generals in WW2 mode-- but I also wanted a series of extra generals to be used in custom-made missions and campaign mode. this saved me the trouble of making 30 "tutorial" versions. case in point, many of the new generals featured in the SP campaign are found in these alternate factions.

my plan was to eventually have two factions for each nation

Nation: this would only feature the types regularly used in WW2 mode
Nation (1): this would include all of the generals for that nation, as there appears to be no upper limit. (right now, on my box, America and Germany have over 20 generals on the usa2.tgi and ger2.tgi)

I didn't know how many generals I could add-- so the Navy/Air Force/etc labels are a hold over.

I think you mentioned that you can make a general "public" or not, right? if we can lump everybody together into one country by creating dozens of "false" public displays that would be nice. then you could keep everybody together in one country.

I included Raeder because I wanted to have a German 'Battleship' op for the fun of it. I'm not firmly commited to keeping him in the game. originally Doenitz was going to be the only admiral-- Canaris, while technically an admiral, was basically the top-dog in German intelligence for a long time. flip a coin, I guess. whichever one you can animate successfully wll be the one that sticks around. that's also why I included so many other options for German generals. I figured one of those other guys would eventually replace one of the German admirals.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 3:28 pm Reply with quote Back to top

Japan doesn't have as many specialized regiments compared to Germany and Russia because they just didn't have as many specialized types of troops. months of research has confirmed that fact over and over again. the only one I didn't include-- the Rikusentai, doesn't seem to be possible in the game right now-- as it would constitute an airborne Marine-unit based regiment.

I wanted to restrict myself to using units that were historically used during WW2. the only exception would be the Armored Chemical Weapons Regiment-- but even here, I was basing that on the historical use of chemical weapons and combining it with existing units. out of all the nations I've changed-- Japan is the one I felt most satisfied with the end result. it's got lots of options-- but doesn't have the large, perhaps even bewilderingly large, number of buildings that Germany and Russia have.

out of all the nations I've changed Japan and the United States are probably the ones that I'm most happy with. (notice that I didn't feel obliged to fill all 11 spots on the Marine Corps Division HQ... it sounds like this might be a good way to for the SS and Guards divisions too, right?)

as far as generals' heads at each HQ. isn't this the way the game has done it from the beginning? if you don't like the photograph approach, I can understand... but with some of the generals it seemed like the only option. my drawing skills are rusty enough that I don't feel up to the task of drawing new general heads free-hand on paper (but I did think about it)
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 3:39 pm Reply with quote Back to top

Oh, you're right. Generals heads to indeed show up. I must have been thinking of how the heads don't show up on the bunkers and things.

About the "fake" generals, look at kesselring's tgi. It has him and then a version for the crete mission.

Also, the file is to make the various german at units work.


[Faction template=AAGeneral]
{
ids = kesselring
name = "#kesselring_name"
description = "#kesselring_description"
staging_name = "#kesselring_staging_name"
icon_texture_ids = kesselring/kesselringPortrait.tga
video_resource_ids = /Video/MetaGame/Portraits/GER/kesselring.bik
portrait_ids = kesselring_portrait

;; ---------------- SPECIAL OPERATIONS ------------------- ;;
[Ability Template=AASpecialOpVWeapons]

[Ability Template=AASpecialOpPropagandaWarGER]

[Ability Template=AASpecialOpEspionage]

[Ability Template=AASpecialOpCorpsGER]
}


; Crete version of Kesselring
[Faction template=AAGeneral]
{
ids = kesselring_crete
name = "#kesselring_name"
description = "#kesselring_description"
staging_name = "#kesselring_staging_name"
icon_texture_ids = Kesselring/KesselringPortrait.tga
video_resource_ids = /Video/MetaGame/Portraits/GER/Kesselring.bik
portrait_ids = kesselring_portrait
public = false ; this is what is changed

;; ---------------- SPECIAL OPERATIONS ------------------- ;;
[Ability Template=AASpecialOpVWeapons]

[Ability Template=AASpecialOpGERSupplyDrop]

[Ability Template=AASpecialOpRadarScan]

[Ability Template=AASpecialOpCorpsGER]
}

I have been thinking we should do a simliar thing to all campaign generals, as it is annoying in the camoaign how the AI buys new HQs left and right.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 3:43 pm Reply with quote Back to top

The previous posts I did contains just a portion of what I have done so far.

I wanted to give you all my icons to see what you would like to use. You can also see my faction specific icons for the factions (all grey icons for ger, for ex.). Let me know if you want to use them, I will update your files.

I didn't know if the files in your mod are your latest. That is why I included the code needed to put into those files. If it is the latest, I can merge them myself in the future.

Also, I did all the tank bunker units. I can send those over if you wanted to do my whole unit spawn in bunker idea.

Just tell me what you do and do not like in what I did so far, so I can improve on things.

What do you mean by Rikusentai not being an opiton right now? You can make any infantry unit a paratrooper by adding a few lines of code. Unless, you meant something else.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Sat Sep 29, 2012 6:26 pm Reply with quote Back to top

every time I tried to add a melee-attack into the existing paratrooper code the game would object.

the airborne field guns worked because it was effectively a reskinned paratrooper mortar with a lot more range and power.

if you know how to create marines that can be deployed via air transport-- then Rikusentai is the only remaining elite Japanese unit that isn't currently represented in the game somehow.

as far as special ops are concerned. most of them are different. to make it simple. open up the folder. select "details" as the viewing option. then organize everything by date modified. anything that is before 12/11/2011 at 4:28 PM is unchanged. I forgot about deleting the unchanged files-- because they wouldn't really make the download smaller-- which was my biggest concern at the time.

I haven't made any real changes since posting the mod online-- apart from changing the trees to savannah biome (04,05,06). if and when I deal with Axis and Allies I've mostly just been playing the game.

Conscription currently makes everything cheaper-- from depots to regiments. Japan and Russia both have Military Surplus, Conscription, and Snipers-- which makes them quite deadly in the infantry stage. perhaps the best solution is to remove conscription from the Industrial HQs. (and from Germany).

this would put Germany and Great Britain on a closer economic footing. Germany has dozens of factories in WW2 mode, so this means that they can quickly build a very powerful economy for defending themselves-- but will be at a loss for invading a lot of other countries.

I just tried invading Germany early in WW2 mode-- and was impressed by just how thoroughly they were trouncing me. in the past it was pretty easy for me to invade Germany with Russian forces and prevail-- even if they had over $2300 and I only had $900. with the new mod this is practically impossible. especially if German forces secure more than a couple of campaign factories.

I will eventually make a Tactical Airfield for Great Britain and the Soviet Union-- but otherwise--- nothing big has come up lately.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 8:20 am Reply with quote Back to top

So just ot make sure I understand:

1. All the files in your mod are the latest files you are using.

2. Would you like me to merge stuff into your files?

3. Do you mind if I make changes to the files (Such as build order) and send you these new files?

Here is my gurka regiment, which is airborne, with melee (So I'll do that Rikusentai unit) :

[Thing Template=AAUnitGBRProne]
{
IDS = gbr_gurkha
name = "Gurkha Rifleman"
editor_name = "Gurkha Rifleman"

hide_if_missing_properties = false

[ElementComponent]
{
required_properties = tech_gurkha_rifleman
}

[Stance template = StanceFalling]

[View]
{ resource_prefix = GBRInfantryGurkha/USAInfantryMarine


[Aspect Template=AspectFalling]
{
IDS = falling
model = gbrParatrooper/gbrParatrooperFalling.nif
disable_animations = true
}

[TextureSearchPath]
{
path = /effects/parachute/gbr
}

[WhenCreated Template=FXC_Equipment]
action = UNHIDE
location = rhand
equipment_type_ids = rifle
}

[CharacterComponent Template=AAInfantryMeleeCharacterComponent]

[BodyComponent]
health = 225
defense = 1

[MoverComponent]
speed_max = 2.5

[PropertiesComponent]
{
[Property]
property_IDS = front

[Property]
property_IDS = support

[Property]
property_IDS = property_infantry_unit

[Property]
property_IDS = combat_unit
}

[PerformerComponent]
{
[Ability Template=AAGunLocal]
{
[AbilityDefinition Template=AAInfantryRifle]
{
name = "#usa_infantry_AbilityDefinition_name"
recharge_time = 5
range = 8

[Effect Template=PierceDamageEffect]
amount = 8

[WhenDo template=FXC_PlaySFX]
audio_ids = usa_rifle
}
}

[Ability Template=AAGrenadeLocal]
{
[AbilityDefinition Template=AAThrownGrenade]
{
name = "#usa_infantry_AbilityDefinition_name_2"
projectile_ids = grenade01

[Effect Template=BlastDamageEffect]
amount = 12
}
}

[Ability Template=AAMeleeLocal]
{
move_bonus = 0
use_bonus = 110

[AbilityDefinition Template=AAMeleeAttack]
{
name = "#usa_infantry_marine_AbilityDefinition_name_3"

[Effect Template=PierceDamageEffect]
amount = 40

;[WhenDo template=FXC_PlaySFX]
;audio_ids = metal_swing1
}
}
}

[WhenLeave Template=FXC_CreateVFX]
{
vfx_ids = parachute_close_gbr
actor_state = falling
location = neck
}
}


Last edited by theharkonnen on Sun Sep 30, 2012 8:29 am; edited 2 times in total 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 8:26 am Reply with quote Back to top

I was thinking about several things:

1. I like the industrial HQ idea, but I think the engineer brigade, the motor pool, and the artillery brigade should be sent back to the Corps HQ.

2. Each faction should have 4 engineer type units at the indust. HQ. One regular, one mine remover, one demolitions, and one unique to the factions. Also, I think we should add naval engineers to ships. Rather than building regular bunkers, aa guns, they build coastal defenses. Also, the supply truck should be added to the indust. HQ.

3. Tactical airfields for all factions. Dive-bombers would have bonus damage against ships.

4. Then one special building per faction (SS, Guard, etc).

5. Then we have room for one more building at the Corps HQ, should we choose to add anything in the future and 4 open slots at the industrial HQ, for whatever. I was thinking of using that space for naval shipyards, but I don't know if it would work right. Might have to recruit it via spec. op.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 8:47 am Reply with quote Back to top

I merged my techs with your buildings. I deleted some of the techs there. Just need to have my tech data in yoour tech file.

At the motor pools, tech_tank_exp refers to the tech needed for anything above heavy tanks.

Moved the camoflauge techs to the engineering center to make more space.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 10:41 am Reply with quote Back to top

theharkonnen wrote:
I was thinking about several things:

1. I like the industrial HQ idea, but I think the engineer brigade, the motor pool, and the artillery brigade should be sent back to the Corps HQ.

2. Each faction should have 4 engineer type units at the indust. HQ. One regular, one mine remover, one demolitions, and one unique to the factions. Also, I think we should add naval engineers to ships. Rather than building regular bunkers, aa guns, they build coastal defenses. Also, the supply truck should be added to the indust. HQ.

3. Tactical airfields for all factions. Dive-bombers would have bonus damage against ships.

4. Then one special building per faction (SS, Guard, etc).

5. Then we have room for one more building at the Corps HQ, should we choose to add anything in the future and 4 open slots at the industrial HQ, for whatever. I was thinking of using that space for naval shipyards, but I don't know if it would work right. Might have to recruit it via spec. op.


I thoiught a lot about the naval ship-yard and I'm convinced that it would have to be summoned with a special op. land units can't cross over to water, and water units can't cross over to land. I know that you didn't like the effect of summoning battleships-- but in this case, summoning a Naval Station is probably the best way to go. it would only work for certain admirals-- (let's face it, we don't want Patton or Montgomery summoning a naval base!).

once the naval base is summoned it could then be used to recruit new battleships, carriers, and patrol boats.

having the tech buildings from the Industrial HQ rather than the Corps HQ practically forces the player to avoid recruiting specialized regiments until later in the game. the challenge is to succeed with 'regular' infantry first before you can start upgrading your army with the traditional 'game-winning' regiments. I noticed that online people tend to spam AT-mechs, arty-mechs, Heavy Tanks, King Tigers for the win. I deliberately handi-capped players by using the "Industrial HQ" to help postpone that until later in the game.

another advantage of the Industrial HQ is this-- if your Corps HQ gets obliterated and you lack experience points to replace it-- the Industrial HQ gives you a chance to bounce back faster. it can spam depots and brigades as much as you need. you can also have more than one to build up your economy. it generates enough resources that it makes it easier for players to tribute depots to other players.

the alternative to putting all of the brigades back at the Corps HQ is that airfields would have to be recruited from the Industrial HQ rather than the Corps. another option is that the player has to recruit the SS and Guards Divisions from an existing Mechanized or Armored HQ. that would free the Corps HQ from having to deploy them-- and it would force players to recruit regular regiments before moving straight to the 'big boys'.

I would prefer to keep the Industrial HQ the way it is-- as I like how it changes the game-play. but if you really feel the need to move the brigades back to the Corps HQ then I would suggest moving the SS/Guards divisions to be recruited from existing Mech and Armored HQs.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 10:52 am Reply with quote Back to top

on Assault Guns-- I included them in two different regiments

the Jaeger Infantry Regiment (1) and the SS Artillery Tank Regiment. (3)

for people that really want to use the Stg.III this is the place where you will find them.

and Harko-- sure, feel free to change and merge as you see fit. at this stage I figured it's worth a try. my only request is this: please leave the Panzer Grenadier Regiments alone. they're my favorite regiment for Germany. changing them would alter their character too much.

I had wanted to make the Gurkhas an option for paratroopers-- but didn't know how to bypass the code to make it work. (also, could you create a new icon for the American airborne artillery? I didn't really have anything that looked good on hand)

regarding engineers-- we have to keep the regular engineer the way it is or be forced to rewrite about half of the SP campaign missions.

Mine-Clearing Party (it pretty much has to be a dedicated regiment for this purpose--otherwise it's not effective at what it's supposed to do)
Engineer Reigment (standard)
Infantry Demolitions
(Combat Engineer Regiment = CER) they can build anything that regular engineers can't build-- giving the player a chance to build up to 20 different types of structures. for most nations this would basically be high-powered engineers flanked by flamethrowers. except Great Britain-- where I gave them machine guns. Russia does not have CER-- their flamethrower was specifically designed to look like a normal rifle-- so that you couldn't tell them from regular infantry-- so there is no new model required for this one.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 2:06 pm Reply with quote Back to top

I don't plan on cutting many of your new regiments, so long they seem unique. The panzer grenadiers are unique, so thye should definitely stay.

I try to do the icons this week sometime.

Yeah, I didn't think about that issue in regards to the eng. brigade and the other tech buildings. I guess we should keep it as is then as I would prefer the SS buildings and such buildable at the corps hq. I would also like to keep airfields at the corps HQ.

That's what I was thinking with the naval yard. Right now the only way to get a battleship is via spec. op and the same for the carrier. This means two seperate ops. It would be better if we had only one. I too don't think there is any other way to get the naval yards to build on water.

What about my balck star for the guard regiments idea? Is it okay? Also, are the faction colored icons okay to use? If we agrre, I'll start merging everything.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Sun Sep 30, 2012 2:44 pm Reply with quote Back to top

if you want to use colored faction icons that's cool.
the main reason I didn't make specially colored faction regiment icons is because it could eventually become a problem. I figured that we'd run out of colors before we finished every country!

USA = green
GBR = blue
RUS = red
GER = black
JPN = brown
ITA = (Italian flag)
CHN = (purple)
CHC = (orange)
FIN = (white)
FRC = (like Italy, based on national flag)

it is possible to recruit battleships and carriers from the national capital in WW2 mode. I've seen this done with other mods. I hadn't integrated that into the game when I posted the mod-- but that was alleviated by the special ops. eventually I plan on making it so that GBR, JPN, USA can purchase battleships from the national capital. only JPN and USA would be able to purchase carriers. battleships in WW2 mode are a bit peculariar because they can only move to a RMC that has sufficient water for them to exist. so you could easily see a battleship moving through land-locked countries if the RMC can generate a lake large enough to contain the battleship or carrier!

you may have noticed that I added a lot more descriptions for each territory in WW2 mode. I plan on creating one for each territory later this year.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Mon Oct 01, 2012 1:42 pm Reply with quote Back to top

Well, most of the colors you have are what I used, but there are a few differences:

JPN=Yellow

ITA=Gold

FRA=Purple

CHN=Light Blue (Cyan)

Neutral Countries = white-grey

GER=Grey

I tried to use black and pure white, but they just don't look right.

I was also thinking about random maps and how we have Alaska, Ukraine, Europe, etc. Is it possible to add new options for locations?

Also, how would you feel about me giving tanks a basic machine gun attack against infantry? The ats and tanks are so similiar right now.

Did you also successfully add my voice data and other stuff, or did you want me to do that?
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Mon Oct 01, 2012 8:15 pm Reply with quote Back to top

haven't added anything right now. if you've got the time-- I would appreciate it if you integrated the sounds.

last night I was working on this:
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Mon Oct 01, 2012 8:33 pm Reply with quote Back to top

now that I realize how many icons are missing I wanted to go through and fix that.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Tue Oct 02, 2012 9:04 am Reply with quote Back to top

That's a pretty good model.

Yeah, I'll merge them then. You'll still have to download the sounds I uploaded though.

Edit: Merged the general files. Now they should have me voices. Wasn't sure if you wanted to keep your Guderian voice, so I changed it in his file to ...._2. Delete the _2 if you don't like it.

Merged regiment voices as well as some others. Mainly death cries.
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Thu Oct 04, 2012 7:10 am Reply with quote Back to top

A few question Gizmotron.

1. For at destroyer units, do you mind me moving them to the armor HQ? I rather get all tanks there and all mechs at the mech HQ.

2. Do you mind if I remove German infantry-tank and mech-tank regiments? I need space for the jagdpanzer, jagdpanther, and jagdtiger. Plus with the four standard tank regiments and a flame tank, aa tank, and artillery tank, there is no room left.

3. If you change any file regarding buildings and units in your mod, let me know and post it so I can keep updated. I don't know whether you are still on "break".

4. I just got done ripping a whole lot of general voices, so no real need to worry about them anymore. Again, if you don't like any of the general voice sets or prefer them on someone else, let me know.

5. Do you mind me redoing the your current tank bunker? The differences are the follwing: Mine an't be captured, but must be destroyed, mine spawns tanks inside and it has no defenses on its own. I also have a stone version for Axis factions and a sandbag version for the allies. The only thing I don't have is an icon for them, but I am thinking or using the icons in the building folder that the devs did.

6. Also, do you know if any of the British generals you did have a Scottish background? I have a Scottish voice set I would like to use.
 
View user's profile Send private message
United States
Gizmotron
 


Joined: May 10, 2011
Last Seen: Mar 13, 2016
Hits Total: 20832
Posts: 583

Badges 19/80 Level 058
Badges 19/80 Level 058

Last Shout: No Shouts Yet



PostPosted: Thu Oct 04, 2012 9:41 pm Reply with quote Back to top

theharkonnen wrote:
A few question Gizmotron.

1. For at destroyer units, do you mind me moving them to the armor HQ? I rather get all tanks there and all mechs at the mech HQ.

2. Do you mind if I remove German infantry-tank and mech-tank regiments? I need space for the jagdpanzer, jagdpanther, and jagdtiger. Plus with the four standard tank regiments and a flame tank, aa tank, and artillery tank, there is no room left.

3. If you change any file regarding buildings and units in your mod, let me know and post it so I can keep updated. I don't know whether you are still on "break".

4. I just got done ripping a whole lot of general voices, so no real need to worry about them anymore. Again, if you don't like any of the general voice sets or prefer them on someone else, let me know.

5. Do you mind me redoing the your current tank bunker? The differences are the follwing: Mine an't be captured, but must be destroyed, mine spawns tanks inside and it has no defenses on its own. I also have a stone version for Axis factions and a sandbag version for the allies. The only thing I don't have is an icon for them, but I am thinking or using the icons in the building folder that the devs did.

6. Also, do you know if any of the British generals you did have a Scottish background? I have a Scottish voice set I would like to use.




1. sure, moving the destroyer regiments works fine. they actually upset the game-play balance quite a bit. as I mentioned elsewhere, if it weren't for the Heavy AT Infantry regiment those things would have annihilated me a couple of times.

2. remove the mech-tank from the HQ-- that's fine. but be warned that it will cause DTDs with the Suez SP campaign mission if they don't get changed-- that is the ONLY reason I left it in the game. I wanted to keep the SP campaign fully functional. the work-around is to delete the original HQ tents and then reattach only those regiments that show up in the game. if you have a German flame tank I'd stick in as a replacement for one of the two "Urban Warfare Regiments" at the Mechanized HQ. the Germans didn't really use flame tanks all that much. since the Germans already have the "Sturmpionier" regment that uses flamethrower infantry-- replacing that unit with the new flame tank seems like an obvious choice. I don't think Germany should have a dedicated flame tank regiment like the United States or Great Britain-- they were pretty rare... and it helps keep GBR and USA more unique. I will change that SP mission to remove the problem in the future.



3. I'm 'mostly' on break. I'm working with computers 10 hours a day-- so I have to be carefuly not to over-do things and get carpal tunnel! when I was doing field work it was much less of a problem. I'll keep you posted-- for example, when I finally create a successful "Arsenal" for deploying bunkers for every nation-- I'll send that your way. I figure it's got to be handy to deploy bunkers with trucks at some point in the game.

5. ah, I never actually got around to doing the tank-bunker. I included the old version you showed me ont he forums-- but once I started transforming the Meta-Game it got abandoned.

6. let me see....

the first guy earned a VC while fighting at Sidi Rezegh... earning the Victoria Cross is no small thing.

http://en.wikipedia.org/wiki/Jock_Campbell_(VC)

http://en.wikipedia.org/wiki/Kenneth_Strong

flip a coin-- I guess. although Kenneth Strong, being a member of intelligence-- could work like a British counterpart to Admiral Canaris (use "Fog of War" and stuff like that)
 
View user's profile Send private message
United States
theharkonnen
 


Joined: Jan 10, 2012
Last Seen: Sep 06, 2014
Hits Total: 13039
Posts: 501
Location: Ohio
Badges 17/80 Level 050
Badges 17/80 Level 050

Last Shout: No Shouts Yet



PostPosted: Fri Oct 05, 2012 7:08 am Reply with quote Back to top

I added three new generals last night. I emailed them to you since this forum is ficky when uploading files. Just wanted to make sure you have them.

We don't have to have GER flame tanks. It was just an idea. In vanilla, flame units were underused, so I thought I would add them. I guess the GER flamethrower takes care of the problem.

I'll also give you my tank bunkers. There are a ton of new units for them.

Good luck with your PC work.
 
View user's profile Send private message
Display posts from previous:       
Post new topic   Reply to topic

View next topic
View previous topic
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001-2008 phpBB Group
:: Theme & Graphics by Daz :: Ported for PHP-Nuke by nukemods.com ::
All times are GMT - 6 Hours
Forums ©
(Original PHP-Nuke Code Copyright © 2004 by Francisco Burzi)
Page Generation: 0.24 Seconds

You can syndicate our news using the file backend.php

Distributed by Raven PHP Scripts
New code written and maintained by the RavenNuke™ TEAM


All logos, trademarks, and GNU Free Documentation in this site are property of their respective owner(s). www.axis-and-allies.com is an independently run community site for the Axis and Allies RTS, and is not affiliated with Atari, Timegate, Gamespy, or Encore Entertainment. Axis & Allies © 2006 Encore Software, Inc. All rights reserved. AXIS & ALLIES is a registered trademark of Hasbro, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved. GameSpy Arcade is an independent gaming service run by GameSpy. TimeGate Studios and the TimeGate Studios logo are trademarks of TimeGate Studios, Inc. Any comments and forum posts are property of their posters, all the rest ©2007- by www.axis-and-allies.com


:: fisubice phpbb2 style by Daz :: PHP-Nuke theme by www.nukemods.com ::
:: fisubice Theme Recoded To 100% W3C CSS & HTML 4.01 Transitional & XHTML 1.0 Transitional Compliance by RavenNuke™ TEAM ::