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PostPosted: Sun Nov 04, 2012 12:00 am Reply with quote Back to top

that's a shame that you can't even post picture-- I just finished the first draft of basic Alpini infantry this weekend. the tricky part was adjusting the texture on the helmet so that the distinctive Alpini insignia would look the right way.

when you right click on a model it opens a pull-down menu. open up the Texture sub-menu. then you should see an option for "Edit UV". by manipulating the points on this graph you can change what part of a texture is assigned to the visual model. I had to make the forward face of the helmet about three times bigger to accomodate the Alpini insignia on the front. I also find this useful when you transplant turrets onto an existing model-- otherwise the graphics look very strange.
 
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PostPosted: Wed Nov 07, 2012 12:27 am Reply with quote Back to top

Bad luck: deleted the calvary unit >Sad. Right now just made a cromwell,wespe, and flakpanzer. Just have to test and then ill post the files here.
 
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PostPosted: Wed Nov 07, 2012 9:50 pm Reply with quote Back to top

sounds cool-- so would you be cool if Harko and I integrated them into the monster-mod?
 
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PostPosted: Wed Nov 07, 2012 10:50 pm Reply with quote Back to top

Gizmotron wrote:
sounds cool-- so would you be cool if Harko and I integrated them into the monster-mod?

Sure just finish all of them. However I cannot post them still for reasons the site won't let me so I have to use another computer later. The flakpanzer works well.
 
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PostPosted: Thu Nov 08, 2012 6:23 pm Reply with quote Back to top

You may want to pm one of us your email. This seems to be the only thing working right now.

I tried deleting some of my old files on this website, since I think we used up all the available space, but it won't let me, so we are sol.
 
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PostPosted: Sat Nov 10, 2012 4:27 pm Reply with quote Back to top

y'know, I'm kinda embarrassed that I forgot to include the Sherman 'Jumbo' Assault tank. it would basically be the same as a regular Sherman but have higher defense values, slightly improved health, and a little more oomph to the main gun.

the 105mm howitzer Sherman would have a range of 30 and use explosive damage on enemy targets. it would help offset the general American tank inferiority (as it presently stands in my mod right now).

having done some research-- I noticed that the 'Long Tom' artillery tank that America gets for this game wasn't introduced until 1944 or later-- so I think I'm going to add the M7 'Priest' to be the new standard US arty tank. I'll look into giving the 'Long Tom' a longer range, more attack power, and require special research in order to deploy.
 
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PostPosted: Sat Nov 10, 2012 11:42 pm Reply with quote Back to top

The jumbo job was to assault fixed position with the 105mm. The easy 8 with the 76mm would fit what your asking for better, plus it has the gyro-stabilization. side note; the lead lease sherman you have in your mod is the m4a1 which never was loaned. The only shermans that were given to the soviets where the m4a2 since the variant ran diesel engine, just to let you know Wink.
 
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PostPosted: Sun Nov 11, 2012 1:18 pm Reply with quote Back to top

so it would be more like the German tank-destroyer, in that the 'Jumbo' wouldn't have a rotating turret? correct?

on the Russian Sherman-- I called it the "M4 Sherman Lend Lease" because I figured there would be some unusual name for it I couldn't remember. I could change the name to M4A2 for a later version.
 
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PostPosted: Sun Nov 11, 2012 2:07 pm Reply with quote Back to top

Gizmotron wrote:
so it would be more like the German tank-destroyer, in that the 'Jumbo' wouldn't have a rotating turret? correct?

on the Russian Sherman-- I called it the "M4 Sherman Lend Lease" because I figured there would be some unusual name for it I couldn't remember. I could change the name to M4A2 for a later version.

The jumbo has a turret, just the 105mm was not designed to engage other tanks. The easy 8 76mm was designed to. The lend lease shermans were nicknamed emcha because emcha came from "Em" for M and "cha" because the English "4" looked like a Russian letter "cha".
 
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PostPosted: Sun Nov 11, 2012 7:10 pm Reply with quote Back to top

This one: M4A3E2 Assault Tank - postwar nickname "Jumbo"/"Cobra King" - extra armour (including 4 inches on front), vertical sided turret, but about 3-4 mph slower. Built with 75 mm gun but frequently re-armed by the using units with 76-mm guns. Grousers fitted to the tracks. Users: US, France (one vehicle)
 
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PostPosted: Sun Nov 11, 2012 11:05 pm Reply with quote Back to top

Look what I found Very Happy . T105 Sherman Rocket launcher. link to image.
http://forum.worldoftanks.com/index.php?/topic/168554-interesting-sherman-variant/
 
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PostPosted: Sun Nov 11, 2012 11:50 pm Reply with quote Back to top

OR here http://en.wikipedia.org/wiki/M4_Sherman_variants
 
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PostPosted: Thu Nov 29, 2012 6:04 pm Reply with quote Back to top

Hey, Giz, didn't you say you made civialians. COuld I see them, cause they may be useful for the volksstrum? I made a unit icon for them as well.

I also plan on making nkvd units. But, I don't know what they should be like? I think they should get a sabateur, maybe a sniper, don't know.

I also plan on adding Werwolf guerrillas (Probably a spec. unit for Model) and the volunteer fighting corps for Japan.

Do we have Russian marines, yet? If so, do we need a marine icon for them or do we need one?
 
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PostPosted: Thu Nov 29, 2012 9:32 pm Reply with quote Back to top

the 'civilians' are just reskinned saboteurs. you select them by choosing "Refugee" or "Refugee Herd" in the game editor.

the Russian "marines" are covered by the OMBSBON regiment (which uses your Spetznaz icon at the Russian Mech HQ). this was a specialized mechanized infantry organization that recruited most athletic people they could find (kinda like the Italian Bersalgieri).

I figure NKVD was mostly behind the lines-- and used for intel-purposes. it should probably be almost useless as a combat regimient. I figure it should be a single unit regiment-- a secret agent that can be deployed (at will) from an HQ. thr NKVD units can't really do more than a tiny fraction of what they would have been historically used for... so that's the best compromise I can think of. since the Russians already have a Demolitions regiment this approach seems more unique
 
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PostPosted: Sat Dec 01, 2012 10:24 am Reply with quote Back to top

A recruitable spy sounds good to me. Though they would have to die somehow.
 
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PostPosted: Sat Dec 01, 2012 11:08 am Reply with quote Back to top

since you'd be paying money for them-- give them a little more health than the regular version. the current secret agent lives about 200 seconds. so make the recruitable secret agent cost $100 and have him live for 480 seconds. since the agent can't attack, cant be destroyed, and can gather valuable intel-- it seems like a worthy trade-off. the regiment will automatically die so it counts against your military score-- but the results gained might very well be worth it.
 
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PostPosted: Sat Dec 01, 2012 7:44 pm Reply with quote Back to top

I agree with you there the spy and saboteur are both under powered to be any consideration to be used.
 
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PostPosted: Sun Dec 02, 2012 9:08 am Reply with quote Back to top

A quick question about spies (Since I have never played with them online): Are they visible to the enemy or not? Maybe I'll give the NKVD more health and an attack to disable buildings, like the sabateur, but without doing damage. Thus, it can be said that the NKVD attack enemy supply lines.
 
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PostPosted: Sun Dec 02, 2012 10:13 am Reply with quote Back to top

TheLastSterling wrote:
I agree with you there the spy and saboteur are both under powered to be any consideration to be used.


well, in my mod I have quite a few different ways to deploy saboteurs. they're no longer limited to 90 seconds worth of life. they're actually pretty difficult to kill now (since they're stealthy, and resistant to gunfire). the best way to take them out quickly is with mortars and grenades (as they're vulnerable to explosive damage).

I made the saboteur a CO of a larger regiment-- and they're worth the experience points now because you can always attach them to an HQ.

the secret agent I haven't made any changes to-- because I think for 200 experience points they're a pretty good deal. since agents can't be targeted (even if you CAN see them) I feel like it would provide too much long range benefit to the player that uses them. I might be prepared to double their life-span. but making them unkillable presents some serious problems. I guess you could make them immortal and simply require a LOT more experience points to get them.
 
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PostPosted: Thu Dec 06, 2012 8:26 pm Reply with quote Back to top

Can you attach the saboteur and spy as a regiment? Like if it were a unit? Or maybe produce the saboteur and spy instead wasting the exp points?

Do you see what I mean??
 
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PostPosted: Thu Dec 06, 2012 8:40 pm Reply with quote Back to top

right now every nation can deploy a "Demolitions Regiment" in my mod. however, the regiment can be attached to HQs-- and is a full-sized regiment when used as a special op. the British version is basically a saboteur protected by 8 SAS Commandos. I think it's powerful enough to justify the experience points. this regiment can flatten a Corps HQ with two attacks in most scenarios.

Admiral Mountbatten gets to recruit a free SAS Commando Regiment and a Paratrooper Demolitions Regiment-- so if you save up enough experience points you can para-drop two SAS regiments behind enemy lines and wreak havoc.

the problem with making spies recruitable from an HQ is that there is literally no way that you can kill them. my thought here was possibly giving them a fixed life-span of 10 minutes-- because the long range benefit of having a half-dozen immortal, unkillable spies could present some problems!

spies should require some sort of research-- and a brigade as a pre-requisite. they can't be cheap, and if they're unkillable they need to have a limited life-span. I tried finding a solution to this-- that spies would suffer flame damage if they were out of supply or unattached to an HQ. but the problem there is that if they're not in supply they die very quickly! so this limits their ability to such an extreme that they're not really worth it.

I didn't try adding resistances to the stealthy property-- maybe if I added a 50% resistance to fire damage it would make these spies more useful.

it's been awhile-- the last time I experimented with recruiting spies was last spring-- so it might be worth another look.
 
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PostPosted: Fri Dec 07, 2012 8:13 pm Reply with quote Back to top

Ok I see but its without no exp points right?
 
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PostPosted: Tue Jan 01, 2013 5:45 pm Reply with quote Back to top

figured out how to add a new ambient unit-- fog. it looks pretty cool. the forums won't allow me to post any pictures of it, of course. so I was just going to let it be known I'm still tolling away on the mod. although it doesn't stop you from seeing regiments-- in large quantities it will make enemy minefields and bunkers practically invisible.
 
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PostPosted: Sat Jan 05, 2013 12:35 pm Reply with quote Back to top

I know it seems dead around here, but I assure you our mod is not.

I have just finished Italy. Now if only the fourms let me post pics.

Moving onto France now...

Anyone have any ideas on elite French units. We have the foreign legion, but I need more ideas.
 
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PostPosted: Sat Jan 05, 2013 5:43 pm Reply with quote Back to top

Here http://en.wikipedia.org/wiki/Free_French_Forces#Divisions
 
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