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Gizmotron
 


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PostPosted: Fri Sep 21, 2012 10:31 am Reply with quote Back to top

GIZMOTRON'S USER-MOD 1.0

regiment limit = 180
building limit = 40
game now supports 11 seperate factions in the map editor (random maps still only generate 8 factions)

NEW DOODADS

there are corpses and destroyed vehicle doodads for every nation

crows and refugees have been added to the list of ambient actors


BUILDINGS

ammo, oil, and supply depots no longer contribute to building limit

Village Resources are customized per region. African and Asian oil refineries produce more oil. European and American factories produce more ammo. etc.


Industrial HQ: this recruits all brigades and depots (all nations)
Marine Corps Division HQ: deploys marines-based regiments (USA)
Marine Corps Airfield: deploys Corsair fighters and P51 bombers (USA)
Guards Infantry Division: (RUS)
Guards Armored Division: (RUS)
Imperial Guards Infantry Division: (JPN)
Japanese Army Airfield: (JPN)
Heavy Infantry Division: (GBR, GER, USA)
SS Mechanized Division: (GER)
SS Armored Division: (GER)
Anti-Tank bunkers: (GER, RUS)
Heavy Artillery Bunkers: (JPN, USA)
Coastal Artillery Guns: (these can be used to sink battleships and carriers, available with editor)

Barbed Wire Barricade: paralyzes units for 1 second
Dragon's Teeth: paralyzes units for 1 second
minefield (anti-personnel)
minefield (anti-tank)

Partisan Blockhouse 1-4: these are destroyed buildings that conceal snipers and machine guns
Destroyed Buildings 1-10:

campaign bunkers now have a negative impact on the morale of units under fire.


CAMPAIGN

nearly every map has been heavily revised or had generals swapped out. I've added an Allied-version of Burma, and added a Bataan and Corregidor mission to the Axis campaign. more changes will probably show up in the future.

COMBAT UNITS

machine guns have a built-in attack bonus against infantry of 10 points.
mortars have all been given an attack value of 40, and slightly longer range
vehicles now have 80% resistance to gunfire (AT Infantry becomes much more important!)

GENERALS

each nation has 10 generals available in WW2 mode and Random Maps. If you create a new map in the Editor you will have a larger variety of generals to choose from for certain nations. most of the generals now have a .bik file so that their portrait can be viewed in the WW2 lobby.

USA

Admiral Halsey
Admiral Mitscher
Admiral Nimitz
General Arnold
General Bradley
General Eisenhower
General Geiger
General MacArthur
General Patton
General Stilwell

(McAuliffe)
(Taylor)
(Kangleon)
(Marshall)
(Lemay)
(Smith)
(Krueger)

GBR

Admiral Mountbatten
Admiral Ramsey
Air Marshal Harris
Field Marshal Montgomery
General Blamey
General O'Connor
General Simonds
General Slim
General Wavell
Major General Wingate

(Air Marshall Tedder)
(Air Marshall Dowding)
(Lt. General Herring)
(Lt. General Horrocks)
(Lt. General Maczek)
(Lt. General Leese)

RUS

Admiral Isakov
Admiral Kuznetsov
Air Marshal Novikov
General Malinovsky
General Vasilevsky
Marshal Govorov
Marshal Chuikov
Marshal Konev
Marshal Rokossovski
Marshal Zhukov

(Vatutin)
(Tolbukhin)


GER

Admiral Doenitz
Admiral Raeder
Field Marshal Kesselring
Field Marshal Guderian
Field Marshal Manstein
Field Marshal Model
Field Marshal Rommel
Field Marshal Rundstedt
General Richthofen
Reich Marshal Himmler

(Keitel)
(Student)
(Ramcke)
(von Leeb)
(Kluge)
(Press)
(Weidling)
(Hoth)
(Dietrich)
(Canaris)
(Paulus)
(Normandy Defenses)


JPN

Admiral Ozawa
Admiral Mikawa
General Hata
General Yamashita
General Doihara
General Iida
General Kuribayashi
General Okamura
Admiral Nagumo
Admiral Yamamoto

(Yahara)
(Homma)
(Ushijima)
(Nakajima)
(Kurita)




REGIMENTS

the original game had about 120 regiments. this included such things as divisional HQs. since I started modding the game I've increased the number of regiments to over 350. without going into a tremendous amount of detail I'll lay out the most important changes.

snipers and marine-based units are available for every country
a variety of Waffen SS regiments are available for Germany
Guards Infantry and Armored regiments are available for Russia
a variety of Marine Corps regiments including infantry and tanks for the United States
Japan has been granted Imperial Guards Infantry divisions

the Goliath and Banzai infantry regiments have been made more powerful
engineers can now build a much larger variety of buildings
Infantry Demolitions regiments can deploy saboteurs to destroy enemy buildings
Infantry Tank regiments are available for Britain, Germany, and Russia



SAI

I've done everything I can to make the AI less idiotic and more aggressive. without getting into detail-- the AI now presents a much larger threat to the player than it did in the original game.


SPECIAL OPS


Aerial Interception: destroys enemy aircraft instantly

Aerial Supremacy: +20 defense value, +50 attack value, +25% speed, +50% health
120 seconds

Airborne Artillery: recruits a Fallschirmjaeger airborne artillery regiment

Armored Advance: +15 attack value, +5 defense value, +50% max speed
120 seconds

Artillery Barrage: 800 points explosive damage (no bonus against buildings)
Atomic Bomb (revised): 700 points flame damage, +1100 against buildings
radiation inflicts 15 points of flame damage on each unit for 10 seconds.

Banzai Charge: now it works on EVERYTHING. this includes aircraft, buildings, infantry, vehicles. most versatile operation in the game.

Battleship (all nations): summons battleship

Black Orchestra: works like Code Breaker but covers larger area, lasts longer

Blockade: +20% recruit cost, -30 supply range of targed enemy buildings

British Sabotage: deploys a full airborne regiment of SAS Heavy Para led by a saboteur, can be attached to HQ

Chemical Weapons: 4 morale lost, +50% vulnerability to all types of damage, -80% max speed, -40% attack speed, +1 flame damage every second for 30 seconds.

Communist Purge: +5 attack value for 60 seconds

Conscript Horde: summons a 17 unit regiment of conscripts

Counter Battery Fire: destroys all targeted artillery units instantly

Deception: recruits a 'fake' British Mechanized HQ with the health/defense stats of a battleship.

Double the Guard: +15 attack value, -5% recruit cost
180 seconds

Entrenchment: +4 defense value for 60 seconds

Espionage (revised): now steals $75 from the enemy instead of $50

Fatigue: -30% attack/movement speecd, +1 Flame damage each second for 90 seconds

Field Training: +1 attack/defense, gives a roughly 10% boost in all stats for 20 minutes.
(works on all units and buildings)

Fog of War: -25% attack, movement speed. -15 points detection range

Foraging Party: a universal resupply op (works on everything except air and sea units)

Forced March: removed

Fortifications: summons a regiment of 3 artillery bunkers supported by mortars and machinegun infantry

Gurkha Regiment: summons Gurkha regiment, can be attached to HQ

Industrialization: -20% recruit cost all targeted buildings
120 seconds

Infantry Assault: +3 attack value, +3 defense value +30% attack and movement speed, immune to fear.
90 seconds

Infantry Reinforcements: summons a British Heavy Infantry Division truck

Infantry Horde: summons a regiment of 17 Japanese infantry units

Lend Lease: lasts 10 seconds instead of 7 seconds.

Lend Lease Tank Regiment (formerly Maskirovka): summons a Russian Sherman tank regiment, can be attached to HQ

Long Range Artillery: available to Germany (everybody else had it, so why not)

Lightning Advance: +75% Maximum Speed, +25% Attack Speed

Maelstrom: +50 to attack value, +50% attack speed, +12 to bombard range to targeted artillery pieces

Mechanized Advance (revised): +15 attack value, +5 defense value, +50% speed increase
120 seconds

Military Gear Up: available to GBR, JPN, USA

Panzer Hohle (revised): summons 8 'fake' German tanks and a regular co tank.

Panzer Reinforcements: summons a German medium tank regiment, can be attached to HQ

Red Orchestra: Code Breaker on steroids

Russian Sabotage (Commando regiment): deploys Russian demolitions regiment

Sand Bagging: +50% resistance to armor-piercing, explosive, flame, and gunfire damage
180 seconds

SAS Regiment: deploys SAS Commando regiment (air transport)

Scorched Earth: +50 flame damage (+300 against buildings), +30% vulnerability to all types of damage, +1 point flame damage every second on all targeted units for 120 seconds.

Secret Agent: added to GER and JPN

Special Boat Service Commandos: summons SBS Commando regiment

Skilled Labor: +10 build/repair ability, +50% speed increase on engineers

Sniper Ambush: kills enemy infantry CO, removes 5 points from attack value for infantry

Submarine Attack: destroys any targeted enemy ship instantly

Surrender: -100% maximum speed, -100% attack speed of targeted units.

SS Division (Mechanized): summons an SS Mechanized Division HQ truck

Tactical Airfield: summons a German tactical airfield truck

V2 Strike: works just like regular V-Weapons w/o a delay

Valor: +1 defense and morale, +10% speed, immune to fear for 300 seconds




TECHNOLOGIES

Advanced Armored Training: +1 morale, +1 attack value
Advanced Infantry Training: +3 morale, +3 attack value
Ammunition Production: +15 ammo per building
Bushido: +1 attack value, +1 defense value, + 5% health
Combat Medicine: +30% resupply rate
Conscription: -15% recruit cost
Cremation: +25% resupply rate
Entrenchment: +50% entrenchment rate
Flame Tanks: available to the United States
Flamethrower Infantry: available to Germany
Foraging: +10% resupply rate, available to all nations
Garand (Improved Rifles): +40% recharge time, availabe to all nations except Japan
Goliath Remote bombs: goliath units improved
Gyrostabilized Tank Guns: +15 attack value, available to Germany, Britain, and Russia (America removed)
Heavy Tanks: (used to recruit new types of regiments for Germany and Russia)
Improved Fortifications: +5 attack value, +5 attack range,
Improved Light AT Weapons: +15 attack value
Improved Machine Guns: +8 attack value
Improved Mortars: +10 attack value, +4 attack range, +25% rate of fire
Improved Reocnnaissance: +8 detection range
Infantry Camoflage: +10% resistance to all forms of damage, +10% entrenchment rate
King Tiger Tank (aka Super Heavy Tanks)
M7 Rifle Grenades (aka Rifle Grenades): available to Germany and Japan
Marskmaship Trianing: +3 attack value, +25% attack speed
Military Surplus: adds $7 per building
Oil Production: +15 oil per building
Panzerfausts: +20 attack value
Plentiful Ammunition: +15% resupply rate
Proximity Fuses: +10 attack value, +5 attack range
Rocket Truck: available to Germany
Schurzen: +1 defense value
Sniper Rifles: available the all nations except Britain
Self Sealing Fuel Tanks: +20 defense value
Special Forces: +1 attack value, +1 defense value, +15% health (available to all nations)
Tank Production: available to the United States
Vehicle Camoflage: +10% resistance to all forms of damage, +10% entrenchment rate


TERRAIN MODIFIERS
vehicles and infantry now suffer a 5-point reduction in detection range in forests and jungle
all units become more vulnerable when crossing fordable rivers
vehicles lose detection range in cities, infantry does not
infantry 10% more vulnerable to gunfire in snow
infantry loses speed while traveling over ice
several types of beach-terrain have been given 'sand' properties

** new terrain added, tropical mud-- all units suffer defense and speed penalties **
 
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Gizmotron
 


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PostPosted: Fri Sep 21, 2012 10:43 am Reply with quote Back to top

some screen shots
 
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Gizmotron
 


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PostPosted: Fri Sep 21, 2012 10:51 am Reply with quote Back to top

more screen shots
 
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theharkonnen
 


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PostPosted: Fri Sep 21, 2012 1:45 pm Reply with quote Back to top

You've been working really hard I see. Congrats on your release, but no link?

How did you create that black dragon howitzer, btw?
 
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Gizmotron
 


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PostPosted: Fri Sep 21, 2012 6:32 pm Reply with quote Back to top

as luck would have it family crashed at my place-- missed my projected deadline for posting. and ModDB archived the mod. so now I have to jump through some hoops. I wasn't planning on family staying unannounced for three days at my place (who does, right?)

the 'Black Dragon' was created by removing the sandbags around a regular artillery piece, and increasing the dimenstions by 150%. since the Black Dragon was a very large and comparably vulnerable target I gave it lower health and defense values. this helps offset the fact that it packs more punch and has a longer range than regular artillery.
 
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PostPosted: Sat Sep 22, 2012 2:47 pm Reply with quote Back to top

more screen shots

I was finally able to post all of the files at the following website:

http://www.moddb.com

so hopefully by the end of this week (or sooner) it will be available for download.
 
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PostPosted: Sat Sep 22, 2012 3:55 pm Reply with quote Back to top

Do you have a direct link? It just takes me to the main page.
 
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PostPosted: Sat Sep 22, 2012 5:26 pm Reply with quote Back to top

I don't think it's available to the public yet. this is the direct link.

http://www.moddb.com/mods/gizmotrons-axis-allies-user-mod.
 
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PostPosted: Sat Sep 22, 2012 9:00 pm Reply with quote Back to top

more screen shots

the airfields and factories show up in at least a couple of places (England, Germany, Eastern United States)

I changed the Luftwaffe general Wolfram von Richthofen. for 1500 experience points he can summon a free tactical airfield. that might seem expensive, but it allows him to get an airfield anywhere in the world during the WW2 mode-- even if it's just a regular infantry army with no upgrades. and since he has access to the "Aerial Supremacy" operation (that effectively gives Bf.109 fighter-bombers firepower on par with the B17 with all the upgrades for one sortie)... I figured it should be expensive.

these Tactical Airfields are available for Japan and the United States as well. in the US airfield the bomber is a P51 fighter-bomber... whereas with the Japanese airfield it simply uses the regular Japanese bomber and has a dozen reskinned Bf109s that are the Ki-61 Tony.
 
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PostPosted: Sun Sep 23, 2012 11:01 am Reply with quote Back to top

http://www.moddb.com/downloads/gizmotrons-axis-allies-user-mod

the mod was authorized-- and is now available for downloads.
 
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PostPosted: Mon Sep 24, 2012 8:10 pm Reply with quote Back to top

if you notice anything peculiar, wrong, or have any DTDs if you post them here I'll see what I can do about fixing it. in addition, if some of the historical information isn't correct-- I'd be happy to correct it.

I'm also curious to find out what the most popular new items are and why:

best new special op
best new regiment
best new technology
best new building
favorite new general
favorite campaign map
etc.

hope you guys like it.

a big "thank you" to theharkonnen for helping me brainstorm ideas, creating most of the Waffen SS units, and animating Taylor, Himmler, and Malinovsky... as well as many of the new tech and special op icons. thanks go to planetshakers for coming up with the V2 special op.
 
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PostPosted: Sat Sep 29, 2012 10:09 am Reply with quote Back to top

Right, I examined your mod and have a few general comments.

Pros:

Different intro
mine clearing parties
Changed the game vastly
Many new tactical choices
Suicide bomb truck
Creative
Fallenschrimjager skin

Cons:
Need to cut down of regiment sizes and number (Bigger the regiment, harder to control)
Generals head at all buildings
double stacked engineers regiments (Icons overlap)
Brit armored car regiment
Many icons missing
Guard Icon

Recommendations (since we are working together now):
Focus less on history, more on gameplay. Ex. Germany should have a weakness, infantry. Yet they get conscription and other techs.
Only one Guard/SS recruitment building
Need to examine build order. WHy can I get an SS tank division before a regular one? Recommend tech as I did.
AT guns are overpowered. I was thinking of making them do less regular damage and adding damage against vehicles/tanks.
Less regiments in general. We need to keep regiments unique and the number minimal, else some will be used, others not.
 
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PostPosted: Sat Sep 29, 2012 12:20 pm Reply with quote Back to top

Nice and fun mod
 
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Gizmotron
 


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PostPosted: Sat Sep 29, 2012 2:24 pm Reply with quote Back to top

I'm not sure why it happened-- but presently the SS Armored division is cheaper than the regular one. even though if you open up the file the purchase price is $400! the SS Mechanized Division is supposed to have the same price as the regular Armored Division-- and, again, I'm not sure why the game is over-looking the price I have in the .tgi file.

I gave Germany conscription because at one point-- with the Russian Guards divisions, the American Marines, and Japanese Imperial Guards divisions-- the Germans kept getting steam-rolled early in the game. obviously this isn't the case now. removing Conscription from Germany's list of techs is fine with me. would simply have to adjust the German Volksgrenadier units/regiments to bypass the elimination of that tech. it would then give Germany an economy more in keeping with Great Britain. (the only country that doesn't have Conscription in my mod)
 
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PostPosted: Sat Sep 29, 2012 3:40 pm Reply with quote Back to top

one of my big goals in making the mod was to give players unprecedented flexibility and opportunities for making new custom maps. I'd like to encourage everybody who feels inclined, to create some new maps based on the mod and post them online.

here is an on-site tutorial about posting maps on the forum.

http://www.axis-and-allies.com/ftopict-284-How-to-Upload-your-Custom-Maps.html
 
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PostPosted: Sat Sep 29, 2012 3:45 pm Reply with quote Back to top

Gizmotron wrote:
I'm not sure why it happened-- but presently the SS Armored division is cheaper than the regular one. even though if you open up the file the purchase price is $400! the SS Mechanized Division is supposed to have the same price as the regular Armored Division-- and, again, I'm not sure why the game is over-looking the price I have in the .tgi file.

I gave Germany conscription because at one point-- with the Russian Guards divisions, the American Marines, and Japanese Imperial Guards divisions-- the Germans kept getting steam-rolled early in the game. obviously this isn't the case now. removing Conscription from Germany's list of techs is fine with me. would simply have to adjust the German Volksgrenadier units/regiments to bypass the elimination of that tech. it would then give Germany an economy more in keeping with Great Britain. (the only country that doesn't have Conscription in my mod)


I added a ton of techs to each faction in my files. I just need to know if what you uploaded on moddb was your latest. If so, I can start merging stuff.

Also, we need to examine the rus guard icons. They are extremely blurry (the same thing happened to me when I did it). So, I think we should opt for some easier symbol. I was thinking of a black star on guard units, given most rus units have red stars.

The fallenschrimjager airborne icons are also blurry. Check my icons properties/tech icons iconbradenburger.

Also, did you change all those special ops. Files that haven't been changed should be removed. I try to keep my stuff as minimal as possible. Same for the icons.

I also included a gurka icon in the tech icon folder. Also for the assault mech icon, check my units icons.
 
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PostPosted: Sat Sep 29, 2012 4:54 pm Reply with quote Back to top

I made the Gurkha regiment a strictly special op regiment because I found that when I recruited them from HQ tents it became impossible for the Germans or Japanese to defeat Great Britain. I mean-- as soon as the Gurkha's got within melee range they'd go through enemy infantry regiments like a hot knife through butter. it helps to know that the Gurkha is effectively a melee-range sniper. one (invisible) bayonet thrust and any enemy infantry unit is killed instantly.

when I made it possible to recruit them from HQs the AI would start spamming Gurkhas and SAS and then it was game-over! GBR would wipe out everybody before they even hit the mech stage in most games. it's part of why I introduced the Armored Car Regiment-- cheap, fast, and rugged. even if they got mauled by infantry they were fast enough to retreat and not get wiped out.

because for awhile that was the ONLY way that Japan and Germany could countery Gurkha/SAS spam. later I created the Imperial Guards Infantry Division and the Stormtrooper regiment as a way to compensate-- but even here, it wasn't quite enough. the only real solution was to use a tank CO (which the Gurkhas and SAS couldn't kill as quickly)

the techs that you see there are the only ones I've included. I never got around to including the White Phosphorous tech-- but you'll see that icon is in there.

the only changes I've made have been slowly adding the missing unit icons, and changed the size for tree 04, 05, and 06 for the Savannah biome. hate to say it-- but those trees are so big that you can't even see your HQ tents when you set them up in a forest.
 
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PostPosted: Sat Sep 29, 2012 7:20 pm Reply with quote Back to top

"AT guns are overpowered."

are you talking about the new bunkers? if so, I guess I could see what you mean. the AI doesn't make them very often-- so I haven't had time to see if they were badly over-powered or not. I figured they should have firepower comparable to the tank guns they corresponded to.
 
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PostPosted: Sun Sep 30, 2012 8:16 am Reply with quote Back to top

For the at-guns, I was thinking of the guns on at tanks. Most players complain about how at units are spammed. Well, if we reduce the overall damage and increase tank, vehicle damage, infantry will be able to counter them better.

Originally:

name = "#gbr_tank_destroyer_AbilityDefinition_name"
recharge_time = 6
range = 22

[Effect Template=APDamageEffect]
amount = 75

Change to:

name = "#gbr_tank_destroyer_AbilityDefinition_name"
recharge_time = 6
range = 22

[Effect Template=APDamageEffect]
amount = 40
[Effect Template=AddDamageEffect]
damage_type_IDS = ap
targets = ivehicle, tank
amount = 35
 
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PostPosted: Sun Sep 30, 2012 11:13 am Reply with quote Back to top

this is probably more of an issue for Germany, Great Britain, and Russia--

with tech upgrades Great Britain and Germany's tank-destroyers get a whopping 18 points of extra attack value.

Great Britain now has gyrostabilized tank guns (the United States does not, because they're main tank, the Sherman was chronically under-gunned throughout the war).

maybe the solution would be to reduce the benefit of Gyrostabilized Tank Guns from 15 down to 5.

solutions to cope with AT-Mech spam in the mod are as follows.


ALL NATIONS
use of obstacles: dragon's teeth paralyzes all units for 2 seconds. it's your best defensive option against AT mechs. barbed wire paralyzes for one second and inflicts damage against infantry.

AT mines, AT bunkers (for Russia and Germany). there is also the new coastal defense bunkers-- which inflict 150 points worth of damage.

Field Artillery Regiments-- they're incredibly slow, and can't be used for offensives-- but they can reduce the morale of AT mechs with sustained bombardment. the United States can deploy these like regular Paratroopers-- and so they're great for supporting an offensive deep behind enemy lines.

USA, GBR, GER, RUS
AT Commandos, Heavy Anti-Tank Infantry. both of these regiments inflict long periods of paralysis on tank destroyer regiments and AT mechs. rush the AT regiments from several directions and paralyse them with combined fire. Harko, if you were wondering why I made the Heavy AT Infantry Regiments so big-- this is why. it was meant to be an infantry counter to AT mechs and Arty mechs. one a player starts spamming heavy arty mechs and AT mechs it becomes extremely difficult for other players to beat them. the larger AT infantry regiments from the Heavy Infantry Division gives Infantry-based players a better chance against mechanized and armored forces. they weren't meant to be used in every game-- they were meant to give players some options. I rarely use the Heavy AT Infantry Regiment-- but when I do, it's when my infantry is outnumbered and facing lots of mech and armor. entrench them in cities with a sniper regiment and they do pretty well.

JAPAN

Banzai Infantry (any sort, from multiple HQs). particularly from the Industrial HQ as this version has a more powerful version that works on all regiments AND includes a sniper to make them less vulnerable to regular infantry.

Heavy Anti-Tank Infantry (uses rifle grenades and AT rifles) to bombard vehicles. although they're not as effective as dedicated Banzai regiments-- the rifle grenades are better than a regular AT infantry regiment-- and this regiment does much better against regular infantry.

Suicide Squad. this one includes four of the new, more powerful Banzai Infantry. they have enough firepower to remove 300 points of health from any vehicle. that means that they can one-shot everything all the half-tracks in an AT mech regiment. once those guys are out of the picture the AT mech regiment's morale will plumet. by combining a Suicide Squad with Heavy AT Infantry Japan has a decent counter for AT mech spam.

GERMANY

Goliath Regiment-- this regiment has an improved attack that will kill anything below a medium tank with one hit.
Infantry Demolitions Regiment: see above-- however this regiment can also build AT bunkers, and has a saboteur for blowing up buildings. it's really expensive-- but so versatile that it's worth the money.

Heavy Mortar Mech Regiment. this unit removes 5 points worth of morale with each hit. this regiment is very expensive-- but it can route most enemy regiments with a single volley.
 
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PostPosted: Mon Oct 01, 2012 1:48 pm Reply with quote Back to top

We could probably meet at the middle for the extra AT damage. +10 sounds right, with the difference that it only effects damage against tanks, vehicles.

For the barbed wire and dragon teeth, I think it would be better to take away the paralyzes action and just slow units down 75-90% as long as they are on or near it. If you think about it, they wouldn't stop units, they would slow them down. I also think dragon's teeth should act like an anti-vehicle barbed wire and have it inflict damage to vehicles, just like barbed wire.

Mines, of course, should stun units. I'll upload what I did in the next day or so, since I did the above.
 
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PostPosted: Mon Oct 01, 2012 8:08 pm Reply with quote Back to top

since I based the barbed wire barricade and the dragon's teeth on the mine I felt like a brief paralysis was the best compromise. anything that touches these obstacles will destroy them. so the paralysis made sense at the time. if you modify them so that they aren't destroyed by the first thing that touches them-- but can influence more than one unit-- I would agree with the suggestion of slowing things down.

the question then remains who, or what, could destroy them?
 
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PostPosted: Tue Oct 02, 2012 9:01 am Reply with quote Back to top

Engineers only. They can remove barbed wires and dragon's teeth and mines that haven't exploded. This makes engineers a more nessessary part of the game. Well, specifically your mine remover engineers.

Mines, in my mod, after exploding once and destroying at least one unit, self-destruct. Don't know if you like this or rather have them remain until enigineers get to them.
 
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PostPosted: Tue Oct 02, 2012 7:53 pm Reply with quote Back to top

I would have preferred to have had barbed wire and dragon's teeth stay on the field until removed by engineers.

and if you found a way to add machine-guns to tanks then I would heartily approve of adding them into the game. I tried a couple of times to add them in w/o success.
 
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PostPosted: Thu Oct 04, 2012 7:13 am Reply with quote Back to top

Gizmotron wrote:
I would have preferred to have had barbed wire and dragon's teeth stay on the field until removed by engineers.

and if you found a way to add machine-guns to tanks then I would heartily approve of adding them into the game. I tried a couple of times to add them in w/o success.


For mines, I'm pretty sure all we have to do is give them the mine property (I think its minefield). Since, most weapons can't destroy mines, given their target list.

I'll add machine guns to my list of things to do then.
 
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