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PostPosted: Sat Feb 16, 2013 9:05 pm Reply with quote Back to top

since these forums don't allow the posting of pictures or uploading of files anymore-- theharkonnen asked me to set up a new page at ModDB so folks can keep track of our progress.

http://www.moddb.com/mods/axis-allies-uncommon-valor

right now France and Italy are almost done, while the basic buildings blocks for Nationalist and Communist China are in place.

there are 15 pictures up at ModDB of the work in progress.

best guess for the release date would be early summer. since we're trying to add new SP campaigns for every nation that could take a lot of time-- even after we've finished all of the basic nations.
 
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PostPosted: Mon Feb 18, 2013 10:36 pm Reply with quote Back to top

Wow a train! How do you guys have these models?
 
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PostPosted: Tue Feb 19, 2013 4:32 pm Reply with quote Back to top

A lot of hard work and time gets us these models. Some models are also from a Chinese mod of the game.
 
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PostPosted: Tue Feb 19, 2013 8:30 pm Reply with quote Back to top

link to the chinese site please.
 
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PostPosted: Tue Feb 19, 2013 10:42 pm Reply with quote Back to top

there are a couple of guys from China that can be reached through this discussion

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

all of the links to Chinese mods are featured in that page. I made sure to ask for permission before using their models-- I also volunteered to share any special ops and work I had in my posted mod for them to share. they'll probably say 'sure, you can use the models'-- but it's still nice to ask them directly.

these guys are kinda on a different level, lol. wish I could read Chinese. they already did a lot of the things I've been wanting to do. but there's still a lot of things that Harko and I have done that won't be found elsewhere.
 
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PostPosted: Wed Feb 20, 2013 9:21 am Reply with quote Back to top

Like French and Italian voices for those factions.
 
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PostPosted: Wed Feb 20, 2013 5:07 pm Reply with quote Back to top

Gizmotron one of your quotes says that you are making a melee unit. im sure you could use the banzai infantry I used if your still working on it. I think I remember first doing it when i deleted the marine shooting attack at one point on modding
 
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PostPosted: Thu Feb 21, 2013 8:46 pm Reply with quote Back to top

I've got a couple of poles in the water concerning melee units.

1. use a marine-based unit with only a grenade and bayonet for attack.
2. attempting to create new character components so that new animations can be integrated into the game.
3. I'm looking into using cavalry that's armed with bladed weapons instead of rifles.
 
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PostPosted: Tue Apr 16, 2013 11:54 pm Reply with quote Back to top

Love the latest update to the mod. I also heard that your using civ models too. I did remember seeing a model cromwell and crusader tank if your considering it since I do have the crusader model on my computer.
 
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PostPosted: Wed Apr 17, 2013 9:43 am Reply with quote Back to top

Well, I've done 64 models from Civ5 thus far and I haven't gotten to Russia or Japan yet.

Mostly every faction gets their own aircraft (Save for Bulgaria and Croatia, since there isn't any available), Poland has all new tanks and aircraft, Hungary will get all unique tanks. Most of the other factions will get at least one unique tank.

Also, I've done dive bombers for the major factions (Will also be doing naval bombers), a ME. 252, a German jet bomber. We also have a flying wing and blimp for Germany. France and Italy have all unique aircraft as well.

I've used the Crusader AA model. May add the Cromwell, depends how much space we have at the armor HQ.

I will also be adding cruiser, uboat, and destroyer models and redoing most of the infantry weapons. Also, possibly the helmets/hats as well.
 
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PostPosted: Wed Apr 17, 2013 9:41 pm Reply with quote Back to top

I've got plans for the Cromwell (and a halfway decent model from the Chinese mod community).

it's basically going to have the health of a medium tank, the speed of a halftrack. my research has shown that it's AP damage wasn't as good as the Firefly, but that it had a very effective HE shell. so I was thinking of making firepower of this have 70 explosive damage, range of 20, and an area of effect of 3.

it wouldn't be as good against tanks-- but it would be great against infantry and mechs. it would also be fast enough that it could outpace any other tank in the game if it couldn't beat them outright.
 
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PostPosted: Wed Apr 17, 2013 10:39 pm Reply with quote Back to top

@Gizmotron:

If I may ask, how are your carriers and battleships implemented for the world campaign?

Are they actually useful? As opposed to simply buying standard units to cross water? And are they unable to cross solid ground?
 
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PostPosted: Thu Apr 18, 2013 9:25 pm Reply with quote Back to top

still fine-tuning them-- they are incapbable of moving into a territory that has no water. but for some reason whenever I upgrade a division it converts into the battleship model. I would like to fix that!

however, they can travel into any province that has water in the RMC. what this means is that, depending on how the random map generates in WW2 mode they are capable of traveling into land-locked territories if there is a lake large enough to hold them. it's a glitch I'm not particularly happy with-- but there's no way to work around it right now.

the battleship used is not the standard battleship spawned by regular armies. it's a dedicated Marine Battleship that will allow players to deploy a half-dozen different types of Marine regiments the regular battleship won't allow. you can actually deploy the following regiments straight from the boat if you already have the tech researched or the buildings on the ground.

Marine Infantry Regiment
Heavy Infantry Marine Regiment
Marine Flamethrower Regiment (tech)
Armored Marine Infantry Regiment
Infantry Sniper Regiment (tech)
Marine Mortar Regiment (artillery brigade)

I think being able to launch marines, snipers, and light tanks straight from the boat and onto the enemy beaches is a pretty useful when compared to recruiting vanilla infantry regiments available to the normal battleship.
 
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PostPosted: Mon Apr 22, 2013 11:19 pm Reply with quote Back to top

Nice update. First off, will you be adding Brandenburger regiments to the game and if yes will it have the stealth just like the oss regiments. second the cromwell tank was statistical identical to the sherman in armor and firepower except that it was faster slightly.and last, can the crew model on the anti-tank gun animate?
 
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PostPosted: Tue Apr 23, 2013 7:32 pm Reply with quote Back to top

the AA gun crew is not animated. it's just there for show.

the Brandenburger Regiment will have stealthy properties just like the OSS regiment.

I'm going to use the later versions of the Cromwell, with a noticeable speed advantage over the stock Sherman models. it's not entirely accurate, from a historical perspective, but it will give the unit something unique for game play.
 
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PostPosted: Wed Apr 24, 2013 12:13 am Reply with quote Back to top

Will you guys make campaign unique units. For example during battle of the bulge, the germans disguised their panther tank as m10 tank destroyers and dressed as US troops. Or market Garden with airborne tanks.
 
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PostPosted: Wed Apr 24, 2013 10:14 pm Reply with quote Back to top

airborne tanks are already part of the mod-- so they will be in the new campaign mission

I had meant to use the fake American troops-- but I wanted to learn more about it first-- the name of the regiments, the operations they were assigned to. the best general to attach them to. but like a lot of good ideas, it rested in my notebook untouched-- it was only until you reminded of the idea this evening that I finally figured out the best solution

apparently the original idea was to use all American gear-- and that the fake Panthers were a stop-gap measure. so I could probablly use a new special op horde to achieve a similar result. I've been thinking about adding Otto Skorzeny as a new German general anyways-- I wanted him to be a German counter-part to some of the new SAS-based historical missions I've been scrabbling together: commando missions where success is measured by preserving your forces and accomplishing specific objectives with limited resources.
 
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PostPosted: Thu Apr 25, 2013 1:51 am Reply with quote Back to top

Have you considered making a road terrain of sometime similar that would allow roads to be more than just decoration. Roads can spread supply lines and speed up units that are on them. A major thing that has always annoyed me with the game is that in most games, players and ai tend to amass regiments in one spot and retch everything in sight. improvements on the strategic and logistic side of the game needs to be enlarged.
 
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PostPosted: Thu Apr 25, 2013 7:52 pm Reply with quote Back to top

I have considered road terrain-- and the plan was to have it give a speed bonus to all units but an increased vulnerability to certain types of damage (like 10% for infantry) to account for the lack of cover. not sure that I can have the terrain extend supply lines-- but what I can do is create new buildings that use the same model and graphics-- which is what I did for the railroad segments.

I've been looking into the logistics angle-- one thing I tested out was turning airfields into "portals"-- this would enable regiments to teleport from one friendly occupied airfield to the next. it's sort of hit-and-miss in that it doesn't always work. when it does work, however, it's very effective. I'd use vanilla paratroopers from a carrier to capture a couple of airfields deep behind enemy lines during an amphibious landing. then, as I'm building up forces I'd use the airfield portals to move heavier regiments well behind enemy lines and attack the enemy Corps HQ from multiple directions. it's actually a lot of fun.
 
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PostPosted: Thu Apr 25, 2013 9:33 pm Reply with quote Back to top

So this is where this mod went, kept checking the old thread lol
 
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PostPosted: Fri Apr 26, 2013 11:11 am Reply with quote Back to top

Amassing regiments in one area can be stopped by having long range artillery with decent splash damage. With the arty, you obliterate unit clumps and force a spreading of forces to more... "realistic" values.
 
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PostPosted: Sat Apr 27, 2013 10:49 am Reply with quote Back to top

Schwieger wrote:
Amassing regiments in one area can be stopped by having long range artillery with decent splash damage. With the arty, you obliterate unit clumps and force a spreading of forces to more... "realistic" values.


my concern with this suggestion is that artillery is already quite powerful. I would consider increasing the splash damage or the range-- but not both. artillery does a little too well all by itself. sometimes players can win a game by spamming one type of regiment: the artillery tank. I would like to eliminate that tendency-- making artillery units more vulnerable so that players HAVE to recruit other types of regiments to protect them.

artillery could have longer ranges and increased splash damage-- but the price players would have to pay for this is that such regiments would be more vulnerable. I remember reading in more than a few places that a lot of the early SPAs were very vulnerable to infantry attacks.
 
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PostPosted: Sat Apr 27, 2013 11:48 am Reply with quote Back to top

In addition, If there was a way to make artillery inaccurate, then it could work. However, artillery hits 100% of the time which is a little overpowered as is.
 
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PostPosted: Sun Apr 28, 2013 4:39 pm Reply with quote Back to top

Gizmotron wrote:
Schwieger wrote:
Amassing regiments in one area can be stopped by having long range artillery with decent splash damage. With the arty, you obliterate unit clumps and force a spreading of forces to more... "realistic" values.


my concern with this suggestion is that artillery is already quite powerful. I would consider increasing the splash damage or the range-- but not both. artillery does a little too well all by itself. sometimes players can win a game by spamming one type of regiment: the artillery tank. I would like to eliminate that tendency-- making artillery units more vulnerable so that players HAVE to recruit other types of regiments to protect them.

artillery could have longer ranges and increased splash damage-- but the price players would have to pay for this is that such regiments would be more vulnerable. I remember reading in more than a few places that a lot of the early SPAs were very vulnerable to infantry attacks.



Here we have a formation of German artillery protected by an Infanterie-Abteilung. It's not an "overpowered" unit, rather it's balanced pretty well for the way I've set stuff up. Here are the relevant stats for it:

health = 80
defense = 30
speed_max = 1.5
range = 200
area = 4

Most of my vehicles are much less susceptible to small arms fire.

Here, two Panzer-Abteilung and supporting infantry formations prepare to storm American defenses, with long long artillery support to help them.

Also, it'd be really nice to be able to make artillery - all units, really - inaccurate. There might be something we can do - a substitute? - maybe look into it and see what we can come up with. Having accuracy as a unit attribute would solve a lot of issues.

I'd also like to say I got rid of a few of those regiments such as "artillery tank." Most formations don't have more than two or three vehicles, and those that do have light vehicles like halftracks or the armoured cars.

Basic German regiments with vehicles

From top left to right:

Panzer-Jäger Abteilung;
Panzergrenadier-Abteilung;
Artillerie-Abteilung;
Motorisiert Flugabwehrkanone-Abteilung;
Leichte Panzer-Abteilung;
Panzer-Abteilung;
Schwere Panzer-Abteilung;
Königstiger-Abteilung

Basic American regiments with vehicles

From top left to right:

Anti-Aircraft Battalion
Artillery Battalion
Anti-Tank Battalion
Heavy Tank Regiment
Light Tank Regiment
Medium Tank Regiment
Marine Halftrack Regiment
 
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PostPosted: Sun Apr 28, 2013 9:26 pm Reply with quote Back to top

Actually, German doctrine at the time called for large, independent armor formations to punch through enemy lines and be followed by infantry units. Therefore the vehicle-only units are certainly realistic.
 
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