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PostPosted: Sat Oct 06, 2018 7:27 pm Reply with quote Back to top

Goodness it's been so long since I was on this site. I had the misfortune of somehow being denied access to this site with the message "invalid IP" back home. Now that I'm back in school I can final see what's been going on, even if it's not as active as it used to be.

I've always been inspired by the Uncommon Valor mod that was started years ago and now with some time on hand I'm planning to start a mod of my own. I found the UV mod, while grand, to be overwhelming with options and brutally unfair at times. The aims for this mod is to take the vanilla game and enhance the existing characteristics that the game has. Compared to UV, this mod will focus more on depths than vastness. Some changes that I plan to make are:

starting date of 1943 for the campaign,world map, and nations. I always found it really weird to see tank on levels that historically had them obsolete by then. The nations will now start off with units that would have existed in 43 then would either unlock or research units that would appear later on in the war. I do plan to do some pre 1943 stuff, but for now focusing on 43 and up. I found how unbalanced the world map can be(GBR mass colonization meme), some changes to include more garrison in zones, new zones, captured zones changed to new owners.

more unique units for the nations. I found that the same regiments of Infantry,Engineer, Light tank, Medium tank, heavy tank, etc to being at bit bland after awhile. Changes to include some nations not having a certain units, or having unit easier/earlier. An example is that RUS will have the KV as soon as the division is built, the GBR will have the churchill with a motor pool. USA will have jeeps for recon, but JPN will have Tankettes. USA will have Stuarts tanks, but GER will have no light tanks!

More levels and different objectives for the campaigns. For the Allies campaign it always felt like capture this city and destroy enemy to win. A few levels felt shallow like "breakout from Normandy". The Axis campaign the otherhand was very much fun seeing how these unique events and objectives like the escort mission on egypt. I want to add more levels that focus on other battles while also giving the player more objectives than just destroy enemy.

Hopefully I can have some sort of playable progress soon as school work may affect my ability to work on the mod.
 
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Schwieger
 


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PostPosted: Sun Oct 14, 2018 2:00 pm Reply with quote Back to top

Good to see an old hand back here. Feels like we take months-long breaks but always come back. Been away for a bit myself. Lost some of my progress a few months ago to a drive death, but I replaced it and loaded up one of my backups. Didn't lose too much, but still am not where I was. Damn. Back to the old grind, I guess.
 
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PostPosted: Sun Oct 14, 2018 11:20 pm Reply with quote Back to top

Same to see you too. Currently I'm sorting out the upgrades. Some nations will have a unique version of an upgrade that gives a different bonus. For exmaple instead of the "advance armour training, germany gets "Panzertruppenschule" with is a improved version.
 
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Gizmotron
 


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PostPosted: Tue Oct 16, 2018 9:28 pm Reply with quote Back to top

I got blocked for several years because of an IP problem as well. I wrote an email to the admin and it worked the first two times. but by the third time I figured the admins just really, REALLY hated the IP I was using at that time.

theLastSterling, good luck with your mod. I look forward to trying it out one day. I do have one request: if you could make new SP campaigns that would be cool. it would be nice to see actions take place in New Guinea, Burma, and more detail to the North African and Eastern Europe campaigns.

"Uncommon Valor" can be 'brutally unfair at times'? LOL

yes, that's true. and we probably did put too many options in there. we felt that the best way to help balance out the game was by adding all of the possible historical units we could. case in point: snipers. we felt the only good answer to deal with snipers was to give them to nearly every major faction.

it was only later on that I realized that you could balance the game with other, more subtle, methods.

a great example is Germany. if the MG42 had nearly twice the rate of fire when compared to it's competitors you could use that as a way to balance out the game. instead of giving Germany marines and snipers you could give German MGs higher attack values and the ability to damage more units with each burst.

best of luck. I look forward to seeing your mod one day.
 
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PostPosted: Thu Oct 18, 2018 2:09 pm Reply with quote Back to top

Gizmotron wrote:
I got blocked for several years because of an IP problem as well. I wrote an email to the admin and it worked the first two times. but by the third time I figured the admins just really, REALLY hated the IP I was using at that time.

theLastSterling, good luck with your mod. I look forward to trying it out one day. I do have one request: if you could make new SP campaigns that would be cool. it would be nice to see actions take place in New Guinea, Burma, and more detail to the North African and Eastern Europe campaigns.

"Uncommon Valor" can be 'brutally unfair at times'? LOL

yes, that's true. and we probably did put too many options in there. we felt that the best way to help balance out the game was by adding all of the possible historical units we could. case in point: snipers. we felt the only good answer to deal with snipers was to give them to nearly every major faction.

it was only later on that I realized that you could balance the game with other, more subtle, methods.

a great example is Germany. if the MG42 had nearly twice the rate of fire when compared to it's competitors you could use that as a way to balance out the game. instead of giving Germany marines and snipers you could give German MGs higher attack values and the ability to damage more units with each burst.

best of luck. I look forward to seeing your mod one day.


Yeah, the brutal unfair thing kinda started back when I first tried your mod. Tried the british el alamein level and watched my whole army get wiped before even barely west of the city due to enemy artillery. I resorted to building naval batteries to "counter battery them".

I won't be lying if I'm becoming a hypocritic with the snipers being for every nation(not including a concept italian faction). Now with snipers, I wanted to have them be used much more "defensively" than before(ironically post war soviet Dragunov sniper teams served as substitute MG teams in terms of role). Effectively they're recon units with a sniper, but can hold their own against infantry if in the right situation. You can still use them effectively, just that a sniper spam WILL be wrecked by a more balance force of infantry,tank,artillery.

With recon units, I replaced them with motorized units. now the US gets jeeps, soviets get scout cars, britain gets the universal carrier, the japanese gets tankettes, while germany gets fusiliers(post 43 infantry divisional changes removed the recon and replaced with a fusilier battalion). No more redundant japanese recon and commando unit issues.

So far with the changes to technology, from a critical perspective it looks like i'm consolidating tech into less options with all nations getting the same tech, but giving some nations unique versions. One example, the germany, russia and america has "Improved Logistics" unchanged, but britain gets plentiful ammunition and japan gets foraging. Both give an increase to the resupply rates of their respective units. I wanted to mimic the long supply lines that the germans,russians, and americans faced in the war(red ball express anyone?) while british ww1 experience emphasised the use of material superiority to exhaust the enemy while japan due to limit to logisitics resorted to foraging for supplies.
 
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PostPosted: Thu Oct 18, 2018 6:29 pm Reply with quote Back to top

I hear ya on the supply lines.

in the last month I've been trying to work on a new type of supply drop that is delivered by pack animals instead of airplanes. it's based on the idea of deploying a single unit regiment with a supply drop building as the 'captain'. I managed to get it to work by using triggers. but I can't get it to deploy from a division tent.

once I get that figured out I intend to look at an alternate version where trucks could delivery supply drops as well. if I can't get that to work I might just have to look at making a unique version of the supply drop that is an unpackable-packable building that can be delivered by truck.

[although I know that I've written elsewhere that we're not developing new units or regiments for "Uncommon Valor", this is something that I've been wanting to do for years]
 
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PostPosted: Fri Oct 19, 2018 6:33 am Reply with quote Back to top

Alright, the things I've finished so far are the Companies(changed from regiments), Stats including terrain and promotions, and the technologies minus airfield ones since I'm changing it a bit. I'll be working on the units within the companies next; stats and price. After that on changing the special ops and generals; can't decide if I should stick with the historical generals or replace them with a "CoH command tree" style.

I'm also considering create "micro factions" too. Namely Finland, Australia(including New Zealand and India), Italy, and the Waffen-SS. The idea of Finland and Australia was to server as replacements for the defenses on the world map in their respective tile. Italy may or may not serve the same purpose. Since my mod timeline starts in 43, italy doesn't really fit in the time. However, I did have ideas for pre 43 era stuff including a DAK and MEC micro factions as well. The idea for the SS started as a way to add in more german units without overly saturating the faction but changed to be more unique.

What makes them "micro" is that for all save for italy, have less divsion options to recruit. For example Finland only had a single armoured division during the war with the rest as infantry. This means that an "airborne" and "mechanized" division would feel out of place for the faction. So Finland would have only have infantry divisions, and armoured divisions to choose from. Italy luckily have the full 4 division options but wouldn't perform well, except in the pre 43 era. The SS would be different in that you can go straight to panzergrenadiers division without the infantry(replaced by Waffen Grenadier division). I even had ideas to create a tutorial faction using the Dunkirk map, however the things I wanted to use would not fit on the map which is noticably small.

If it wasn't appearently, I have not truely started to change things within the game yet, rather I'm writing down the things I want to change on a spreadsheet. I'm considering writing down a word doc to explain the logic behind my changes later.

P.S, Giz just found out my little brother has been playing your mod. He's taking a class in video making so he uploaded a video of him playing.
 
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PostPosted: Fri Oct 19, 2018 4:54 pm Reply with quote Back to top

that all makes sense. by 1943 Italy was practically knocked out of the war. How many countries do you plan on putting into the WW2 game? I whole-heartedly agree that the WW2 map needs to be broken up a bit - when compared to the original game. Great Britain had too many territories spread all over the place. it made their economy a bit too powerful. and obviously you know that I think that the United States shouldn't "own" China!

as far as the WW2 map goes... maybe you could take a move from 88nosebleed's playbook and have the Eastern European defensive armies be something that either the Germans or the Russians can capture and use. this way, when the Soviet Union conquers that territory they could recruit Romanian troops and units (as they did in WW2)

the minor nation defensive armies we've got in WW2 disappear once you've captured them. but I'd like to change that so that they have a more lasting presence in the WW2 game. we put a bit too much work into those 13 different nations!

I hope your brother enjoys "Uncommon Valor". one of my goals in the mod was to show people parts of WW2 history that almost never get mentioned (in the United States). a pet peeve of mine is that a lot of things that took place in that era are not even treated as a part of the war. "the Greco-Italian War" is not treated as part of WW2 history. up until fairly recently the Sino-Japanese War was considered a superfluous side-show... in spite of the fact that if this hadn't happened the Japanese would have never invaded the South Pacific and bombed Pearl Harbor in the first place.

I agree with your idea that the factions don't have to mirror the original faction structures. there were some nations that never really had airborne or mechanized forces. this upcoming weekend I'll probably try to make a new map to reflect the one-and-only tank regiment offensive that Finland did during WW2... and it failed!
 
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PostPosted: Fri Oct 19, 2018 8:27 pm Reply with quote Back to top

As of now my focus is on the main 5 nations, later on will I focus on the micro nations. So far I have concepts for Finland which I'll be spliting scandinavian/Finland territory and the "ANZACs". After reading your post, I'm now considering adding in spain, mongolia, turkey, china and sweden as attackable neutrals(switzerland stays neutral because switzerland). I will admit if I do add them, they will be there just for for variety's sake since for micro nations, it's hard to give them some "flavor". Another nation I'm considering is Canada as a "hybrid" american/british micro nation.

I'll be changing some of the territories values(why is belrussia worth MORE than Ukraine?!) and new owners since this is 43 so that's less land for britain, and more for japan mainly. A few territories will be getting a few defensive armies on them(hello festung europa). On a side note the indian ocean territorie will be navigatable so that the possibility of japan actually sending forces to Madagascar(the japanese managed to have subs supporting vichy during the battle for the island; idea for axis campaign level?). Other changes will including adding and making the sahara desert a non navigatable territory(no more direct route to french west africa for germany) and dividing up samoa(why is it so big in the first place?).

For the divisions, the main factions will have all 4 types except for japan. I had a lot of trouble finding stuff to add to the mechanized division to the point i just gave up, and instead merged it with the tank division. This isn't so bad since it kinda fits with what I want the japanese to play like. Rapid expand then to heavy defense synergizes with having to skip the mechanized division into tanks before the enemy can bring theirs(helps since japanese tanks will be bad). Technically, america and britain only had mechanized divisions for a limited time at the beginning of the war. Only the germans and russians truely had mechanized units. Regardless, I've tried to make the units as unique from other nations as possible. Example is the Fallshirmjaegers divisions after crete were reorganized into "Motorized Infantry" meaning ingame if you ground deploy you'll have vehicles replace some units!

I do have a few ideas for levels including: Falaise Pocket, Goodwood, Cobra, Bagration, and Vistula-Oder. I don't have much in knowledge with the events in the eastern front, but playing "Unity of Command" did help(along with driving me mad) with some info, plus it did help with some map designs; Recommended game, there's a sequel coming too. Not too sure what fore the axis being all alternate history~ish.

On a side note, I've managed to figure out how to give vehicles "more" wheels. If you notice the japanese armored car only has 4 of its 6 wheels turning. After looking around I found out where to add more nodes the game recognize to animate. This is good since orginally I wanted germany to use the puma armoured car but the lack of animated wheels bugged me too much to add it, so I had decide on the Luchs instead(which bugged me too being such a limited produced tank). You need to change some things in "Templates/Template_Unit_AA" and "Game/Bones_AA" along with the nif.model too.

I'll leave a link to the spreadsheet I've been using to type up concepts for everyone to see
https://docs.google.com/spreadsheets/d/1RPwT4--wmSNNoXApIHaZdzx522Ij43eCBn0KcexJWQ4/edit?usp=sharing
 
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PostPosted: Sat Oct 20, 2018 2:22 am Reply with quote Back to top

Mini Update. After messing around the files(along with some frustration) I've managed to get an airfield to upgrade into another airfield. This is great since now my idea of having airfields with light bombers upgrading into airfields with heavy bombers. Orginally I was stuck with what to do with the airfield. I wanted the airfields to be use much more "tactically" yet still wanted to option to have the vanilla bombers. Now theorically what can happen is that you start with an airfield that has tactical bombers(stukas,sturmoviks,typhoons,etc) which then can upgrade to Light bombers, then medium bombers, and finaly heavy bombers all with pros and cons if you do so. The only issue that you'll need an engineer unit to actually "build" the upgrade.

This does give me some idea with giving germany a jet figher and bomber airfield, and britain a fast bomber airfield.

Way back I remember getting the airfield so fly airdrops, so that's what I'm trying to get working again. iirc I had to place the supply into a regiment.
 
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PostPosted: Sat Oct 20, 2018 1:04 pm Reply with quote Back to top

originally we didn't plan on making Australia and Canada into unique factions. however, we ultimately made Australia and Canada into seperate factions mostly BECAUSE of the WW2 map. it served as an important handicap to the Allied team. (by not having them contribute to the GBR economy they made it harder for the Allies to win. it made Germany more powerful, relative to Great Britain, in Europe. it also made capturing Australia a more enticing goal for Japanese players.)

for Japan: if you merge the mechanized and armored division tents you've still got plenty of other things you could replace it with. you could give them a colonial troop division. Japan had millions of puppet troops in multiple countries. in some cases, these badly equipped and unmotivated puppet forces made up the bulk of "Japanese" forces in a particular area.

I know that this is anathema on this forum - but I've found that regiments that mix infantry and vehicles together are actually pretty handy. in the case of Japan I think this is the only historically plausible way to help offset their serious deficiency in armor. if you charge the same price as other nations but throw in some infantry to serve as additional protection to the tanks.... it makes sense. you can't really make Japanese tanks cheaper - since they were hard for them to produce. so this is a decent compromise.
 
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PostPosted: Sat Oct 20, 2018 3:29 pm Reply with quote Back to top

In the case for britain, I'll being giving the territory in the SEA area to japan and will be adjusting some territory values. Playing british means a more defense stance in that area so the need to seperate britain from the resources of canada and australia might not be needed in this. To be far, hard to balance a game where the historical event had the axis lose Laughing. Side note, I was considering replacing the units in africa with 2 unique units: DAK and desert rats.


As for mechanized units. A while back I managed to create a "mechanized" property that halftracks could give to infantry in the same unit. when the halftracks are destroyed, the infantry lose that property. Mechanized would mean a speed and gunfire/HE resistance buff for the infantry. This means mechanized infantry becomes much more deadly. I've also added "Motorized" for trucks and a unique "armoured" for the kangaroos. Only the americans and will get halftracks in the beginning. The other nations will have to build a motor pool for them, they instead start off with motorized units.

I wanted to create a more infantry focused japan. Tank units would serve a much more supportive role. yes japanese tanks were bad due to a lack of development, but they were shocking good if in the right situation, In the case of Malaya appearing in place that the british didn't expect and got overran. That sort of is the vibe I wanted to create with the japanese tanks, having them before anyone else. Infact, japan has Tankettes as recon and with a motor pool has access to the I-Go medium tank just within the infantry division! I'm sorta hesitant of adding colonial troops, it's sort of the same reason I was hesitant of giving russia sherman tanks; it feels really strange seeing all these shermans instead of t-34s Confused(I'm still planning to add soviet shermans). What you don't see if you look in the link I gave, is that the "ha-go" and "chi-ha" units have command tanks armed with 57mms meaning a mix of HE and AP in the units. The "Ho-Ni" unit serves as both tank destroyer indirect fire and artillery indirect fire. Oh, and the japanese anti-tank unit is armed with lunge mines so they will have some powerful AT Laughing.

I have ideas in my head, I just haven't managed to give details to what I want on the spreadsheet only really giving some vagueness. Example is for the engineers. What you can't see just looking at the name is that I gave some flamethrowers by default since I wanted them to serve a more anti-bunker role. No more teching for a bad unit, just get the unique part for free in a unit that is useful. Another is for the american pathfinder unit being not only a recon unit, but also can build a homing beacon that creates a small zone of supply representing how pathfinders making landing troops at the right place easier.
 
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PostPosted: Sat Oct 20, 2018 11:47 pm Reply with quote Back to top

Mini update

Found out that the only type of projectile that aircraft can use to bombard are those set to "BOMB". A bit of editing later I managed to get fighters to final bomb with rockets, though hilariously with the rockets just straight dropping onto the target. A bit more of changes later, including projectile spee,spawn location, and attack range, and I've managed to make a decent looking fighter-bomber. The only problem is that the aircraft will not have the "strafing" look when attacking, seems like that prevents the plane from bombarding.

current ideas for ground attack include german Ju-87 and japanese Ki-51 dive bombers, british Typhoon and american Thunderbolt fighter bombers, and russian IL-2 Attacker. Some Ideas for differentiating include having dive bombers being more accurate than fighter bombers, Figher bombers having longer range attacks, and the IL-2 getting their PTAB anti-tank bomblettes.
 
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PostPosted: Mon Oct 22, 2018 6:38 am Reply with quote Back to top

Has anyone looked into factional music again any time recently? I do recall there was an issue with looping/not looping the last time we looked into it.

Also - here's a thought that came to me @Sterling:

Remember I was looking into giving ground artillery spread so that it's not 100% accurate all of the time? Perhaps we might be able to mirror the bombard feature of aircraft with a randomizer function for the spawn location of the "shell."

I'll need to look into this again, but admittedly it's not priority for me.
 
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PostPosted: Mon Oct 22, 2018 9:26 am Reply with quote Back to top

Schwieger wrote:
...


Actually you can change the "accuracy" of bombardments. If you go into the projectile folder, you can go into each file and change the
"projectile_spread" line to increase or decrease it. I've been meaning to change some projetiles myself. Rocket truck artillery shouldn't be pin point accurate.
 
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Gizmotron
 


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PostPosted: Tue Oct 23, 2018 1:13 am Reply with quote Back to top

you don't have to randomize the spawn point. it's simply much easier to increase the projectile spread. I tried this out years ago and it works well.

open up the medium_tank_shot.tgi in the Projectiles folder

then increase the number value for projectile_spread

one of my pet peeves in the original game was the artillery: the artillery range felt too short. the artillery was too accurate. both artillery units in a given regiment always had their shells landing too close together.

so I increased the projectile spread to decrease the effect. in the original game it was 4 for artillery shells and I changed it to 6. for rocket artillery I believe there was no spread between projectiles at all! so I changed that to 10. I wanted rockets to cover a wider area, damage more targets, but inflict less damage on specific units. this way the larger morale reducing impact of a rocket barrage was reflected in the game.

once you find out where the projectiles folder is these are pretty easy changes to make. I never changed the spread for bomb projectiles because I thought they were done reasonably well the first time.

my problems with faction music got a lot better when I switched over to Windows 10. I was finally able to hear the new music! I also didn't experience the same black-out periods where no sound would come up. I think part of my issue was that with Windows XP the old system encountered types of sound files it didn't know what to do with. I haven't actually tried running the new faction music all the way through recently. all of the newly added music files play... I just don't know if they'll cycle back through the loop again during extended game sessions.
 
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TheLastSterling
 


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PostPosted: Tue Oct 23, 2018 6:19 am Reply with quote Back to top

The argue for Tube vs Rocket artillery. Tube allows for better accuracy, typically longer range, and most importantly sustained fire. Rocket trades all of that for a massive first salvo effect. I'll be changing rocket artilley units to fit this later. for some artillery units, I'll be dividing direct fire, and indirect fire attacks. Main reason is to simulate the effects of the ISU-152 and M12 GMC firing directally could demolish bunkers. Also to simulate how the SU-76 and Ho-Ni were both tank destroyer and artillery.

@Schwieger think you would post your mod videos as public? The IP at my home prevents me from coming on this site meaning I can never see the links unless I move to a different area like in college.
 
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PostPosted: Tue Oct 23, 2018 8:16 pm Reply with quote Back to top

you can't create a unit that is capable of bombarding remote targets and using local attacks. I tried it a couple of different times. the game would always crash. so I settled for simply using a regular tank attack for direct artillery fire. first I tried it with the Char B.1. then I tried it with the M3 Grant, the Sturmtiger, and the M7 GMC, and the StG.III family. could never get it to work until I used the regular medium or heavy tank unit and attack templates. the SPA units in the game are actually based on the halftrack unit template. so that might be something that you can't work around. (I think this was done so that they couldn't be enchanted by the Blitzkrieg special op... which would make arty tanks a pretty horrifying thing to deal with!)

maybe if you created a brand new unit template you could pull it off... but I gave up. it was simply easier to do within the existing heavy tank unit template.

just copy the artillery aspects of the attack
area
maximum number of targets
area attenuation
change it from AP to blast damage if you like.
I added attack against infantry and buildings depending on what the unit was typically used for. for the M12 GMC I think I gave it a special attack bonus against buildings and artillery... so that it might be able to wipe out an artillery bunker with just one or two hits when compared to other units... which might require five or six.
 
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TheLastSterling
 


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PostPosted: Tue Oct 23, 2018 11:56 pm Reply with quote Back to top

Gizmotron wrote:
...


I'll try to explain. A while back I changed the US assault infantry rifle grenades to only attack if you selected the bombard button. The same logic applies in that the unit has a direct fire attack, but a bombard ONLY attack. Simply add these lines and set all to 0 and the unit will not use the bombard attack unless selected to do so. So far the only problem is that the bombard button does not apply to front units for some reason. Can't seem to recall if I managed to change it so front units can bombard in the past.

template_actorability
fixed move_weight = 1; - unit will not move to use attack
fixed use_weight = 1; - unit will not use attack if in range

Edit, fount out where: Change Locked = false to allow unit to bombard

[Slot template=LayoutSlot]
property_IDS = front
locked = true
number = 3
name = "#regiment_infantry_Slot_name"

Edit 2, Managed to atleast get the tanks to bombard now.

Edit 3, VICTORY! Got Tanks to Bombard! Managed to isolate the cause of the crashes, it has to do with the chek_resistence line; Delete it.
 
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Schwieger
 


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PostPosted: Wed Oct 24, 2018 6:59 pm Reply with quote Back to top

TheLastSterling wrote:
The argue for Tube vs Rocket artillery. Tube allows for better accuracy, typically longer range, and most importantly sustained fire. Rocket trades all of that for a massive first salvo effect. I'll be changing rocket artilley units to fit this later. for some artillery units, I'll be dividing direct fire, and indirect fire attacks. Main reason is to simulate the effects of the ISU-152 and M12 GMC firing directally could demolish bunkers. Also to simulate how the SU-76 and Ho-Ni were both tank destroyer and artillery.

@Schwieger think you would post your mod videos as public? The IP at my home prevents me from coming on this site meaning I can never see the links unless I move to a different area like in college.


heh, there are a lot of these. I made a public playlist that should be viewable from my profile page. Tell me if it doesn't work and I'll go in and list them individually, I suppose lol

Here's the link -

https://www.youtube.com/watch?v=DfFxRGXPjwM&list=PL2-MG0OKY9VtTD-XLPIQ_y9WuXGJf0Heq

Feel free to have a look and tell me what you think. Those are mostly PvP matches. We do do AI fights, but those are mostly just us holding off swarms, lol, and tend to be fairly devoid of review value. I'll probably edit in some links to some screenshots of after-match armies, as we have a habit of screen-gabbing our end-of-match forces for posterity.

I'll have a look at factional music again as well. I was reasonably sure that there was a looping issue, which shouldn't have been linked to OS, but I might just be imagining it. It's been years.

And yea. It's actually kind of funny how long we've been on this site. My memory was that I looked into artillery spread years ago and we concluded it wasn't possible. Now looking into it again, Gizmo's just like "ah yea, I solved that years ago."

God, time flies!

For the time being, it's back to what I was working on before I lost my drive. One of the worst things about coming back after a while is trying to remember all that we've forgotten after being gone.


*edit*

Here are some screenies. Well, one. Most of the others seem to have been misplaced:

From Grand Preference for Mobile Defense/Origami Prince (results) -
https://i.imgur.com/9NCwMGU.png

We called the match not long after the failed German push on the far western bridge. Given the time limit for the objectives (the far eastern airfield and the southern airfield), there was not enough left for them to actually win.
 
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TheLastSterling
 


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PostPosted: Wed Oct 24, 2018 10:45 pm Reply with quote Back to top

Thanks, never realized you had a playlist. Yeah safe to say that we were all that focused on all the little details. You'd never consider "Locked = True" as the reason for why front units couldn't bombard. A few lines don't have information what the mean or do. I keep seeing the line "CV" yet no info what it is or what it does. TBH, after finding out you have to delete the check damage resistence line, I'm going to have to change a few things. That lines makes units attack other units that have the least resistence first. Basically if a tank unit without the line attacked a mechanized unit, the tanks would attack the infantry first instead of the more dangerous vehices in the back.
 
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Schwieger
 


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PostPosted: Thu Oct 25, 2018 5:07 am Reply with quote Back to top

TheLastSterling wrote:
Thanks, never realized you had a playlist. Yeah safe to say that we were all that focused on all the little details. You'd never consider "Locked = True" as the reason for why front units couldn't bombard. A few lines don't have information what the mean or do. I keep seeing the line "CV" yet no info what it is or what it does. TBH, after finding out you have to delete the check damage resistence line, I'm going to have to change a few things. That lines makes units attack other units that have the least resistence first. Basically if a tank unit without the line attacked a mechanized unit, the tanks would attack the infantry first instead of the more dangerous vehices in the back.


You can't be faulted for not knowing there's a playlist - I just made it yesterday, lol.

If I were to hazard a guess about CV, I'd probably say it has something to do with combat value, which plays into how the SAI operates. Don't quote me on that though, it's just a gut feeling.
 
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PostPosted: Sun Nov 04, 2018 11:31 am Reply with quote Back to top

Well a little update on what I've been doing.

Had to change up some units after finding out the issue with the unit bombardment ability. A few factional units were balanced on the idea of direct fire anti-tank, and indirect fire artillery role.

I've add a new target designation called "minesweeper". Basically engineers will now become immune to minefields since mines will not target them, making them much more important as a frontline unit. Minefields themself have become wider to make them much more of a obstacle. I will have some tanks like the AVRE, PT-34(minerolling T-34) be minesweepers too.

In general Engineers are now much more useful that just AA bunker spammer. Engineers have basically become an anti-building unit with flamethrowers, satchel charges, and minesweepers. Meanwhile bunkers become much more stronger to out compete regular units.

Found out I could change the WW2 AI. Tested out by making the japanese unwilling to invade any territories. Doubt I could make japan stop tunnel visioning, and britain going full colonialism but I think I can change it so certain territories become much more desirable to the AI.
 
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