Author |
Message |
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Add an option so its still balanced But what would be really cool is the weapon slings and holsters script as well as ammo conservation
|
Sat Sep 24, 2011 11:00 am |
|
|
Sgt Doom
Joined: Mon Aug 06, 2007 2:08 am Posts: 32
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Kettenkrad wrote: Sgt Doom wrote: When might we see the artillery again? (the LeFH 18 and the other one iirc) Possibly never. They were large, cumbersome, unstable, and smashed into the ground easily. (As well as badly sprited) Until I can fix this, you'll just have to use the artillery gun under 'Defenses'. Sorry 'bout that. Actually hadn't noticed the artillery platform, d'oh. It suits my needs just fine
|
Sat Sep 24, 2011 11:59 am |
|
|
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Kettenkrad wrote: I'll redo the tanks, and possibly SdKfz 251 as soon as I figure out how to, well, do them. It will most likely be the Walking Stuka, I don't think it'll be mobile enough to get so close as to use flamethrowers. Not that you necessarily need much visual concept design for walking panzers (and the like), but Gear Krieg is full of some great ones... For example
|
Sat Sep 24, 2011 8:26 pm |
|
|
Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I think he was refering to the halftrack with 6 nebelwefer pods (3 on each side) could be wrong though. (Walking tank mech thingys would be awesome.)
|
Thu Sep 29, 2011 9:05 pm |
|
|
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Even better TRANSFORMEHZ Probably impossible But i want a stukka tank submarine mech
|
Fri Sep 30, 2011 9:34 pm |
|
|
David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Lol, imagine a experimental tank with it's main gun shooting something like the Wunderwaffe-DG2 does. It'd be awesome. /request
|
Fri Sep 30, 2011 11:20 pm |
|
|
faram45
Joined: Mon Mar 30, 2009 4:21 pm Posts: 12 Location: San Antonio, Texas
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Are the tanks going to come back?
|
Sun Oct 02, 2011 9:17 pm |
|
|
sabasNL
Joined: Mon Aug 08, 2011 12:03 am Posts: 22 Location: Them Netherlands
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
The moment this mod reaches 6 out of 5 stars from me, is when you add a Maus, or even better, a Ratte tank. While the Ratte tank is practically impossible in CC (maybe as a scene for a mission?), the Maus tank would be great yet difficult to make as it would need to be the largest tank to be yet created in CC...
About the Half-Track, yeah I like the Walking Stuka better too, just could you please add a MG in the front when making it? Ive seen artillery in CC that were just too easy to take out because actors could lie in front of them and the cannon couldn't hit them. (oh and it would be more realistic too)
|
Sun Oct 02, 2011 9:57 pm |
|
|
Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Seconded. Flamethrower would work too.
|
Sun Oct 02, 2011 10:46 pm |
|
|
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Alright, I'll get on it. sabasNL wrote: The moment this mod reaches 6 out of 5 stars from me, is when you add a Maus, or even better, a Ratte tank. Funny you should mention the uber heavy tanks, I was thinking about making a mission that included the Mörser Karl, or even Landkreuzer P 1500 Monster. However, I can't script missions yet. I could possibly make it a large, expensive, stationary bunker module. Would this be agreeable? The problem that I foresee with mobile super heavy tanks is mobility. And I don't know why you would need a gun that big that can only fire in a straight line. EDIT: @David; Good Idea, I'll just have to (make it) and figure out what to put it on. I'm thinking a StuG III platform.
|
Mon Oct 03, 2011 3:35 am |
|
|
ThorWedd
Joined: Tue Aug 16, 2011 5:11 am Posts: 7 Location: Auckland, NewZealand
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Having a Set of tanks based around the StuG Series would be quite cool, And having a Super heavy as a Bunker module would be cool, A Super expensive one!
Would be nice if the Mounted weapons were Mann-able to a Extent as well
|
Mon Oct 03, 2011 4:14 am |
|
|
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
ThorWedd wrote: Would be nice if the Mounted weapons were Mann-able to a Extent as well It's planned, believe me.
|
Mon Oct 03, 2011 6:00 am |
|
|
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Any thoughts about adding the weapon harness mod to this ? it would be pretty cool to see a storm trooper with a rifle on his back and a Pistol in his hands
|
Mon Oct 03, 2011 4:51 pm |
|
|
sabasNL
Joined: Mon Aug 08, 2011 12:03 am Posts: 22 Location: Them Netherlands
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Kettenkrad wrote: Funny you should mention the uber heavy tanks, I was thinking about making a mission that included the Mörser Karl, or even Landkreuzer P 1500 Monster. However, I can't script missions yet. I could possibly make it a large, expensive, stationary bunker module. Would this be agreeable? Oh it would for sure. Altough I don't think you can really think of it as a vechile as the Landkreuzer is like the Pentagon on tracks... So just a mission indeed. I understand that Hitler liked those ideas yet they are totally impractical... But hey, this is CC, and strange ideas fit perfectly here.
|
Mon Oct 03, 2011 8:18 pm |
|
|
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
|
Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Excellent, I think I'll do the Mörser Karl, it's a tad easier to sprite. If I can find a way to make it mobile, I will. This will take a while though...
|
Tue Oct 04, 2011 3:13 am |
|
|
|