The Wehrmacht - an Axis mod - WWII
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Wehrmacht / German / Axis forces mod WWII [Updated]
This would be a magnificent improvement, it fits inside your faction and its very viable thanks to abdul's UAVs. About the vehicles and swastikas, I personally comprehend your choice.
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Mon Oct 31, 2011 1:58 pm |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Wonderful- "The Schwer Angriff Soldaten" Looks similar to that of something off of wolfenstein 2009. I think that pushed me over to download the mod. That and of course its creative maker.
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Mon Nov 07, 2011 1:25 am |
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trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
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Re: The Wehrmacht - an Axis mod - WWII
just curious, are you aware of a bug in which the MG42 fires, but no bullets come out? Also, only the vanilla CC muzzle flash shows, and not the "smoke" muzzle flash present when it normally fires.
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Sat Nov 19, 2011 7:28 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
trotskygrad wrote: just curious, are you aware of a bug in which the MG42 fires, but no bullets come out? Also, only the vanilla CC muzzle flash shows, and not the "smoke" muzzle flash present when it normally fires. I am not aware of that. In what conditions and how often has this happened? Any help would be much appreciated, that's never happened to me.
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Sun Nov 20, 2011 12:51 am |
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trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
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Re: The Wehrmacht - an Axis mod - WWII
Kettenkrad wrote: trotskygrad wrote: just curious, are you aware of a bug in which the MG42 fires, but no bullets come out? Also, only the vanilla CC muzzle flash shows, and not the "smoke" muzzle flash present when it normally fires. I am not aware of that. In what conditions and how often has this happened? Any help would be much appreciated, that's never happened to me. hmm, happened to me a couple times... once I was playing zombie cave, shooting straight up at a (non-functioning) bomb dispenser, and one part fell on the end of the MG42 and triggered that bug. Not sure about the other situations where it happens
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Sun Nov 20, 2011 1:31 am |
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Jacob/Lee
Joined: Sat Mar 20, 2010 9:25 pm Posts: 51
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Re: The Wehrmacht - an Axis mod - WWII
Am I missing something or have the tanks vanished completely?
Also, Paratroopers (the FG-42 guys) attacked my soldiers for whatever reason. They spawn on a different faction, not sure if they're unmarked greens or what, but they attacked and killed a bunch of my guys.
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Sun Nov 20, 2011 5:23 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: The Wehrmacht - an Axis mod - WWII
Love the newest version of the mod, I've always liked this mod, especially the field guns/howitzer. One tiny problem I've found personally, other than the above-mentioned team/interface issues with the Paratroopen. The revolver has INSANE recoil. A standard soldier can use the recoil to get around without a jetpack, or kill himself by crouching and repeatedly firing into the sky. I get that it's supposed to grossly powerful, but definitely tone it down. When I'm shooting at an incoming Dreadnought, and the recoil flings me a dozen feet backwards off my perch, you have a problem.
Still, keep up the great work; The mod as a whole is awesome.
--EDIT--
As an afterthought, the lack of Dropship-deployable field guns makes me very sad.
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Sun Nov 20, 2011 8:20 am |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Wehrmacht - an Axis mod - WWII
I love this mod! Great tribute to WWII, love the super weapons.
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Sun Nov 20, 2011 5:16 pm |
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Crabman
Joined: Sun Dec 19, 2010 7:21 pm Posts: 36 Location: Tutorial Mission
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Re: The Wehrmacht - an Axis mod - WWII
Great job with the under-priced Squishyness! These guys will make awesome cannon fodder!
Although the Heavy guy... Is rather weak, because i shot him once in the face with ONLY a Rocket launcher.
And he died. Need to AMP the armour around his face.
Otherwise! its great!
LOVE YOUR FAVORITE NEIGHBORHOOD CRAB!
-Crabman!
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Tue Nov 22, 2011 7:14 am |
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sabasNL
Joined: Mon Aug 08, 2011 12:03 am Posts: 22 Location: Them Netherlands
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Re: The Wehrmacht - an Axis mod - WWII
I think the V-1 will indeed fit perfectly, and as said it should be like the UAV mods (you call it in like a kamikaze airplane coming from the sky)
However, I also like the idea of the V-4. Yes you got me perfectly with the Red Alert 3 hint xD That would indeed be great as an addition to your already existing defenses (the mortar and gun are great), so I'd say just like RA3 but static.
Altough the difference about the early rockets and the later ones, is that the early ones were really the RPG-7 style ones. Aim, shoot, and hope it reaches your target. The V4 should have some kind of special coding, like that it first flies up, and then flies towards his target (like in RA3), anywhere on the map. Ofc it would be a shame to just use the "Angry Birds controls" for that, so I guess you should maybe consider more realistic controls (again, ala RA3), where you just click where you want if to be fired (same as designating an orbital drop?), and then it launches a missile up in the air, and then turns slowly to hit its target. Think of the Guided Missile from Worms, or (again haha) the V-4 from RA3 but without the tank chassis it's mounted on. Like a Tomahawk missile, but Soviet German.
As this would be a great weapon against bases and defenses, it should have the same downsides as the real ones: Expansive, only a few rockets per launcher, and not really accurate (yet a powerfull blast should compensate it a bit when it lands 3m away from its target)
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Wed Nov 23, 2011 3:21 pm |
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Tankman101
Joined: Sun Jun 05, 2011 10:50 pm Posts: 23 Location: USA, Earth
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Re: The Wehrmacht - an Axis mod - WWII
Crabman wrote: Great job with the under-priced Squishyness! These guys will make awesome cannon fodder!
Although the Heavy guy... Is rather weak, because i shot him once in the face with ONLY a Rocket launcher.
And he died. Need to AMP the armour around his face.
Otherwise! its great!
LOVE YOUR FAVORITE NEIGHBORHOOD CRAB!
-Crabman! Sir that is black magic. Surviving a direct facehit with a rocket launcher is insane. I garentee you that if he survives that people will ask "Are you a wizard!?". Hitlers vat doesnt exactly work and the mobile brain is hellasquishy.
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Wed Nov 23, 2011 3:46 pm |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Kettenkrad wrote: sabasNL wrote: Sorry to get back here and complain again that you should include a vechile, but now I really know what I was missing! V-2 Rockets. Or even V-4's if you want to get a bit sci-fi and keep Von Braun in Nazi Germany anno 1947. And how's it going with other things as new weapons and the possibility of vechiles? Oh and on the Swastikas and such from some posts ago (read if you want, I wont push you to do so) Keep on going! No problems, there was a (severely overpowered and poorly sprited) V-2 a few updates a go, but it has since been removed. I'll tone it down and re sprite it now. Any special features / unique ideas that should be implemented into it? Dropship, orbital, or launcher / module deployment? V-2, (Soviet?) V-4, or (my personal favourite) the V-1 flying bomb? Vehicles are getting nowhere atm, I'm sorry to report. As for the swastikas, I take no offence, but there's nowhere that they would really fit at the moment. If you can suggest some uses for them, please do. I would suggest maybe a banner? Gives a certain boost such as healing maybe? and it would be a rather nice decoration when making my Nazi bunkers.
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Sat Dec 10, 2011 3:02 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: The Wehrmacht - an Axis mod - WWII
Well ok. Small update with some bug fixes. Paratrooper will no longer bug around killing his own people. Revolver recoil fixed. Some gun sounds replaced.All of your reccomendations are appreciated and will hopefully be implemented soon. I've started spriting a field gun along the lines of the Big Bertha. The V-1 sprite is complete, and I'll start coding it now. Kudos to Akblabla for his bipod script. Bipods now accessible on the MG-42 and MG-08. EDIT: Will update when V-1 is ready. EDIT2: Also added 420mm Howitzer 'Big Helga' Sprites are done for V-1, code is on its way.
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Sat Dec 17, 2011 5:10 am |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: The Wehrmacht - an Axis mod - WWII
Kettenkrad wrote: Well ok. Small update with some bug fixes. Paratrooper will no longer bug around killing his own people. Revolver recoil fixed. Some gun sounds replaced.All of your reccomendations are appreciated and will hopefully be implemented soon. I've started spriting a field gun along the lines of the Big Bertha. The V-1 sprite is complete, and I'll start coding it now. Kudos to Akblabla for his bipod script. Bipods now accessible on the MG-42 and MG-08. EDIT: Will update when V-1 is ready. EDIT2: Also added 420mm Howitzer 'Big Helga' Sprites are done for V-1, code is on its way. Oh my sweet Hitler. That Big Bertha is beautiful.
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Sun Dec 18, 2011 3:22 pm |
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LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
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Re: The Wehrmacht - an Axis mod - WWII
the V1 looks oddly.. compacted compare to how i expected it to look Either way, some bloody lovely sprites.
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Sun Dec 18, 2011 3:36 pm |
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