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 The Wehrmacht - an Axis mod - WWII 
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Joined: Thu Dec 02, 2010 8:02 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII *Update 15th*
Kettenkrad wrote:
Thankyou very much indeed! :)
I thought the mod had kinda died... I am thinking of a making USA / USSR mod later, as I'm currently working on a Japanese one. It doesn't have much content yet so I may merge it in with this one.


Im keen for a Japanese one, I'm just lurking the forums atm downloading what I think looks interesting ^^
Loving the Batallian Kommendant too, making a similar unit for the Japanese would be badass!


Sat Dec 04, 2010 9:41 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII
I like this mod a lot too, since I like WW2 weaponry, was kinda balanced back then. I am not too fond of the experimental weapons or the V2, as they overdo the nice infantry like combat. Also, using infantry and artillery only, plus trenches, it would be a good world war 1 mod, I assume.
Will there be a continuation of the mod with additional content, can others create some addons for it or is it finished (the german part)?
I was thinking about something like a tank ditch, maybe flak tank or more variety in infantry, like submachine gun troops with MP40, maybe Gewehr43 as semi automatic rifle or even the "geballte Ladung", 6 Stielgranaten bundled together in one. I got more, but I don't want to overdo it right now. :D

Is it possible to make the AI enemy use these units in waveform, preferably at a fixed spawn location, so you could set up a true front line against them? I don't like them paradropping on my defenses, since the AA guns rip them to shreds and usually die in the process.


Mon Dec 06, 2010 6:41 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII
Yeah, I see what you mean. I've made the tank pit, and I'll think about removing the experimental stuff. I might make a scientist guy or something that comes with them, but you cannot buy them from the buy menu.
As for the additional content; probably on the holidays, after build 24 comes out, as I may have to change some things to make it compatible.
To anyone who wishes to make add-ons, go crazy! There are no restrictions to what can be done. (Well, there are: It sort of has to be from that time period etc...)
I will take the requests into account, and they're very do-able. Expect a panzergrenadier w/ MP-40 or whatever. Maybe give him a gasmask. I'll PM you for the additional ideas when I get started on 'em.
To the waves thing: I'm hopeless at activities. I think it might be possible with the mod manager, but I'm no expert.

@PhantomHunta: I've been thinking, and I can't come to a conclusion as to what the Japanese one would look like... Any ideas?


Mon Dec 06, 2010 10:05 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII
I made a distracting flare gun, spawns distractor particles and uses Lua to attract missiles. Gold cost of flare gun increased to 15.
Put this in Devices/Bombs


Attachments:
Flare.zip [6.64 KiB]
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Tue Dec 07, 2010 7:33 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
I'm not quite sure, maby something that reflects Japan's fascination with mech walkers, maby not a full suit, just a kind of modern(ish) wargear outfit, same size as the German one, but use a basic white or chrome color, with a few bright blue lights.

On the actual design? Honestly I have no idea, I could start doing sketches on paper if you wish, I'm fairly bad at drawing though, but I do have a few odd ideas :)


Wed Dec 08, 2010 10:40 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
Would it be possible to make the shells not eat through the bunkers? Firing an Stg44 inside a bunker damages the bunker itself. Also the things people stand on in those to fire are destroyed easily too, maybe make them from metal or concrete itself. I usually position my guys in the back on the stairs.
Thomahawks? What? :D Maybe a throwable trench shovel would work, short range and not much damage to armored things.
Also the Germans used the Stielhandgranate as their main hand grenade. Riflemen should maybe carry one or two, while Sturmtruppen could carry two or three and an extra anti tank grenade.
The Panzer 3 is not centered right, when he turns and switches direction. He will move a bit forward/backward, making him difficult to place correctly. Maybe you could center it correctly? I do not know how it works though, so I have no idea what the issue is.
The standard riflemen could come in rifle Mauser 98k or smg MP40. The elite trooper could use the Stg44 or the Gewehr 43 as semi automatic rifle. They could also come with one or two Panzerfausts, highly powered weapons that puncture armored opponents easily.

For the Japanese, they had a lot of light tanks with multi gun turrets as well. I wouldn't be comfortable recommending mechs. :p Maybe as an addon for your mod to include fun things, but personally, I'd like trench combat between infantry with the occasional tank more.
Also having someone make that idea with the enemy using these troops from a ground spawn, similar to the dummy fortress assault would be really good.


Wed Dec 08, 2010 8:18 pm
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Data Realms Elite
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Post Re: Wehrmacht / German / Axis forces mod WWII
UsF wrote:
Would it be possible to make the shells not eat through the bunkers?

Yes. Turn the shell sharpness down.

UsF wrote:
Also the things people stand on in those to fire are destroyed easily too, maybe make them from metal or concrete itself. I usually position my guys in the back on the stairs.

What do you think they're made of? It's probably to do with the thickness.


Wed Dec 08, 2010 10:29 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII
Roast Veg wrote:
UsF wrote:
Also the things people stand on in those to fire are destroyed easily too, maybe make them from metal or concrete itself. I usually position my guys in the back on the stairs.

What do you think they're made of? It's probably to do with the thickness.


I don't know that. I meant the metal like objects that are in the bunker segments. They seem to withstand a lot of damage.
Anyway removing them and exchanging them for a solid block of concrete would work too and not look bad i think. They are still crouching down a lot in those bunkers, maybe because it is too low.

The trenches could use some rework too. Make them not as deep as they are (only deep enough for someone to look out of the trench) and make the wall that points to the friendly forces higher, so enemies cannot use the trench for their purposes. That is how it was done usually. You could also angle the floor in the trench, so people could walk to the enemies side to shoot or closer to the friendlies side to take cover, also a good position to place a flamethrower in.

Did I mention that I think your flamethrowers are awesome? I love going around the battlefield, flaming away all the debris, it feels very very good. :)


Thu Dec 09, 2010 12:46 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
If I get permission from Kettenkrad. Ill be making nazi zombies and pack-a-punch weapons for this mod.


Thu Dec 09, 2010 5:11 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
Wow, lots of stuff happens when I'm not on here!
Where to start? I'll get those pillboxes and trenches fixed, UsF; I'd love it if you could send a draft over for the trench, doesn't have to be coloured or anything, just so I can copy the design. PvtVain has permission, hopefully we'll see some nice stuff from him :grin: .

@Roast Veg: yep, thin terrain reacts differently to ballistics and objects than thick terrain, unfortunately, as I thought the step didn't look half bad.

I'll make a Panzergrenadier that comes with the MP40, grenades, and other guns, as well as make the geballte Ladung grenade bundle :). Big boom on that one. Once again though, don't expect too much until the holidays. As for the tomahawk; a total experiment.

The Panzer III was based of a Metal Slug mod (Awesome tank battles there!), and would sink into terrain and get stuck if centered. Sadly I am not good with WalkPaths, so I cannot fix this problem :-( .

@mail2345: Sounds perfect for the pilot, I'll test it and get back to you.


Thu Dec 09, 2010 5:44 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
Ill try my very best to make the mod as best as I can.

Ill be working on it every day.

Step 1: Getting the folder optimized


Thu Dec 09, 2010 5:47 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
PvtVain wrote:
Step 1: Getting the folder optimized

If you're only doing actors and guns you can probably delete all the other actor's folders excluding Wehrmacht.rte\Actors\Soldiers\Soldier, and the Scenes folder. (don't forget to refresh indexes)


Thu Dec 09, 2010 6:01 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
Kettenkrad wrote:
PvtVain wrote:
Step 1: Getting the folder optimized

If you're only doing actors and guns you can probably delete all the other actor's folders excluding Wehrmacht.rte\Actors\Soldiers\Soldier, and the Scenes folder. (don't forget to refresh indexes)


Yeah. But your thing is pretty confusing as i'm doing the zombies separately
Instead of all in one ini and your code structure is confusing.

If I can't figure it out and make the zombies have there own base coding instead of running off of the template. Ill just put them all in one ini.


Thu Dec 09, 2010 6:13 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
Yeah, I tried having it so that each soldier does not have their own chunk of coding. Instead, they are CopyOf's a non-buyable template guy. It works well if you want all your actors to be fairly balanced.


Thu Dec 09, 2010 6:16 am
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Post Re: Wehrmacht / German / Axis forces mod WWII
Kettenkrad wrote:
Yeah, I tried having it so that each soldier does not have their own chunk of coding. Instead, they are CopyOf's a non-buyable template guy. It works well if you want all your actors to be fairly balanced.


Ah I see.

As doing this will be alot more work then it should be. I'm probably instead gonna just do the Pack-A-Punch weapons instead.

I'm okay-good with weapons. Just not actors.
Anyways gonna go get to working with them.

Also kettenkrad. We should work something out having a way to talk a bit constant would be easier then posting.


Thu Dec 09, 2010 6:28 am
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