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-   -   World War I mod (http://forum.shrapnelgames.com/showthread.php?t=52970)

troopie June 3rd, 2023 01:11 AM

Re: World War I mod
 
Suggestions. Add Japan, South Africa, and Canada to your Nations.

troopie

Simon Lebowski June 3rd, 2023 09:47 AM

Re: World War I mod
 
Quote:

Originally Posted by troopie (Post 854726)
Suggestions. Add Japan, South Africa, and Canada to your Nations.

troopie

Thanks for your suggestion

Maybe they will be added in the future :up:

troopie June 4th, 2023 10:37 PM

Re: World War I mod
 
If you can find the South African, Australian and Japanese oobs I made for a DOS version, go ahead and use them. I do not have time to help. Business problems.

troopie

Mobhack June 5th, 2023 08:11 AM

Re: World War I mod
 
I havent looked at this closely, but make sure that your mod uses 1930 and onwards dates as a base and not later 40s onwards. Because the game already is programmed to have really longer artillery delays in these early years, when any provided "radios" can be assumed to be field telephones or dispatch riders etc. Artillery gets quicker as time advances through WW2, so using the later period dates will have an effect (as well as making radios for command elements more common. SP will give those out like candy to command units (even with 0% radio codes)as its assumed to be WW2).

Also, probably would be best to state in the readme files that artillery "gold spots" shouldn't be used since reaction times in WW1 would not allow for such quick responses bar maybe a scenario or 2 at night perhaps, where the defender has these and is assumed to have signal rockets and flares to fire off for quick response defensive fires, and only 1 or 2 of them at best.

Another way to make artillery less responsive would be to purchase it as direct or general support off-map batteries. Cheaper, but longer reponse times. So perhaps put that suggestion in the never-ever-read-me notes for your mod as well?.

Simon Lebowski June 6th, 2023 05:30 AM

Re: World War I mod
 
Quote:

Originally Posted by Mobhack (Post 854751)
I havent looked at this closely, but make sure that your mod uses 1930 and onwards dates as a base and not later 40s onwards. Because the game already is programmed to have really longer artillery delays in these early years, when any provided "radios" can be assumed to be field telephones or dispatch riders etc. Artillery gets quicker as time advances through WW2, so using the later period dates will have an effect (as well as making radios for command elements more common. SP will give those out like candy to command units (even with 0% radio codes)as its assumed to be WW2).

Also, probably would be best to state in the readme files that artillery "gold spots" shouldn't be used since reaction times in WW1 would not allow for such quick responses bar maybe a scenario or 2 at night perhaps, where the defender has these and is assumed to have signal rockets and flares to fire off for quick response defensive fires, and only 1 or 2 of them at best.

Another way to make artillery less responsive would be to purchase it as direct or general support off-map batteries. Cheaper, but longer reponse times. So perhaps put that suggestion in the never-ever-read-me notes for your mod as well?.


Thanks for the advice, the idea is to use the 34-38 dates :up:

mscano July 15th, 2023 07:07 PM

Re: World War I mod
 
Looks fantastic! I like the idea of including so many nationalities.

PopeAdrianVII April 19th, 2024 03:23 PM

Re: World War I mod
 
Was this mod ever released? Looks really cool from the screenshots.

WilliamB April 20th, 2024 01:11 PM

Re: World War I mod
 
I don't think it ever released.

PopeAdrianVII April 20th, 2024 06:08 PM

Re: World War I mod
 
Quote:

Originally Posted by WilliamB (Post 856361)
I don't think it ever released.

awwww maaan!

DRG April 20th, 2024 06:43 PM

Re: World War I mod
 
That one was........ IIRC the third attempt to create a WW1 MOD.


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