The "Gabe-Mod" (v8.1.0)

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GabeKnight
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The "Gabe-Mod" (v8.1.0)

Post by GabeKnight » Sun Feb 04, 2018 8:51 pm

Hi all,

I've been doing quite some reading, looking through old posts, scenario tips, unit change proposals, AAR's and so on, as the goal of my "Gabe-Mod" is to, let's say, "correct" the game in a way to be able to make use of some units I have been neglecting due to a kind of "deadlocked" play-style as of late.
One major factor in my first real change of approach and tactics was playing Erik's Germany Grand Campaign, I suppose. The initial frustration over never-ending repairs and numbers of enemy units turned into a battle-hardened attitude and new strategies over time. Now I'm thinking about some units and/or unit types that I'd never deploy usually, and the reasons for that.
It'a pity as the graphics of many units models the are quite unique and I'd like to be able to use (at least some of) them reasonably within my core. Like subs.


"Gabe-Mod" v8.1.0

:arrow: Gabe-Mod v8.1.0 build 20190919


Unzip files and move the extracted folder as described in this thread. Just place it into the "Mod" folder instead.
English language only. To make it compatible with other languages, just copy the file in the "language" folder to Russian/Spanish/French/German.

The changes in this mod are compatible with all official and custom scenarios and campaigns, as long as they've been created using the vanilla game version 8.1.0 or earlier. Please note, that the skins don't work with the new models and any scenarios created out of a mod are most likely not playable in the vanilla game.

Still, should some objective in a stock scenario become unachievable due to the changes in the units/mechanics, please let me know!

I've included the complete changelog file, as well as my Excel sheet of the exported units file. I've used it to export the mod's units.csv file directly. All modifications in there are colour-marked as follows:
* green - fixes
* yellow - changes
* orange - new additions


Thanks to everybody for helping with this mod, especially Horst, terminator (and his Forgotten Units mod thread), Admiral Horthy (and for allowing me to use some units out of his Alternate Arsenal mod thread), Bob and all the others.

Download link always in this post! Testing, feedback and new ideas always appreciated. For private use. Have fun!

Image
"The StuG III is probably the reason I speak Finnish as a mother tongue instead of Russian" :wink:
(Intro pics taken from one of "Lindybeige" youtube videos)


Fixes (v8.1.0)

- Added "minesweeper" trait to the Brit. Churchill AVRE tank ("Hobart's Funnies" specialisation, thread)
- Jap. BCV Ise model fix for primary weapon (thread)
- Equalized US & Jap. engineers' costs (thread)
- Equalized Jap. Nebelwefer to the German one (thread)
- Equalized cost of Brit. Portee 20mm AT/AA
- Fixed Jap. Type92/105mm AT -> ART switch bug
- Ger. Sturmpanzer IV and Sturmtiger stat fixes
- Fixed defense values of Sov. SU-76 AT&ART, SU-76M AT&ART, SU-85, SU-100, Ger. SU-85
- Fixed/added/changed costs of some Soviet units
- Corrected Brit. BB KingGeorgeV (P) small naval att. stat
- Corrected Chasseurs_Ardennais to chassis=foot
- Various fixes to the model's weapon effects (as reported by terminator)
- Fixed Ger. M4A2 Sherman Field Armour switch error (switch refers to US unit; removed)
- Many small fixes throughout

Changes

- German StuG III variants B/D/E & StuH 42 changed to "anti-tank" class, to make the upgrade path more consistent
- Changed some German and Italian arty ranges (StuG, Nebelwerfer, 149/19). Set/corrected some availibility dates.
- LightCruiser (CL Leander) available for purchase (why not?)
- Extended availability dates of German PzKw I & II, PzKw. 38(t) E
- Extended/changed availability dates of some German / Italian units so that the player can actually buy them in stock campaigns
- Added naval (small/large) attack capability to all artillery units: approx. <105mm (+1/+2), 105mm-150mm (+2/+3), >150mm (+3/+4), HeavyInf (+1/+1), Nebelwerfer-types (+1/+1), some exceptions
- Naval transports have two steps: moving and debarking on the same turn is possible
- All cruisers and battleships: added the support AA fire trait
- BCV Ise changed from carrier to battleship-class, added carrier plane support accordingly
- Renamed a number of commanders according to Kondi's research (Thanks, Kondi!)
- Changed Ger. Panther traits according to Ichthyic's recommendation
- Changed and added multiple background pics (Thanks, terminator/Kondi/Bruce)
- Changed the pic for rail transport (thread)
- Historic German Wehmacht and Waffen-SS flags and markers (by "Der Kuenstler" and "Wargamer74"; Thanks again!)
- Increased Brit. SBS Canoe 40-45 movement
- Increased all cavalry movement +2, added assault=1; German annual cavalry upgrades are not balanced against other cavalry units!
- Increased all recon plane movement to MP=8, CL Leander and all destoyers to MP=5, all PT/S-boats to MP=6
- Increased PT/S-boats naval and air defense, added steps=2
- Reduced Universal Carrier speed to MP=8
- Added "guerrilla" trait to all rail units (=no efficiency loss from terrain disruption, makes sense to me)
- All subs receive a +5 torp attack boost, -1 turn cooldown and additional +4 torp attack when submerged
- All destoyers, PT/S-boat types: -1 turn torpedo cooldown (except Fin. MTB)
- Added effects for new units and changed some existing
- Adjusted ("fixed"?) the defense stats (bomb/air/naval) of some Italian and Soviet armoured units
- Changed some stats with the Ger. Wurfrahmen (after all it's a speedy unit using fast "hit-and-run" tactics)
- Changed offense-abled structures to entrench; added costs; added radar ranges; increased some att./def. stats. Fixed the "bug" that caused efficiency loss of structures with encircled friendly units. Repairs of structures are not possible, sadly.
- Added new "Transport_AT" unit class for SdKfz 250/10
- Assigned the new transport types to the respective units
- Many minor changes throughout

New units, transports & other additions
These are modified versions of the OoB stock models, not my own :!:
The copyright's with Slitherine/Artisocrats. I'm doing this for non-commercial use and by permission from Slitherine.
*3A = Models courtesy of Admirals Alternate Arsenal, Thanks Admiral!

Italian
- Semovente 90/53 ART
- Semovente 75/18 AT
- Semovente 149/40 AT
- Semovente 105/25 AT
- 20mm Breda AT (*3A)
- L3/35 Lanciafiamme - Flamethrower (*3A)

Japan
- Snipers (unlocked stock)

German
- 20mm FlaK AA/AT (unlocked stock)
- 20mm FlaK-Vierling AT
- 37mm FlaK AT
- SdKfz 10/4 AT
- SdKfz 7/1 AT
- SdKfz 7/2 AT
- SdKfz 7/1 (Armoured) AA
- Snipers (*3A)
- Cavalry '37-'45 (unit templates courtesy of terminator's Forgotten Units mod)
- "Brandenburger" commandos '40-'45 (*3A)
- 75mm PAK 97/38 (*3A)
- 10.5cm leFH 18M ART/AT (*3A)
- 15cm sIG 33 (*3A)
- Flammpanzer I
- Flammpanzer II
- SdKfz 10 Transport (*3A)
- SdKfz 251/2 GrW 34 Transport with Mortar (*3A)
- SdKfz 250/10 PAK 36 Transport with AT-support capability (*3A)
- BCV Ise ("captured")
- Semovente 105/25 AT ("captured")
- KV-2 ART/AT (captured) - Available through the "Beutepanzer" spec

Soviet
- KV-2 ART
- Snipers
- Cavalry '37-'45

Finnish
- Snipers (*3A)
- 75mm PAK 97/38 (*3A)
- 20mm ItK/35 Breda AT/AA (*3A)

Britain
- Armadillo Mk.III (unlocked stock)

All
- Armoured Train ART/AT (*3A)


Future plans and considerations
- New models :mrgreen:
- To be solved: (Add bombard ability to all ships -- Problem with icon space/cargo hold)
- ... it's growing by playing :)

Scenarios
- BurmaRoad Imphal '44 reworked

Bookmarks (some advanced reading!)
- AI Team tests
- AI settings: Local / Static defense, defend hex
- AI move/attack tasks for ground units
- Artillery ranges
- Modifying the Units File
- Test: Damage Types
- Exporting models (MAX)

Useful threads
- How to install mods
- Where do custom campaigns and scenarios go?
- List of all console commands
- Unlocking campaign bonuses for single scen play


Any suggestions or ideas are welcome as long as they serve to improve the overall gameplay (it's a game and I want to have fun playing it) and are not contradicting basic logic and facts, physics or engineering laws. But please, I mean like (more or less) major changes in the units mechanic within the given game limits, like adding non-utilized new (and cool 8) ) functions to units to accommodate the needs of constant change to maintain interest in the game :D.... and not some +1 increase of stats ideas "because the ammo clips of '41 had two more bullets compared to the '40 version of the rifle" kind of stuff. :wink:

Thanks!
Last edited by GabeKnight on Thu Sep 19, 2019 12:03 pm, edited 120 times in total.

Horst
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Re: Ideas to mod my Mod

Post by Horst » Sun Feb 04, 2018 9:57 pm

I've already done some changes of you too, like fuel for regular ground units.
About the 1-fuel for ground units: low-quality units like recruits and militia, but also those vehicles without radio don't have that feature like the early Soviet tanks in my mod.

I still think that a single turn torpedo-cooldown for submarines is too powerful. I calculated the CD according to the number of tubes and spare torpedoes. Sub_TypeXXI has something like an autoloader which reduces the CD by one turn.
My submarines also do more torpedo damage when submerged as sneak-attack bonus.

I could spam you here with so many things I've changed for myself, but I think you should rather modify what you personally think that should be improved. In the end, you can't make it right for everyone. Some changes require plenty research of historical data.

One change I recommend from my outdated mod manual:
- noZOC (no Zone-of-Control) trait for all units that can't attack other units
-- AA units included that can't attack other ground units in AA-mode
-- planes that can only defend against other air threats
-- supply and transport ships that lack the ability to attack other ships

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Mon Feb 05, 2018 12:49 am

Thanks Horst, and to be honest, most of the ideas I'm about to incorporate came from your posts anyway... :)

I'm still very reluctant to do it and don't want to risk spoiling the overall game experience I came to love.

Thinking about the subs: to decrease the reload times and increase the attack values at the same time seems a bit too much, you're right. And I like your idea about increased attack stats only while submerged - more and more. But it's a submarine still, and the only thing they have to do is switching torpedo tubes, shouldn't take that long. What are they doing down there anyway all the time? So decreasing reload times down to 2 turns (like other similar units) seems not too far fetched IMO.

I'll look further into it. And I'd recommend other users to try modding, too. It's fun!

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Mon Feb 12, 2018 1:54 am

Still haven't done most of the planned changes to my mod, as I'm waiting for the new patch.

But the utter uselessness of current subs drives me crazy. Don't want to change the game experience while play-testing the U.S. Navy campaign, though, but seriously... :evil:

Horst
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Re: Ideas to mod my Mod

Post by Horst » Mon Feb 12, 2018 10:42 am

As long as you don’t ramp up the torpedo attack value of subs that much, you can try without cooldown and see how it plays.
Maybe I should also lower the general torpedo cooldowns by one turn that all naval units can fire them more often. The small patrol boats are similar useless with their long torpedo cooldowns.

Horst
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Re: Ideas to mod my Mod

Post by Horst » Wed Feb 21, 2018 1:10 pm

What I haven’t also dared to change yet: transport supply.
I think we all agree that unlike in PzC, transports are often a waste of supply points. In PzC, adding a transport also increased the unit cost for reinforcements. This rule doesn’t apply for OOB transports. In the end, I bet most OOB core units of players are usually as much as unmotorized as possible, as speed is hardly an important factor compared to brute prowess.
I don't know if it's really that unbalancing, but it surely can give some better assault power and possibly protection during movement. The transports should still cost RP, so it's still an important decision if a player can afford that extra or not. The major fights still have to be done without transports, so it doesn't look like such an unbalancing factor. The AI doesn't need to bother about command points either, but still about supply points of course.
It just came into my mind again because of the Brit commandos which only costs 1 supply compared to all other nations’. I guess they only did this because of the exclusive Chevrolet truck that costs nothing but 1 supply. That's still not really that fair.
*shrug*

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Wed Feb 21, 2018 1:47 pm

Horst wrote:What I haven’t also dared to change yet: transport supply.
I think we all agree that unlike in PzC, transports are often a waste of supply points. In PzC, adding a transport also increased the unit cost for reinforcements. This rule doesn’t apply for OOB transports. In the end, I bet most OOB core units of players are usually as much as unmotorized as possible, as speed is hardly an important factor compared to brute prowess.
Maybe that's the trade-off one has to make. Farther movement speed with same repair costs, but one more land-CP usage...? Not logic wise, but a balancing issue? I haven't played PzC, so I can't compare, haven't thought about it yet, and this doesn't seem to bother me much either. But I'll keep your idea in mind, maybe I'll change my point of view.

The "Zone of control" changes are a good idea, and I'll try to adapt them.

Horst
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Re: Ideas to mod my Mod

Post by Horst » Wed Feb 21, 2018 2:09 pm

I guess a special motorization command or fuel resource pool would make things easier.
The decision at beginning to-transport or not-to-transport seems clear, but later in the GGC at least, I've already stepped over my stubbornness and added a transport to my single heavy infantry unit. I still couldn't do that to all other regular infantry units though.
I've also tweaked around with the towed gun speed on roads to restrict fast movement on roads for mountain/light, medium, heavy, and "immobile" towed units. I don't like it that much if towed guns run around in the country.

airbornemongo101
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Re: Ideas to mod my Mod

Post by airbornemongo101 » Sat Feb 24, 2018 1:41 am

@Gabe..just an idea

Make all ADA units "switchable" to ground fire mode

Antiaircraft guns on all sides were prolifically used to engage ground targets thru-out the war with huge results (Carentan is one example)

Making them "switchable" would dovetail nicely with them not being able to engage when in Anti-Air mode.

If the graphics would be an issue you could just leave the graphics "as is" until new ones could be made and or found.

Just a thought....
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Sat Feb 24, 2018 9:18 am

@airbornemongo101

Thanks for the input. The idea as such is good. You mean like most of the Japanese AA/AT variants already, right? And would this switching be applicable to mobile AA units as well? (Sorry, I'm not very knowledgeable with real military equipment and tactics, even had to look up what ADA means :) )
True, the missing "switch" graphic would be a nuisance, but that's something I could live with, I guess.

My real problem would be assigning the related attack/defense values to those units. If there are comparable (other nations) units I can copy these from, no problem, but if not, I don't know the correct reasoning to "make them up". Maybe I'm overthinking this, but I'm always afraid to break the balance of the game too much.

These are the values I've used to "fix" the existing problem for the Hungary AA/AT variant: 75mm_Bofors_M1929_AT_Hungary -> class: "anti_tank", range=0, values (infA=4, vehA=16-17,vehD=12 ). No idea about the consistency of even those... (?)

But I'll keep the idea in mind. Thanks. Right now my priorities are as follows: finish Panzerkrieg DLC -> Update my mod -> Playtest US Navy campaign :)

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Re: Ideas to mod my Mod

Post by airbornemongo101 » Sat Feb 24, 2018 5:31 pm

@Gabe

Sorry about the military jargon.

Yes I think the mobile AA should be switchable also.

The stats would actually vary due to velocity, type of shells used, cyclic rate (i.e.: the US 90 mm AA gun used a low velocity shell whereas the 88 was a very high velocity)...but I would be gladly willing to assist you in the regard when the time comes.

Thanks for listening to my input
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Sat Feb 24, 2018 11:07 pm

airbornemongo101 wrote:Sorry about the military jargon.
Please don't be. Nobody trying to help should be sorry in the first place... :)
And just because I don't know something doesn't mean I'm not eager to learn... :wink: Wouldn't mind a little "light reading" about some basic warfare mechanics, like ballistics and armour. As engineer, I'm quite interested in how things work (even some math and physics behind it). Other details, like availability dates of some unit at some battle, doesn't (and probably never will) matter to me that much.
airbornemongo101 wrote: The stats would actually vary due to velocity, type of shells used, cyclic rate (i.e.: the US 90 mm AA gun used a low velocity shell whereas the 88 was a very high velocity)...but I would be gladly willing to assist you in the regard when the time comes.
Yes, that's exactly what I'm talking about. Don't have enough knowledge, expertise and/or experience to even have a clue how to begin :lol:
Thanks for the offer, and be warned, I may take you up on that! :wink:

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Re: Ideas to mod my Mod

Post by GabeKnight » Thu Mar 01, 2018 11:13 am

Horst wrote:
SirAllan wrote:How can I change/remove the trait for the recon vehicles (Fleetinge Presence) so these can capture hexes and VP's like in Panzer Corps?
It's not enough to remove the noCapture from recon-class units in units.csv. It's also needed to do the same in the classes.txt under [RECON] as the traits listed there count for the whole class. The noCapture traits found in units.csv are therefore rather redundant for the recon units.
Horst wrote:AAFire is only a classes.txt trait which doesn't work in units.csv.
If you change the Ise from carrier to battleship class, you would have to add bcv_ise,bcv_ise_P to the carrier category (between cargo and transport) of each Japanese carrier-based plane in units.csv. This was also done to the German Ju87_C which supports only the CV_Graf_Zeppelin, CV_Jade instead of the whole carrier-class.
I haven't tested it but it should work if you like to do that much work for each Jap carrier-based plane. I'm fine with supportAA for each carrier.
First of all: Thank you very much, Horst, for all the valuable input so far!

I've found the following solution, implemented and tested it in a mini naval scenario of mine and it works:

- created new class of attack carriers [ACARRIER] with the id=51 (I hope this ID isn't linked to something important other than some description maybe... :?: ) as a clone of the existing carrier class entry, removed the "supportAA" trait and replaced it with "AAFire" (classes.txt)
- changed the BCV Ise unit from "carrier" to "acarrier" in the class-category (units.csv)
- used a simple "search and replace" command with the text editor to change all values in the carrier-category of the planes' stats from "carrier," to "carrier,acarrier," (units.csv)

Now my BCV Ise can fire with AA guns and primary guns as well as tend to all allied carrier planes (Japanese or otherwise, except the German planes, of course, these are still limited to the German carriers) and producing AIR-supply correctly.
Screenshot 184.jpg
Screenshot 184.jpg (600.76 KiB) Viewed 6571 times
Everything worked right from the start, so it was quite easy to implement IMO. It took longer to write this post than the works itself. :D Or did I forget something?

Horst, do you know by any chance, what the numbers in the "stats = 6, 7,..." entry of the classes.txt refer to?

EDIT: Now I see where that id=51's linked to. Have to adjust that....aaaand.... got it!
Screenshot 182.jpg
Screenshot 182.jpg (251.82 KiB) Viewed 6580 times
Last edited by GabeKnight on Thu Mar 01, 2018 1:53 pm, edited 5 times in total.

Erik2
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Re: Ideas to mod my Mod

Post by Erik2 » Thu Mar 01, 2018 12:56 pm

When you create your own units you could use you own ID-series, like 9000s or something.

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Thu Mar 01, 2018 1:06 pm

Erik2 wrote:When you create your own units you could use you own ID-series, like 9000s or something.
Thanks, will keep that in mind.
But first, I'll have to stop using the text editor for manually modding the units.csv file and finally get my Excel Im-/Export-script up and running. Probably during the weekend.

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Re: Ideas to mod my Mod

Post by terminator » Thu Mar 01, 2018 1:15 pm

Hi GabeKnight,
Is it possible to create 2 classes for the recon : land recon and air recon ?
Because there is a bug : you can upgrade land recon to air recon ?

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Thu Mar 01, 2018 1:24 pm

terminator wrote:Hi GabeKnight,
Is it possible to create 2 classes for the recon : land recon and air recon ?
Because there is a bug : you can upgrade land recon to air recon ?
Yes, should be, as I'm not able to upgrade units between different classes. You'll just have to adapt the changes from my previous post to your needs (category = land/air and such) and add some lines to the language files for the description texts.
But Horst ist the REAL professional here. I'd suggest to wait for what he's got to say about this (or ask him directly)

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Re: Ideas to mod my Mod

Post by terminator » Thu Mar 01, 2018 1:43 pm

Here is this bug with land and air recon units :
http://www.slitherine.com/forum/viewtop ... rs#p677529

Creating two classes (land recon and air recon) could resolve this bug ?

If you add a new class does the Editor still works ?

GabeKnight
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Re: Ideas to mod my Mod

Post by GabeKnight » Thu Mar 01, 2018 2:15 pm

terminator wrote:Here is this bug with land and air recon units :
http://www.slitherine.com/forum/viewtop ... rs#p677529

Creating two classes (land recon and air recon) could resolve this bug ?

If you add a new class does the Editor still works ?
If you mean like this:
terminator_recon1.jpg
terminator_recon1.jpg (132.97 KiB) Viewed 6568 times
Yes and yes. All screenshots are from the editor. Doing it right now.
(The buttons symbols can be customized as well)

Cool this is fun. Why didn't I do this sooner? :D

terminator
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Re: Ideas to mod my Mod

Post by terminator » Thu Mar 01, 2018 2:26 pm

For the symbol, you could use something like this :
Air recon.JPG
Air recon.JPG (10.88 KiB) Viewed 6567 times
Could you make a test and see if the bug is always here ?

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