The "Gabe-Mod" (v8.4.4)

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ColonelY
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Re: The "Gabe-Mod" (v8.4.4)

Post by ColonelY » Sun May 31, 2020 1:46 pm

Great, thanks! :D

terminator
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Re: The "Gabe-Mod" (v8.4.4)

Post by terminator » Mon Jun 01, 2020 6:49 am

Downloaded and thank you! :D

Mascarenhas
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Re: The "Gabe-Mod" (v8.4.4)

Post by Mascarenhas » Tue Jun 02, 2020 8:54 pm

I've just tried it on Erik's Market Garden It worked well. Two minor things: the distinctive icon for rail transport seems to be missing, and Bofors 40mm AA gun lost its ability to be converted to AT gun.

GabeKnight
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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Tue Jun 02, 2020 9:10 pm

Mascarenhas wrote:
Tue Jun 02, 2020 8:54 pm
I've just tried it on Erik's Market Garden It worked well. Two minor things: the distinctive icon for rail transport seems to be missing, and Bofors 40mm AA gun lost its ability to be converted to AT gun.
If you mean the white overlay for rail transports, it's still in the mod.
And there are like a dozen 40mm Bofors units in the game, which faction doesn't work for you?
Best if you could provide some screenshot please?

Mascarenhas
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Re: The "Gabe-Mod" (v8.4.4)

Post by Mascarenhas » Wed Jun 03, 2020 5:37 pm

Youre, right, GK, I made a mistaken evaluation. It's working properly. Sorry for this.

Carda_NL
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Re: The "Gabe-Mod" (v8.4.4)

Post by Carda_NL » Fri Jun 05, 2020 12:18 pm

This mod helps me quite a bit with Erik's Grand Campaign '39. I started to notice mobility is king in this game with the fleeing units. The horse riding infantery and mobile AA/AT truck are a gamechanger. Thank you very much, I finally feel I stand a chance now with a good army setup. Thumbs up!

Igor1941
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Re: The "Gabe-Mod" (v8.4.4)

Post by Igor1941 » Sat Jun 06, 2020 6:42 am

Luftwaffe sailors at attention as they pass on an armed "Siebel" barge
Image
https://www.reddit.com/r/WarshipPorn/co ... urce=ifttt

GabeKnight
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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Sat Jun 06, 2020 3:53 pm

Igor1941 wrote:
Sat Jun 06, 2020 6:42 am
Luftwaffe sailors at attention as they pass on an armed "Siebel" barge
(Lake Ladoga, 13 August 1942)

Cool, thanks, I didn't know such vehicles existed. :D
I see, intended for the Operation Sea Lion (wiki says).

GabeKnight
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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Sat Jun 06, 2020 6:59 pm

The next update of the mod will include:

- missing UK/Indian Colonial Infantry '42 & '44 and Gurkhas '42 and '44
- reduced UK Typhoon Mk.IB ground attack stats from 10 -> 7 (overpowered)
- corrected the missing attack/defense modifiers of the "rice" terrain in winter :roll:
- currently undergoing a test phase: Modified the chassis movements/speeds file, e.g. allowing motorized units into rough_desert and pine_forest terrain

And thanks, Devs, for making this game moddable as hell... :twisted: :mrgreen:

terminator
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Re: The "Gabe-Mod" (v8.4.4)

Post by terminator » Sat Jun 06, 2020 7:26 pm

Pine Forest terrain also blocks the Train and the Armoured Train in Blitzkrieg DLC :evil:

EDIT: Pine Forest terrain is not blocking the Train and the Armoured Train (read the following posts) :?

PinForest(1).jpg
PinForest(1).jpg (731.41 KiB) Viewed 901 times
Last edited by terminator on Sun Jun 07, 2020 8:40 am, edited 2 times in total.

ColonelY
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Re: The "Gabe-Mod" (v8.4.4)

Post by ColonelY » Sat Jun 06, 2020 8:26 pm

:? I'm not sure but it seems to me that there is another reason for this...

Let's look at the areas controlled by factions (the colored "border" lines, I mean).
On this picture, we can see that the hex just South to the train isn't yet controlled by your faction! :wink: So, because of this, the train can't move South anyway. I may be mistaken, but I've never seen a train actually taking by itself some ground or capturing flags, etc. :arrow: A train can only advance following railroads on territories under control!

So, it can't go South anyway in this configuration, even without these Pine trees... :wink:

To really make this test (impact on Pine trees?), you should first send some infantry to take these hexes first, or wait one turn if this southern area is "encircled" by sectors under your control, because if there is no enemy Inside, then it should directly change owner. Anyway, once this sector is "under control", then try again... and tell us if it's working or not. :wink:

terminator
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Re: The "Gabe-Mod" (v8.4.4)

Post by terminator » Sat Jun 06, 2020 9:06 pm

ColonelY wrote:
Sat Jun 06, 2020 8:26 pm
:? I'm not sure but it seems to me that there is another reason for this...

Let's look at the areas controlled by factions (the colored "border" lines, I mean).
On this picture, we can see that the hex just South to the train isn't yet controlled by your faction! :wink: So, because of this, the train can't move South anyway. I may be mistaken, but I've never seen a train actually taking by itself some ground or capturing flags, etc. :arrow: A train can only advance following railroads on territories under control!

So, it can't go South anyway in this configuration, even without these Pine trees... :wink:

To really make this test (impact on Pine trees?), you should first send some infantry to take these hexes first, or wait one turn if this southern area is "encircled" by sectors under your control, because if there is no enemy Inside, then it should directly change owner. Anyway, once this sector is "under control", then try again... and tell us if it's working or not. :wink:
You’re right, I’m not used to taking the train :?

GabeKnight
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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Sat Jun 06, 2020 11:03 pm

Yeah Mr.T, the Colonel's right, train-transports can not enter (and claim) enemy territory. The rail chassis can pass through all terrain otherwise. You can easily test this in the Blitzkrieg/Yugoslavia scen (where you get the Armoured Train reward unit), there're tracks through mountains, for example.
ColonelY wrote:
Sat Jun 06, 2020 8:26 pm
I may be mistaken, but I've never seen a train actually taking by itself some ground or capturing flags, etc.
:arrow: A train can only advance following railroads on territories under control
The Armoured Train unit can (and I guess the "283mm Krupp K5" unit, too). Also both of the "railed" recon units can enter into enemy territory (but not capture it).

Igor1941
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Re: The "Gabe-Mod" (v8.4.4)

Post by Igor1941 » Sun Jun 07, 2020 8:24 am

Unable to upgrade tanks
Attachments
[Окончательная победа] (Кампания).rar
(4.46 KiB) Downloaded 32 times

GabeKnight
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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Sun Jun 07, 2020 9:03 am

Igor1941 wrote:
Sun Jun 07, 2020 8:24 am
Unable to upgrade tanks
Works okay for me. Seems to be one of those occasional upgrade bugs happening in the game for some players. Didn't happen to me once since the 8.4.4 update. I can only advice you to reload the savefile and/or "restart" the scen and try again.

And BTW Igor, why do you not use/buy/deploy the Armoured Train? I've worked many hours on that unit...! :cry: :wink:

Screenshot 168.jpg
Screenshot 168.jpg (992.58 KiB) Viewed 841 times

Igor1941
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Re: The "Gabe-Mod" (v8.4.4)

Post by Igor1941 » Sun Jun 07, 2020 11:06 am

GabeKnight wrote:
Sun Jun 07, 2020 9:03 am
Igor1941 wrote:
Sun Jun 07, 2020 8:24 am
Unable to upgrade tanks
Works okay for me. Seems to be one of those occasional upgrade bugs happening in the game for some players. Didn't happen to me once since the 8.4.4 update. I can only advice you to reload the savefile and/or "restart" the scen and try again.

And BTW Igor, why do you not use/buy/deploy the Armoured Train? I've worked many hours on that unit...! :cry: :wink:


Screenshot 168.jpg

please update the tanks 1 tiger at the Wehrmacht and 1 at the waffen ss - to the royal tiger ...
And lay out the save. thank

szascoli54
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Re: The "Gabe-Mod" (v8.4.4)

Post by szascoli54 » Thu Jun 11, 2020 2:37 pm

Great Mod, thank you!
Comment:
1. / For several units, the move statistics show 1 hex (e.g. 8.8 Flak 37, Italian 75/50, etc.), In the game, however, 2 hex can move.
2. / German engineer = Pioniere. I have never seen such a name anywhere. (except Panzer General 2)

Could it be improved?

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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Fri Jun 12, 2020 8:01 am

szascoli54 wrote:
Thu Jun 11, 2020 2:37 pm
Great Mod, thank you!
Glad you like it, you're welcome.
szascoli54 wrote:
Thu Jun 11, 2020 2:37 pm
1. / For several units, the move statistics show 1 hex (e.g. 8.8 Flak 37, Italian 75/50, etc.), In the game, however, 2 hex can move.
2. / German engineer = Pioniere. I have never seen such a name anywhere. (except Panzer General 2)

Could it be improved?
1.) They're probably on roads, right? Roads can extend the speed/range of units.

2.) Yeah, and thanks for your suggestion, but not in my mod. Reason: The main three infantry branches - regular, heavy and engineers - are always in English and only the "supporting" infantry units get some translated/special names.

But feel free to do it yourself. The renamed units can be found in the \language\english_mod.txt file (open it with an editor).

KarisFraMauro
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Re: The "Gabe-Mod" (v8.4.4)

Post by KarisFraMauro » Sat Jun 13, 2020 3:42 am

In relation to the first post, my reaction to (attempting) Erik's grand campaign was that despite reasonable success at multiplayer I'm actually awful at this game ;) I must be doing something incredibly wrong when even on two star difficulty getting the optional objectives on the first mission are laughably futile... Anyway I definitely do appreciate the efforts everyone is putting into things. With respect to the aforementioned multiplayer, The Russian Campaign alone justifies all the money I've spent on the game. Which actually isn't too much money all things considered, pretty afordable.

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Different Project

Post by GabeKnight » Sun Jun 14, 2020 7:56 am

@Erik

Looks like this at the moment:

Screenshot 174.jpg
Alpha version tests
Screenshot 174.jpg (744.26 KiB) Viewed 652 times

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