The "Gabe-Mod" (v8.4.4)

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GabeKnight
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The "Gabe-Mod" with OoB v8.5.4

Post by GabeKnight » Thu Jul 23, 2020 10:35 am

Information on the OoB v8.5.4 update:

Basically nothing was changed inside the units file (two minor stat changes to the Jap. tac. bombers) with this game update, so no real need to change/update the mod.
GabeKnight wrote:
Sat Jul 18, 2020 10:30 am
I've tested some terrain disruption variations lately, [...]
But I (still) think that rough desert and hills (difficult terrain) should have at least a litte effect on efficiency...I'll adapt and continue testing...
Playing conboy's 3dID campaign, I'm beginning to doubt my decisons a bit. If there's too much difficult terrain everywhere, the efficiency drop becomes relevant.

I'll have to replay some of the ETO campaigns, probably the whole German trilogy to be sure about these changes... sorry, it'll be a while...

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

Post by terminator » Sun Jul 26, 2020 8:28 am

Soviet motorcycles

There is a legend about how the Soviet motorcycles appeared. They said, in 1940 the meeting of the Red Army heads was held to devise a motorcycle that would be suitable for the Red Arm. Then, one of the generals asked, what kind of aggregate have Germans chosen. It was a BMW R71. Exactly since that moment they started production of a M72 version. In fact, there were no difference between the Soviet model and its German prototype, but the Soviet one was fitted with a simple construction and an opposite low-piston engine. It gave the commuter a lower center of gravity. Its top speed wasn’t an unbelievable (80 km/h), but it had the high torque – a great advantage on a battlefield. Due to its high price, the motorcycle wasn’t widely spread and used only for elite units.


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PS: it would be enough to change the texture of the Zundapp :idea:

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

Post by GabeKnight » Sun Jul 26, 2020 6:06 pm

terminator wrote:
Sun Jul 26, 2020 8:28 am
Soviet motorcycles
[...]
PS: it would be enough to change the texture of the Zundapp :idea:
Thanks, sounds like a good idea for the 1CP recon alternatives I was looking for.
But I didn't check the Zündapp unit since the latest update. I'm not sure if I'm able to use it in my mod. I think it's still just unlocked to the editor and not for player purchase. Have to check that first.

Anybody else noticed that the Soviet Conscripts attack animation only uses two out the four figurines? The other two are just standing around doing nothing. Maybe there's some deeper meaning to this, but I've decided to change it in my mod... :roll:

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

Post by terminator » Sun Jul 26, 2020 7:38 pm

GabeKnight wrote:
Sun Jul 26, 2020 6:06 pm
terminator wrote:
Sun Jul 26, 2020 8:28 am
Soviet motorcycles
[...]
PS: it would be enough to change the texture of the Zundapp :idea:
Thanks, sounds like a good idea for the 1CP recon alternatives I was looking for.
But I didn't check the Zündapp unit since the latest update. I'm not sure if I'm able to use it in my mod. I think it's still just unlocked to the editor and not for player purchase. Have to check that first.
Zundapp motorcycle is blocked for player purchase :(
GabeKnight wrote:
Sun Jul 26, 2020 6:06 pm
Anybody else noticed that the Soviet Conscripts attack animation only uses two out the four figurines? The other two are just standing around doing nothing. Maybe there's some deeper meaning to this, but I've decided to change it in my mod... :roll:
Yes for some time. There is one Conscript who gets up to shoot and kneels :shock:

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

Post by GabeKnight » Mon Aug 03, 2020 10:47 pm

I've got a small question to the users of my mod: Does it make gameplay much easier than vanilla?

I've been tinkering with it for years now, and now I'm not sure if I some changes lowered the difficulty too much.
Reason: I've finished the Blitzkrieg DLC/Belgium ("Fall Gelb") in about 24 turns on level4 difficulty.... :roll:

I recall this scen to be quite difficult previously and now I'm not sure if I'm just geting used to the scen or if it's my mod's "fault"...?

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

Post by Mascarenhas » Tue Aug 04, 2020 11:02 am

I don't think so, Gabe. It's just that your mod gives us more tactical flexibility, either for a more diverse set of units or some multi-role pieces, as AA arty and vehicles. It also may apply to AI too, but, perhaps, it needs a bit more autonomy to "think".

GabeKnight
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Re: The "Gabe-Mod" (preview)

Post by GabeKnight » Tue Aug 04, 2020 11:18 am

Finally added/assigned "miniatures" (landed planes) to all missing carrier-planes.
...Thanks to the incentive in the FreeFrance campaign.

Screenshot 203.jpg
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GabeKnight
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Re: The "Gabe-Mod" (v8.4.4)

Post by GabeKnight » Thu Aug 13, 2020 4:02 am

I'm testing a setting to assign recon planes a land-supply production value of "2". Kind of "emergency resupply" for scattered or behind-the-lines units. It's not enough to resupply and sustain a "full" infantry unit or even a tank, but should make them a bit harder to kill.

But I'm not sure if I should keep it, though, as I've never used it once since...

GabeKnight
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The "Gabe-Mod" (v8.5.6, interim version)

Post by GabeKnight » Thu Aug 13, 2020 10:52 am

I've put up an interim version of my mod in the OP, updated to OoB v8.5.6 - just for the wait...until the final version, coming with the next DLC release and update (probably).

There are some tests going on internally in the mod and I did not check everything to be working alright (as I usually do), therefore I've marked it "beta" and left the link to the old, stable build online. Also I did not update the OP's change list, you'll have to check the mod's changelog file.

No worries, there shouldn't be anything major wrong in there, but some details might be still "off".

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

Post by Mascarenhas » Wed Aug 19, 2020 1:24 am

Hi Gabe, how about you slightly mod French AA Hotchkiss in order of making it reversible to regular AT/AP arty as you did with many other AA pieces? It'd be nice to use them in FF Campaign, for instance.
Tks in advance

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

Post by GabeKnight » Wed Aug 19, 2020 12:24 pm

Mascarenhas wrote:
Wed Aug 19, 2020 1:24 am
Hi Gabe, how about you slightly mod French AA Hotchkiss in order of making it reversible to regular AT/AP arty as you did with many other AA pieces? It'd be nice to use them in FF Campaign, for instance.
Tks in advance
Thanks for the suggestions, but usually I only do switch pieces to factions that the player can buy.
And I don't think I've ever played with the French faction elsewhere. Maybe some singular custom scens, could be...(?)

Although I have to admit that I'm always a little bit proud seeing the AI using one of my switch units... 8)

I'll keep your suggestion in mind once Bruce nears completion with his campaign.

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

Post by Mascarenhas » Wed Aug 19, 2020 2:49 pm

Yes! Many tks.!

GabeKnight
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The "Gabe-Mod" (preview)

Post by GabeKnight » Wed Aug 26, 2020 11:51 am

I'd like to take the specialisations on next. Increasing the costs significantly. :!:

The screenshot shows my spec tree at the Huertgenwald/Endsieg DLC scen. By the end of the campaign I'll have almost ALL specs active, even many I wouldn't bought usually, like the whole radar stuff...

I think it'll be more fun to actually have to CHOOSE some, making the decisions count more. And perhaps regret it afterwards... :lol:

Spec_Tree-German-Trilogy.jpg
(I still have 29 unspent spec points!)
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Chema_cagi
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Re: The "Gabe-Mod" (v8.4.4)

Post by Chema_cagi » Wed Sep 16, 2020 11:12 am

I have used your mod to play most of campaigns, and have enjoyed it so much, for what I'm very thankful to you!!

I would suggest, IMHO, to nerf the sniper units. Once they get some experience they are even more efficient than regular infantry in killing some targets, and from a distance!. They are very useful scout units that may evade unwanted encounters. But able to kill light tanks from a 2 hex distance? Giving the 1 CP and RP cost of them I have restricted myself to have a maximum of 2 of them used mainly as scouts, but I wonder what could be done with a swarm of them running around.

That's just my two cents. Thanks for your attention and keep that good work!

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

Post by GabeKnight » Wed Sep 16, 2020 9:11 pm

Thanks for the feedback and glad you like it.

As for the snipers, I don't know how to reduce the vehicle attack of "1" :!: any more... :wink:
Chema_cagi wrote:
Wed Sep 16, 2020 11:12 am
...but I wonder what could be done with a swarm of them running around.
Try playing the (official) MarinesCorps DLC campaign, then you know it... :lol:
...tons of Jap snipers all around and I liked it very much! 8)

[EDIT] Cool, I've been promoted again. I don't mind another star but WTF happened to my avatar? A silly plane? Where's my mighty tank? :lol:

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

Post by McLeoudX » Thu Sep 17, 2020 8:23 pm

GabeKnight wrote:
Mon Aug 03, 2020 10:47 pm
I've got a small question to the users of my mod: Does it make gameplay much easier than vanilla?

I've been tinkering with it for years now, and now I'm not sure if I some changes lowered the difficulty too much.
Reason: I've finished the Blitzkrieg DLC/Belgium ("Fall Gelb") in about 24 turns on level4 difficulty.... :roll:

I recall this scen to be quite difficult previously and now I'm not sure if I'm just geting used to the scen or if it's my mod's "fault"...?
I think - NO.
It seems even to be harder than normal ! :)
But I do a little play pause in this game atm.
There can only be one :)

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

Post by Igor1941 » Sat Sep 19, 2020 3:36 pm

Mod doesn't work since latest version

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

Post by Igor1941 » Sat Sep 19, 2020 4:09 pm

Gabe-Mod v8.4.4 build 20200531 - works
Gabe-Mod v8.5.6 build 20200813 - does not work

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

Post by GabeKnight » Sat Sep 19, 2020 8:35 pm

I did not update the mod to the latest OoB game version 8.6.0 yet!

This means that all changes and new units introduced with RedStorm will NOT be available when playing with the current build of my mod.

Still, playing the "old" content should work fine. I'm playing RisingSun with my mod now.
Igor1941 wrote:
Sat Sep 19, 2020 4:09 pm
Gabe-Mod v8.4.4 build 20200531 - works
Gabe-Mod v8.5.6 build 20200813 - does not work
What doesn't work for you? Screenshots appreciated.

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

Post by Igor1941 » Sun Sep 20, 2020 2:08 am

Gabe-Mod v8.5.6 build 20200813 - не работает
The turn does not end

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