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Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Wed Feb 13, 2019 5:00 am
by AndreyBacerage
Maybe the Admiral can help. He has done some work with infantry riding bicycles.
Nice to see that - but I read here in the forum that is not allowed to use the asset files to create new or modding units form Vanilla content - some users were banned for this here:
viewtopic.php?f=374&t=77956

Why its now allowed ?

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Wed Feb 13, 2019 5:12 am
by GabeKnight
AndreyBacerage wrote:
Wed Feb 13, 2019 5:00 am
Nice to see that - but I read here in the forum that is not allowed to use the asset files to create new or modding units form Vanilla content
Where did you read that?
Or do you mean this passage: "He is also illegally using copyrighted content and promoting it as his own." :wink: :lol:
AndreyBacerage wrote:
Wed Feb 13, 2019 5:00 am
- some users were banned for this here:
http://www.slitherine.com/forum/viewtop ... 74&t=77956
Why its now allowed ?
Why shouldn't it be allowed (to a degree)? And it was just one user as far as I know. And Michael's been banned because he was an asshole. Basically.

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Wed Feb 13, 2019 10:34 am
by AndreyBacerage
And Michael's been banned because he was an asshole. Basically.
I know - outstanding artists are mostly assholes.Where does he come from ?

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Wed Feb 13, 2019 6:38 pm
by GabeKnight
AndreyBacerage wrote:
Wed Feb 13, 2019 10:34 am
And Michael's been banned because he was an asshole. Basically.
I know - outstanding artists are mostly assholes.Where does he come from ?
:D
Yeah, his models do look good for this type of game, that's true.

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Thu Feb 14, 2019 8:45 pm
by terminator
GabeKnight wrote:
Tue Feb 12, 2019 11:29 pm
AndreyBacerage wrote:
Mon Feb 11, 2019 4:30 am
Its possible that you create also soviet Infantry figures ? I hate the Vanilla japanese ones !
You should ask terminator in his thread about this, he's the expert in "reskinning" :wink:
Solution for Soviet engineers : viewtopic.php?f=374&t=82935&p=769517#p769517

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Fri Feb 15, 2019 3:47 am
by PoorOldSpike
I've only come in late on this thread but if nobody's mentioned it before I'd like to suggest having some small "garrison-type" infantry units in the mod, just cheap lowish-firepower units to deploy in rear supply depots etc to stop the enemy waltzing in unopposed.
They could also be placed at key spots as "observation posts" to guard bridges and key roads etc.

Sergeant- "See anything through the German HQ windows son?"
PFC- "I'm not sure sergeant, the eyepiece keeps steaming up"

Image

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Sat Feb 16, 2019 1:39 am
by GabeKnight
PoorOldSpike wrote:
Fri Feb 15, 2019 3:47 am
I'd like to suggest having some small "garrison-type" infantry units in the mod, just cheap lowish-firepower units to deploy in rear supply depots etc to stop the enemy waltzing in unopposed.
They could also be placed at key spots as "observation posts" to guard bridges and key roads etc.

Sergeant- "See anything through the German HQ windows son?"
PFC- "I'm not sure sergeant, the eyepiece keeps steaming up"
Thanks for the input (and pic :) ). Yeah, I remember the discussion in another thread.
IMO every playable faction already does have some weak infantry (or recon) units that can be used for that, like snipers, commandos, Seabees, engineers or others with similar low CP usage. Or just use mines. I don't think there's really a need for additional garrison units.

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Sat Feb 16, 2019 2:37 pm
by PoorOldSpike
GabeKnight wrote:
Sat Feb 16, 2019 1:39 am
IMO every playable faction already does have some weak infantry (or recon) units that can be used for that, like snipers, commandos, Seabees, engineers or others with similar low CP usage. Or just use mines. I don't think there's really a need for additional garrison units.
Call me a sentimental fool but I don't use mines because I feel sorry for the AI troops.
In some scens there are no cheap units available and we have to buy something like a proper infantry unit which makes a hole in our pocket and drains our available command points and is wasted on rear-area garrison duty.
Cheap Volksturm units like this below would therefore be welcome and historically accurate..:)

New recruit- "Hey grandad what will our tactics be?"
Grandad- "First, fire fausts in general direction of enemy tanks.
Second, run like hell"


Image
http://www.mission4today.com/index.php? ... orum&f=134

Re: The "Gabe-Mod" (v7.1.5 / beta testing)

Posted: Sat Feb 16, 2019 4:18 pm
by Erik2
In my Market-Garden scenarios (battalion units) I used MG nests for all those company sized garrisons. Works quite well.

Re: The "Gabe-Mod" (v7.1.5 / final testing)

Posted: Sun Feb 17, 2019 1:58 am
by GabeKnight
Hallelujah! Done. Can't believe it myself. It took me long enough, that's for sure... :oops: :shock: :lol:

Bob, thanks again for your help with the stats and to understand some of the reasoning behind it. Still, I had to read up a lot of stuff to get a better picture of things. :)
Basically I went with your recommendations with the German units. The Italian "Semovente" are different, but all's always open for discussion later. Some stats had to be adjusted to better fit - in my opinion - into the general balance of the units file, so to say. For one within the own faction but also in conjunction with the whole unit roster of the game.
airbornemongo101 wrote:
Thu Jan 31, 2019 9:33 pm
You should see my notes, they look like they were written by a mad math genius on meth :shock: , because of my constantly changing the stats, hell half of the time I can't even figure what I wrote down, I have to decipher my own writing :roll: :lol:
Speaking of which...

crazy_notes2.jpg
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And although I've been brooding about basically 10 units for about 4-5 hours now, I'm still unsure about my choices. :roll:

I'll post more details and the complete changelog soon.
But for now... I see that all is well and on the seventh day I'm gonna rest... :wink:

Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Sun Feb 17, 2019 9:19 pm
by airbornemongo101
Those notes look familiar..... :shock: :roll: :lol: :wink:

Anytime Gabe, glad I was of some help

Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Mon Feb 18, 2019 1:22 am
by GabeKnight
Well, I completely forgot that if you remove the "nopurchase" trait from structures, those will vanish in the FOW next turn and their location won't remain disclosed.
Pity, it worked okay and the AI repaired its bunkers. But there's no way I'm keeping it that way in the mod. I always keep forgetting where they were and ambush into them. :roll: :lol:

Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Mon Feb 18, 2019 10:57 pm
by GabeKnight
Tests look good:

Screenshot 888.jpg
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Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Mon Feb 18, 2019 11:04 pm
by GabeKnight
Screenshot 892.jpg
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Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Mon Feb 18, 2019 11:07 pm
by GabeKnight
Updated the OP with the complete changelog.

Final testing's underway. Play-testing generally. :D

Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Thu Feb 21, 2019 3:42 am
by airbornemongo101
I like the AT/APC and agree with the double points

What are the stats?

Just curios......not questioning, if you get my meaning

Re: The "Gabe-Mod" (v7.1.6 / final testing)

Posted: Thu Feb 21, 2019 4:08 am
by GabeKnight
Phew...done. Mod's updated to v7.1.6 :shock: :shock: :mrgreen:
It was definitely the right decision to use the beta units.csv file instead of the "old" one. Just a couple of unit stats to adjust.
airbornemongo101 wrote:
Thu Feb 21, 2019 3:42 am
What are the stats?
Just curios......not questioning, if you get my meaning
Thought about some more screenshots and charts, but at the moment I've got about 50 new units... and it's just too much, sorry. But basically I'm done, just running a few more test to test plausibility with the new patch and then I'm putting it out in a few days - then you can look them up yourself and change everything to your liking... :wink:

Although the inf. attack stats were increased for the Wirbelwind (8 <- 20mm Quad) and Ostwind (6 <- 37mm) units with the new patch, I think I'm keeping my lower values of the SdKfz AT versions (=5/4) for the time being, as they have lesser supply requirements (4 <-> 5).

I've realized that I just can't test every single stat and setting and unit and scenario myself - it takes forever and OoB's not the only game I play. :wink:
But I'm here to correct and update,when necessary.

Re: The "Gabe-Mod" (v7.1.5 / testing)

Posted: Thu Feb 21, 2019 7:33 am
by terminator
GabeKnight wrote:
Mon Feb 18, 2019 1:22 am
Well, I completely forgot that if you remove the "nopurchase" trait from structures, those will vanish in the FOW next turn and their location won't remain disclosed.
Pity, it worked okay and the AI repaired its bunkers. But there's no way I'm keeping it that way in the mod. I always keep forgetting where they were and ambush into them. :roll: :lol:
Did you try with the unit trait "Limited Replacements" ? :idea:

A release date for The "Gabe-Mod" :?:

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Thu Feb 21, 2019 11:45 am
by airbornemongo101
Congrats Gabe ,on getting the work done and creating your mod

Re: The "Gabe-Mod" (v7.1.6 / testing)

Posted: Thu Feb 21, 2019 12:14 pm
by terminator
airbornemongo101 wrote:
Thu Feb 21, 2019 11:45 am
Congrats Gabe ,on getting the work done and creating your mod
I Didn't find the download link (?)