The "Gabe-Mod" (v8.4.4)

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Erik2
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Supply trucks?

Post by Erik2 » Sat Apr 04, 2020 8:08 am

Here's an idea.
How about adding '20 land' to the Production field in the units.csv for cargo trucks? (Or create a generic version.)
This could provide a land supply unit similar to the supply ship. Could be very handy for scenario designers.

See, I'm not totally against mods :wink:

GabeKnight
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Re: Supply trucks?

Post by GabeKnight » Sat Apr 04, 2020 9:01 am

Erik2 wrote:
Sat Apr 04, 2020 8:08 am
Here's an idea.
How about adding '20 land' to the Production field in the units.csv for cargo trucks? (Or create a generic version.)
This could provide a land supply unit similar to the supply ship. Could be very handy for scenario designers.

See, I'm not totally against mods :wink:
Nice try... :wink:

...but it doesn't work. It looks like it should on the map, but it doesn't actually provide any supply. There's only one land/air unit I know of where it works, and it's the German "Ju52_Supply" plane, providing 3 land supply.

Anyways, I don't believe that there's anybody out there actually creating scens out of my mod, so why bother. Besides Mr. T asking for a model of a "structure" (house) for his own mod, I don't recall anybody ever mentioning or requesting something for scen creation... :)

Mascarenhas
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Re: The "Gabe-Mod" (v8.1.0)

Post by Mascarenhas » Sat Apr 04, 2020 12:53 pm

Japanese in Poland 1939?

At the second scenario, Vistula Bridges, I´m facing a harsh counteroffensive from the Poles, well-equipped with the most powerful Japanese tanks of the time. Is it to be so or I´m missing something?

Mascarenhas
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Re: The "Gabe-Mod" (v8.1.0)

Post by Mascarenhas » Sat Apr 04, 2020 12:56 pm

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

Post by GabeKnight » Sat Apr 04, 2020 2:30 pm

Mascarenhas wrote:
Sat Apr 04, 2020 12:53 pm
Japanese in Poland 1939?

At the second scenario, Vistula Bridges, I´m facing a harsh counteroffensive from the Poles, well-equipped with the most powerful Japanese tanks of the time. Is it to be so or I´m missing something?
Hehe, yeah, that's the safeguard OoB function if a unit ID's not found. Unit=0=Jap. "type97_shinhoto_chi-ha"... :D
What campaign and scen? Eriks' stuff, right? I'l look into it, but should be fixed with the upcoming update.

Erik2
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Re: The "Gabe-Mod" (v8.1.0)

Post by Erik2 » Sat Apr 04, 2020 4:21 pm

The Japanese lend-lease agreements are pretty much ignored in all WW2 literature :roll:

Mascarenhas
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Re: The "Gabe-Mod" (v8.1.0)

Post by Mascarenhas » Sat Apr 04, 2020 8:27 pm

Totally ignored, I daresay :D

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

Post by GabeKnight » Sun Apr 05, 2020 3:06 am

Erik2 wrote:
Sat Apr 04, 2020 4:21 pm
The Japanese lend-lease agreements are pretty much ignored in all WW2 literature :roll:
Oh, I didn't get that to be the joke, I thought it was some bug report.
But yeah, couldn't reproduce the Jap thing even with the old version of my mod, so it had to be a wink at my "nobody creates stuff with my mod" comment... :lol:
OK, you got me there. For a moment I thought that I might have missed something in my mod...

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GW39-40,3DanzigS,GKMod.build20190919
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Erik2
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Move-debark question

Post by Erik2 » Sat Apr 11, 2020 2:49 pm

I'm using your mod to play one of the Crete scenarios using the 8.4.0 beta.

I just noticed that I could move a seaborne Panzer units and debark onto a village hex in the same turn.
I don't think this is doable in 8.3.0 if I remember correctly.
The Zündapp unit to the right was not able to perform the same trick.

Something you enabled in your mod?
If not, I think there is some undocumented change i 8.4.0.
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GabeKnight
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Re: Move-debark question

Post by GabeKnight » Sat Apr 11, 2020 6:05 pm

Erik2 wrote:
Sat Apr 11, 2020 2:49 pm
I just noticed that I could move a seaborne Panzer units and debark onto a village hex in the same turn.
I don't think this is doable in 8.3.0 if I remember correctly.
The Zündapp unit to the right was not able to perform the same trick.

Something you enabled in your mod?
Yep, added a step to the naval transport units. It's in the changelog "- Naval transports have two steps: moving and debarking on the same turn is possible". But the 2-step mechanic works the same way as with recon units, you can only debark if your unit has movement points left (i.e. only moved two or one hex). I think I "stole" that idea from PanzerCorps2 or at least one of the "ideas" threads there. I never liked the fact that in most cases near the coast, your naval transports only move one hex and then have to stop and wait a full turn until the unit's able to debark. So I changed it; and I like it - the AI also does, by the way!

On a sidenote: By now I really like the added mechanic in my mod that heavy infantry firing mortar reduces their efficiency, like with arty units. That was missing in the game, IMO - the unit's more balanced like that. Those non-stop barrages had to end. :D

ColonelY
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Re: Move-debark question

Post by ColonelY » Sat Apr 11, 2020 8:02 pm

GabeKnight wrote:
Sat Apr 11, 2020 6:05 pm
On a sidenote: By now I really like the added mechanic in my mod that heavy infantry firing mortar reduces their efficiency, like with arty units. That was missing in the game, IMO - the unit's more balanced like that. Those non-stop barrages had to end. :D
:D You make us envy... :P

:idea: Wouldn't you like to upload your mod already, as it is now on your computer, so that we can use it too?

Even if it might not be 100% compatible, or something, you might be able to make it available already, while pointing out that there will be another version later, with the next DLC...

And you could keep the link to the "build 20190919" as well - that way, we can try the new one, "at our own risk" eventually, with always the possibility to fall back on the old one just in case! :wink:

Mascarenhas
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Re: The "Gabe-Mod" (v8.1.0)

Post by Mascarenhas » Sun Apr 12, 2020 11:50 am

I second M. Colonel on this. It seems the developers are so busy with other assignments that the new DLC seems to be postponed ad aeternum...

terminator
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Re: The "Gabe-Mod" (WIP)

Post by terminator » Mon Apr 13, 2020 4:33 pm

GabeKnight wrote:
Sun Mar 08, 2020 4:30 pm
terminator wrote:
Sun Mar 08, 2020 3:38 pm
...with the Finnish anti-tank rifle, Lahti L-39 ?
Holy shit, that's one nice piece of equipment. Probably fired a whole battery of them at the tank... :lol:
Knight of Mannerheim Antti Väinö Sokka posing with his L39 rifle

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

Post by GabeKnight » Tue Apr 14, 2020 8:18 pm

terminator wrote:
Mon Apr 13, 2020 4:33 pm
Knight of Mannerheim Antti Väinö Sokka posing with his L39 rifle
Wow, that pic is great, Mr. T! I would like to use it somewhere, but I have no idea where. I'm keeping my mod's background pic, that I have grown fond of by now. And new commanders make no sense in my mod. Maybe change an existing one? The pic's too big for that, as I'd like to keep the rifle in the pic, although his expression's intense, too.
ColonelY wrote:
Sat Apr 11, 2020 8:02 pm
:idea: Wouldn't you like to upload your mod already, as it is now on your computer, so that we can use it too?
For different reasons I can not upload my mod prior to the DLC release, sorry. But it's only two weeks now, a little bit of patience, yes? :D


And Horst, if you're still with us and reading the OoB forums, this one's for you, as per request:

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"155mm Modèle 1917 in US colors" ;)
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I'm still using some of your wisdom that I've collected over time to change and add to my mod. Thanks for everything! 8) :D
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ColonelY
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Re: The "Gabe-Mod" (v8.1.0)

Post by ColonelY » Tue Apr 14, 2020 8:40 pm

Only two weeks now? :o I thought it would be longer... okay, fine then. Thank you. :D

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

Post by GabeKnight » Sun Apr 19, 2020 6:17 pm

With the following additions, I think I have everything I wanted so far:

- Added Italian Alpini annual upgrades
- Added Italian Bersaglieri annual upgrades
- Adden (proper) Italian Cavalry with annual upgrades
- Added British QF 3.7 inch AT switch unit
- Added the US 155mm M1917 Howitzer
- Unlocked the US TD-18 M1 Heavy Tractor as full tracked transport for heavy arty
- Added the TD-18 M1 Heavy Tractor into the Soviet roster via the "Lend-Lease Logistics" spec
- "Abused" and reskinned the US Willys model as Soviet GAZ-67 transport for Soviet commandos

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- "Abused" and reskinned the Braat Overvalwagen APC model as German VW Type82 Kübelwagen transport for German commandos

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- Added variations of the Armoured Train for all main player factions: Finland, USSR, US/UK, Japan and Italy. (finally!!!) :mrgreen:

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ColonelY
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Re: The "Gabe-Mod" (v8.1.0)

Post by ColonelY » Sun Apr 19, 2020 9:21 pm

It simply looks awesome! Congrats :D

Erik2
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Re: The "Gabe-Mod" (v8.1.0)

Post by Erik2 » Mon Apr 20, 2020 8:19 am

This mode is getting better and better...

One thing that is missing in OOB is a generic truck unit available to all factions, similar to horse transport.
There are factions with ie hvy inf and eng that are lacking transport. Did I mention the Norwegians :wink:

How about adding/modding switchable fighter/tac bomber version of the FW 190 F/G ? Ref the recent discussion...
Unless you already have this in place, of course.

I wish there was a Unit Navigator for mods. It would be perfect for getting an overview of the various unit mods.

rafdobrowolski
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Re: The "Gabe-Mod" (v8.1.0)

Post by rafdobrowolski » Tue Apr 21, 2020 12:30 am

Keep up the good work, Gabe! Loving the regular updates.

terminator
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Re: The "Gabe-Mod" (v8.1.0)

Post by terminator » Tue Apr 21, 2020 8:12 am

Erik2 wrote:
Mon Apr 20, 2020 8:19 am
One thing that is missing in OOB is a generic truck unit available to all factions, similar to horse transport.
There are factions with ie hvy inf and eng that are lacking transport. Did I mention the Norwegians :wink:
This is the only means of transport available for the Romanian army :(

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