Forgotten Units Mod and stuff...

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terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 09, 2019 9:06 am

GabeKnight wrote:
Sun Mar 03, 2019 6:15 pm
BTW, I tested the (vanilla) Thai Police and they've realligned themselves after move.
Does the same happen to you, too?
You're right, in the end it doesn't change the problem. This bizarre arrangement of the riflemen reappears according to the orientation of the unit. But I didn't quite waste my time, it gave me an idea for a new unit :idea:

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 09, 2019 4:34 pm

The Unit Editor Tool 1.01 :
- Popup text in English
- The input box for the RPs enlarged
- Added 4 missing Mortar Infantry images

TheUnitEditorTool(1.01).jpg
TheUnitEditorTool(1.01).jpg (117.49 KiB) Viewed 1159 times

The link :arrow: http://www.mediafire.com/file/h7dxyx6pf ... 9.zip/file

GabeKnight
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The Unit Editor Tool

Post by GabeKnight » Sat Mar 09, 2019 5:13 pm

terminator wrote:
Sat Mar 09, 2019 4:34 pm
The Unit Editor Tool 1.01 :
Thanks! Nice tool.

PS: I think you should also post a link in the OP! :idea: :?: It's just too good to be overlooked!

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Mar 13, 2019 1:31 pm

Original incorrect picture for all the Gebirgsjägers (with SMG) :

german_mountaineers_44(bug).png
german_mountaineers_44(bug).png (5.02 KiB) Viewed 1116 times

Correct picture for all the Gebirgsjägers (with Rifles 2X) :

german_mountaineers_44(correct).png
german_mountaineers_44(correct).png (4.72 KiB) Viewed 1116 times
Last edited by terminator on Wed Mar 13, 2019 1:35 pm, edited 1 time in total.

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Mar 13, 2019 1:33 pm

Original Yugoslavian Moutaineers with SMG :

yugoslavian_mountaineers_41.png
yugoslavian_mountaineers_41.png (14.97 KiB) Viewed 1115 times

Modified Yugoslavian Moutaineers with Rifles 2X :

yugoslavian_mountaineers_41(Rifle2X).png
yugoslavian_mountaineers_41(Rifle2X).png (4.69 KiB) Viewed 1115 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Mar 13, 2019 2:14 pm

Original Chasseurs Alpins with SMG :

chasseurs_alpins_40.png
chasseurs_alpins_40.png (14.97 KiB) Viewed 1108 times


Modified Chasseurs Alpins with Rifles 2X :

chasseurs_alpins_40(Rifle2X).png
chasseurs_alpins_40(Rifle2X).png (4.82 KiB) Viewed 1108 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Mar 13, 2019 2:30 pm

Original Alpini with SMG :

alpini_41.png
alpini_41.png (14.96 KiB) Viewed 1107 times

Modified Alpini with Rifles 2x :

alpini_41(Rifle).png
alpini_41(Rifle).png (4.86 KiB) Viewed 1107 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Mar 13, 2019 2:40 pm

Soviet troops trying to cross the Don river in the Italian sector, you can see 2 new units (with new small correct pictures) :

Screenshot 1363.jpg
Screenshot 1363.jpg (481.53 KiB) Viewed 1105 times

stan23
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Re: Forgotten Units Mod and stuff...

Post by stan23 » Wed Mar 13, 2019 5:43 pm

Hi Terminator
Do you think Italian Bersaglieri should get an upgrade in late 42, early 43?
Not so important in Sandstorm, i guess, but if you import your core for Endsieg, they start getting kinda weak.
Thanks and cheers from Virginia.

Halvralf
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Re: Forgotten Units Mod and stuff...

Post by Halvralf » Wed Mar 13, 2019 6:32 pm

stan23 wrote:
Wed Mar 13, 2019 5:43 pm
Hi Terminator
Do you think Italian Bersaglieri should get an upgrade in late 42, early 43?
Not so important in Sandstorm, i guess, but if you import your core for Endsieg, they start getting kinda weak.
Thanks and cheers from Virginia.
Well Stan, you don't get the Italians in Endsieg do you? Or have I missed something?
"They couldn't hit an elephant at this distance."

stan23
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Re: Forgotten Units Mod and stuff...

Post by stan23 » Wed Mar 13, 2019 7:47 pm

Yeah I don't really know, I haven't gotten that far yet (I'm on Tunis).
But I have looked at the units.csv file and I know there is no upgrade path for them.
So you say you can't take your Italians with you to Endsieg?
I didn't know. I think I might be bummed about that!
I have gone through a great deal to shepherd my Italians safely through North Africa, and will miss them in Russia.
Oh well. It's probably in their best interest to stay out of Russia anyway.
Cheers

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Thu Mar 14, 2019 9:09 am

stan23 wrote:
Wed Mar 13, 2019 5:43 pm
Hi Terminator
Do you think Italian Bersaglieri should get an upgrade in late 42, early 43?
Not so important in Sandstorm, i guess, but if you import your core for Endsieg, they start getting kinda weak.
Thanks and cheers from Virginia.
yes, in Panzercorps for example there was Bersaglieri and Bersaglieri '43 :idea:

Bersaglieri.JPG
Bersaglieri.JPG (13.63 KiB) Viewed 1043 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Thu Mar 14, 2019 9:14 am

I notice somthing strange with Soviet Cavalry.

If you replace the Chi riders by Soviet Conscripts, the rifles no longer hangs on the ground :

Soviet_Cavalry.jpg
Soviet_Cavalry.jpg (64.55 KiB) Viewed 1042 times

GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Thu Mar 14, 2019 4:07 pm

terminator wrote:
Thu Mar 14, 2019 9:14 am
I notice somthing strange with Soviet Cavalry.
If you replace the Chi riders by Soviet Conscripts, the rifles no longer hangs on the ground :
Good idea, haven't tried that.
Tested it, and yeah, if you take the "Grenade" unit models instead of the rifle/SMG/bazooka models, the weapons are no longer on the ground. I guess it's because with the grenade-models, the rifles are attached differently to the hands/body of the soldier models(?). Changed it in my mod, looks better this way. Thanks.

BUT the firing animation's not solved that way, still looks broken. :!:

Screenshot 946.jpg
Screenshot 946.jpg (997.36 KiB) Viewed 1028 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 16, 2019 4:41 pm

New unit = Double MG Nest :

DoubleMGNest.jpg
DoubleMGNest.jpg (285.62 KiB) Viewed 988 times

There are two slight drawbacks that don’t really bother me :
- the second MG does not always shoot in the right direction (it may be thought that in panic defenders shoot anywhere)
- when the unit is destroyed, only the first MG burns (anyway this is temporary)

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 16, 2019 5:02 pm

Bunker variation :

DoubleMGNest(1).jpg
DoubleMGNest(1).jpg (66.54 KiB) Viewed 985 times

Only one burns when destroyed :

DoubleMGNest(2).jpg
DoubleMGNest(2).jpg (90.62 KiB) Viewed 985 times


Atlantikwall Bunker ?

DoubleMGNest(3).jpg
DoubleMGNest(3).jpg (76.73 KiB) Viewed 985 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Mon Mar 18, 2019 12:24 pm

Lessons in map making (1/3) :

It’s something I recently discovered by chance.

Every terrain texture has variations.
Example for the "rough desert" difficult to distinguish by moment which has 4 different variations :

Desert_variations.jpg
Desert_variations.jpg (51.14 KiB) Viewed 948 times

What I discovered recently is that you just need to click several times in a row on the same map hex to choose the best texture variation :idea:


Screenshot 1401.jpg
Screenshot 1401.jpg (570.17 KiB) Viewed 948 times
(Some errors in variation n°1)


The texture for the "rough desert" that is best distinguished is the variation n°3 :


Screenshot 1400.jpg
Screenshot 1400.jpg (266.08 KiB) Viewed 948 times
Last edited by terminator on Mon Mar 18, 2019 12:35 pm, edited 1 time in total.

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Mon Mar 18, 2019 12:27 pm

Lessons in map making (2/3) :

Example with "rough desert" in first mission Erik's Afrika Korps "Aufklärung" :


- Before (original) :

Screenshot 1396.jpg
Screenshot 1396.jpg (349.92 KiB) Viewed 947 times

- After ("rough desert" variation n°3):

Screenshot 1397.jpg
Screenshot 1397.jpg (672.55 KiB) Viewed 947 times
Last edited by terminator on Mon Mar 18, 2019 12:39 pm, edited 2 times in total.

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Mon Mar 18, 2019 12:33 pm

Lessons in map making (3/3) :

It also works for other textures :idea:

Example with City texture , Erik's Germany East 43_1.4, 01Kharkov43 :

- Before -> 2 buildings block the railroad :(

Screenshot 1398.jpg
Screenshot 1398.jpg (227.75 KiB) Viewed 943 times

- After -> the railroad is free :D

Screenshot 1399.jpg
Screenshot 1399.jpg (197.3 KiB) Viewed 943 times

Erik2
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Re: Forgotten Units Mod and stuff...

Post by Erik2 » Mon Mar 18, 2019 3:19 pm

I've always been aware that there variations, but though the editor just selected the one that was more proper in the context.
But I really like what you discovered about the rough desert. Wish I knew about that when I created the Afrika Korps campaign :(
Anyway, I'll pay more attention in my next scenarios.

Thanks for reporting!

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