The "Gabe-Mod" (v8.1.0)

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

Post by GabeKnight » Fri Feb 22, 2019 12:36 am

Thanks, Bob. It's fun, but also a lot of work. And my lack of knowledge in history / equipment begins to show more and more.

For example, I've never care about dates before, but that turns out to be stupid, as I did not notice that most of the Italian units I've modified can't be bought in the stock Sandstorm campaign. During testing I've left the available/expiration dates blank and made most of the tests with the editor, but now that I've looked them up... the Semovente were prototype units from late '43-'44 :shock: :roll: :oops: :oops: :oops: :roll:

Just really dumb of me. Anyways, now I've changed a number of dates with the Italian units to make them available to the player. But only for the last couple of scens (i.e. Kasserine, early '43), of course. :wink:

There's quite the number of units in OoB included that are for scenario builders and modders exclusively, it seems. None of them are used with stock content and can't be bought in the given WW2-timeframe neither. So I've unlocked some of them. :mrgreen:
terminator wrote:
Thu Feb 21, 2019 7:33 am
Did you try with the unit trait "Limited Replacements" ? :idea:
The problem is, that the "nopurchase" trait is listed within the "classes.txt" file (not units.csv) and - if removed - changes the unit's behaviour in the FOW for some reason. Try it. Maybe there's some work-around, but I don't know of it.

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

Post by terminator » Sun Feb 24, 2019 2:30 pm

Is the B1 Beutepanzer modified in your mod ?

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

Post by GabeKnight » Sun Feb 24, 2019 10:11 pm

terminator wrote:
Sun Feb 24, 2019 2:30 pm
Is the B1 Beutepanzer modified in your mod ?
No, just wanted to make sure the colors match with the stock captured units. I've reworked your KV2 texture and the unit pic a bit.

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

Post by terminator » Sun Feb 24, 2019 10:31 pm

GabeKnight wrote:
Sun Feb 24, 2019 10:11 pm
terminator wrote:
Sun Feb 24, 2019 2:30 pm
Is the B1 Beutepanzer modified in your mod ?
No, just wanted to make sure the colors match with the stock captured units. I've reworked your KV2 texture and the unit pic a bit.
I suspected it a little.
For the B1 Beutepanzer the (f) in the name means french and not flamm :( Sixty B1 Beutepanzer became platforms for flamethrowers as Flammwagen auf Panzerkampfwagen B-2 (f).

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

Post by GabeKnight » Sun Feb 24, 2019 11:55 pm

terminator wrote:
Sun Feb 24, 2019 10:31 pm
Sixty B1 Beutepanzer became platforms for flamethrowers as Flammwagen auf Panzerkampfwagen B-2 (f).
Would it have to be a whole new model or just a modified weapon effect?

I've always liked the look of the French "Renault Char B1", it reminded me of the "Indiana Jones" Mark VIII tank... :wink: :lol:

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

Post by GabeKnight » Mon Feb 25, 2019 11:36 am

:mrgreen: I just love my railway guns :mrgreen:

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

Post by GabeKnight » Tue Feb 26, 2019 12:26 pm

Kondi's gonna probably slap his hand against his forehead and/or shake his head at the same time seeing those units in the desert, but... :wink: :mrgreen:

And it's definitely not harder this way. Just...slightly different....the way I wanted it: different, but equal. (Sorry :wink: )

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Regrettably the skins don't work on the new models, and it looks a bit strange in the sand scenarios :roll:

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kondi754
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Re: The "Gabe-Mod" (v7.1.6 / testing)

Post by kondi754 » Tue Feb 26, 2019 12:56 pm

Gabe, I follow your topic, and if there will be new units, which I'll be able to use "historically" in my mods I'll use them willingly, of course if I receive permission from you :wink: :mrgreen:
Similarly, I'm going to check your unit statistics and maybe also apply to mine

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

Post by GabeKnight » Tue Feb 26, 2019 10:18 pm

kondi754 wrote:
Tue Feb 26, 2019 12:56 pm
Gabe, I follow your topic, and if there will be new units, which I'll be able to use "historically" in my mods I'll use them willingly, of course if I receive permission from you :wink: :mrgreen:
Similarly, I'm going to check your unit statistics and maybe also apply to mine
Sure, use whatever you want from my models - you'll have to ask the Admiral about his, though.

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Okay, final tests done. Everything checks out so far. I'll sleep on it and release it tomorrow.

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GabeKnight
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The "Gabe-Mod" RELEASED

Post by GabeKnight » Wed Feb 27, 2019 7:58 am

It's out. I hope the dropbox thingy link works okay for everyone. Hard to believe it's been about a year since the last release... :oops:

Link in the OP.

As always feedback, suggestions and comments are welcome. Enjoy! :D

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

Post by calmhatchery » Wed Feb 27, 2019 12:52 pm

amazing job mr GABEKNIGHT !!!!

airbornemongo101
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Re: The "Gabe-Mod" (v7.1.6)

Post by airbornemongo101 » Thu Feb 28, 2019 12:41 am

Exellent job Gabe

Must confess though, I war bonded myself 400 Rp's

I am now the proud owner of Arty the Choo-Choo (Yes that's what I named it, and I misspelled Artie on purpose)

Mr Thomas the Tank Engine, eat your heart out
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

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

Post by GabeKnight » Thu Feb 28, 2019 1:14 am

Thanks guys.

Yeah, I would often wish for more railway infrastructure with many maps :wink:

The "Cluster Bomb" switch mode was initally just a test to see how it's done in a mod. But soon I liked the weapon effect, icon and animation too much to remove it - so I've kept it as a weapon of last resort, so to say. But look out, fiendlies can take damage, too :D :mrgreen:

And I like the AA switch modes. Those units are really useful now.

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

Post by terminator » Thu Feb 28, 2019 5:50 am

GabeKnight wrote:
Sun Feb 24, 2019 11:55 pm
terminator wrote:
Sun Feb 24, 2019 10:31 pm
Sixty B1 Beutepanzer became platforms for flamethrowers as Flammwagen auf Panzerkampfwagen B-2 (f).
Would it have to be a whole new model or just a modified weapon effect?

I've always liked the look of the French "Renault Char B1", it reminded me of the "Indiana Jones" Mark VIII tank... :wink: :lol:
There are "just" two main modifications, modification of the gun at the front and an additional reservoir at the rear :

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

Post by terminator » Thu Feb 28, 2019 4:53 pm

Good work GabeKnight, everything seems to work :D

I tested your mod with my upcoming Unit Editor :

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

Post by GabeKnight » Thu Feb 28, 2019 5:14 pm

Thanks, Mr. T.! :D

And regarding new units, like the CharB1 Flamm or other switch units, e.g. for the US, they have probably to wait a little, I want to play some of the custom content with my mod first. :mrgreen:

And I think it would be a good idea to wait for the announcement of the new DLC too, to see which faction may need some additions then...

airbornemongo101
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Re: The "Gabe-Mod" (v7.1.6)

Post by airbornemongo101 » Thu Feb 28, 2019 11:38 pm

Loving the mod Gabe...great job
....that we here highly resolve that these dead shall not have died in vain.......and that government of the people, by the people, for the people shall not perish from the earth.


Always remember, Never Forget:

Box 8087

5 - 5 - 5 - 5

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

Post by GabeKnight » Sat Mar 02, 2019 2:26 pm

airbornemongo101 wrote:
Thu Feb 28, 2019 11:38 pm
Loving the mod Gabe...great job
Glad you like it.
Never would have been like this without the help of the community here... :wink: 8)

kondi754
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Re: The "Gabe-Mod" (v7.1.6)

Post by kondi754 » Sat Mar 02, 2019 5:27 pm

Gabe,
Two things:
1). SdKfz 250/2 (with mortar), no weapon effect, I borrow "weapon effect" from Churchill AVRE and everything works fine (I suppose "mortar_armor" is wrong entry in units.csv file, I set "mortar_300mm" instead :wink: )
2). It seems to me that your models don't work in 7.1.6. Editor, I want my Diana (based on Admiral's SdKfz 7/2 AT model) to be an auxilliary, pre-deployed unit before Gazala scn, but the editor doesn't see this model (HELP :!: :!: :!: :idea: :mrgreen: )

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

Post by terminator » Sat Mar 02, 2019 6:18 pm

What a unit name :shock:
The longest I have ever seen :!:

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