Forgotten Units Mod and stuff...
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
Sturmpioneer OK
EffectSequences not so easy to do correctly
Can anyone tell me what exactly these numbers represent ? Is there a duration ?
Actually we have :
EffectSequences not so easy to do correctly
Can anyone tell me what exactly these numbers represent ? Is there a duration ?
Actually we have :
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- Lieutenant-General - Karl-Gerat 040
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Re: Forgotten Units Mod and stuff...
The pure duration of the separate effects is defined through the "effects.txt" file.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm EffectSequences not so easy to do correctly
Can anyone tell me what exactly these numbers represent ? Is there a duration ?
The "effectSequences.txt" file defines how these effects will be strung together - i.e. the order in which they are played. And the first number's the timer; in other words the starting time of said effect. I guess it represents seconds and deciseconds.
(Please correct me if I'm wrong, I haven't worked on these files for some time now.)
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?GabeKnight wrote: ↑Thu Dec 06, 2018 8:58 pmThe pure duration of the separate effects is defined through the "effects.txt" file.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm EffectSequences not so easy to do correctly
Can anyone tell me what exactly these numbers represent ? Is there a duration ?
The "effectSequences.txt" file defines how these effects will be strung together - i.e. the order in which they are played. And the first number's the timer; in other words the starting time of said effect. I guess it represents seconds and deciseconds.
(Please correct me if I'm wrong, I haven't worked on these files for some time now.)
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- Lieutenant-General - Karl-Gerat 040
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Re: Forgotten Units Mod and stuff...
No, it's not cumulative, but absolute.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?
It means, that it will fire 0.7 seconds after the sequence began. The other one at time index 1.0s. The position in the queue (line) is irrelevant. If there are multiple entries with the same time index, they'll just start playing simultaneously.
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
This sequence is the same as before (?), I have ranked the effects in chronological order :GabeKnight wrote: ↑Thu Dec 06, 2018 9:24 pmNo, it's not cumulative, but absolute.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?
It means, that it will fire 0.7 seconds after the sequence began. The other one at time index 1.0s. The position in the queue (line) is irrelevant. If there are multiple entries with the same time index, they'll just start playing simultaneously.
Re: Forgotten Units Mod and stuff...
Just a little typo, Terminator: garrison, not guarrison.
Dying to see what results from your work
Dying to see what results from your work
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
This is the impression I got from testing my PanzergrenadiersGabeKnight wrote: ↑Thu Dec 06, 2018 9:24 pmNo, it's not cumulative, but absolute.terminator wrote: ↑Thu Dec 06, 2018 5:34 pm This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?
It means, that it will fire 0.7 seconds after the sequence began. The other one at time index 1.0s. The position in the queue (line) is irrelevant. If there are multiple entries with the same time index, they'll just start playing simultaneously.
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- Lieutenant-General - Karl-Gerat 040
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Re: Forgotten Units Mod and stuff...
Yeah, I would say that it should have the same results: changing nothing in the sequence.terminator wrote: ↑Thu Dec 06, 2018 9:36 pm This sequence is the same as before (?), I have ranked the effects in chronological order :
But from your post I did not quite understand whether it worked for you or not? Did you test it with your new units?
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
Thank you, it has saved me a lot of time (with units that have 4 soldiers )GabeKnight wrote: ↑Fri Dec 07, 2018 1:23 amYeah, I would say that it should have the same results: changing nothing in the sequence.terminator wrote: ↑Thu Dec 06, 2018 9:36 pm This sequence is the same as before (?), I have ranked the effects in chronological order :
But from your post I did not quite understand whether it worked for you or not? Did you test it with your new units?
I didn’t have time to deal with the pictures, it looks like this at the end of the list to purchase (Novgorod, Endsieg) :
There is a bug with unique_scenario = false but there is a solution, if you put an official scenario in the folder scenario of the mod like this, it will unlock all the scenarios and campaigns :
The rest of the units will come later (Panzerfüsilier, Osttruppen, sniper, Brandenburger, Double Mortar Team...).
For Stats, I have found a temporary solution that can serve as the basis :
- Garrison = Security Guards = Infantry '37 with no expiration
- Panzerknacker = Volksgrenadier = Volkssturm
- Recruits = Light Infantry = Infantry - one year (ex : Recruits '40 = Infantry '39)
- Sturmpioneer = Engineer
(This mod is in English Language, if you want to change rename the file english_mod.txt in the Language folder, Ex : french_mod.txt )
The link : http://www.mediafire.com/file/35wiaxmpd ... 9.zip/file
If you want to take full advantage of this mod, play with zoom at max
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- Lieutenant-General - Karl-Gerat 040
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Re: Forgotten Units Mod and stuff...
Works and looks okay. Good job with the effect sequences! But I wondered why the "Panzerknacker" units have such weak stats against, well, Panzers.
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
-> Panzerknacker = VolkssturmGabeKnight wrote: ↑Fri Dec 07, 2018 2:39 pm Works and looks okay. Good job with the effect sequences! But I wondered why the "Panzerknacker" units have such weak stats against, well, Panzers.
I thought that with a Panzerfaust, volkssturm would be good against tanks, but that’s not the case
Example Volssturm vs German Infantry '44 :
I will correct this in the next update
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
Panzerfüsilier :
Abilities :
AT Grenade - Fires a weak AT rifle grenade. It deals less damage than a Panzerfaust or Panzerschreck, but the main purpose of this ability is to slow down enemy tanks with critical engine damage so your main AT weapons can deal with the armor more easily.
Abilities :
AT Grenade - Fires a weak AT rifle grenade. It deals less damage than a Panzerfaust or Panzerschreck, but the main purpose of this ability is to slow down enemy tanks with critical engine damage so your main AT weapons can deal with the armor more easily.
Re: Forgotten Units Mod and stuff...
Just a question
When I use your wonderfull mod starting Endsieg, I dont get my coreforce from panzerkrieg transferred - how come
When I use your wonderfull mod starting Endsieg, I dont get my coreforce from panzerkrieg transferred - how come
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- Sergeant First Class - Panzer IIIL
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Re: Forgotten Units Mod and stuff...
You have to copy your core from the core folder and create a core folder in the mod where you put it.
"They couldn't hit an elephant at this distance."
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
3 NEW units :
1. Osttruppen '42->45 (defensive unit) :
2. Brandenburgers '39->45 (commando unit) :
3. Snipers :
1. Osttruppen '42->45 (defensive unit) :
2. Brandenburgers '39->45 (commando unit) :
3. Snipers :
Re: Forgotten Units Mod and stuff...
Thx Halvralf
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
German Mortar Team :
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- Field Marshal - Elefant
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Re: Forgotten Units Mod and stuff...
NEW unit = Italisches Freiwillige :
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- Lieutenant-General - Karl-Gerat 040
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Re: Forgotten Units Mod and stuff...
I guess they are supposed to be Italians fighting for Germany? Then it's "Italienische Freiwillige".
But I'm no geography or history expert, maybe there was another "Ital" country out there somewhere then...