The "Gabe-Mod" (v10.0.6)

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GabeKnight
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Re: The "Gabe-Mod" (v10.0.6)

Post by GabeKnight »

I've descibed in another thread, that I wanted some way to see the "torpedo" attack stats of units. My solution in my mod was to use the (unused) "bombard" stat to show the torpedo stats of naval units and torpedo-bombers:

Screenshot 12.jpg
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And I wrote myself:
GabeKnight wrote: Thu Oct 01, 2026 5:51 am Works very well so far. I haven’t noticed any strange effects on the units’ behaviour.
Yeah well, now I have, probably.
This isn't affecting any naval battles, but the use of land-based artillery on ships. I thought that the game would use the "land defense" stats for that, but I may be wrong about this. "Bombard defense" is for all kind of artillery, and "land defense" for bunkers or such, probably. I have to test this further...
It's always something, isn't it... :roll:

Air units, at least, should be unaffected by this.
GabeKnight
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Re: The "Gabe-Mod" (v10.0.6)

Post by GabeKnight »

GabeKnight wrote: Mon Oct 19, 2026 7:59 am I have to test this further...
It's always something, isn't it... :roll:
Nah, tested it, and there doesn't seem to be a difference. Artillery firing on warships doesn't do that much damage anyways. It's way more effective on transport/supply ships and such.

And there I was, thinking I was going to sabotage my own mod... :lol:
GabeKnight
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Re: The "Gabe-Mod" (v10.0.6)

Post by GabeKnight »

GabeKnight wrote: Mon Oct 19, 2026 7:44 am There was some "Allied" naval scen in the Mediterranean if I recall correctly... so that one has to be tested for balance, too, I guess...
Tested, no problem:

Screenshot 28.jpg
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I guess the mod's finally ready.

EDIT: Download link as always on the first page/first post.
Thank you, Erik, for your help! :D
jeffoot77
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Re: The "Gabe-Mod" (v10.0.6)

Post by jeffoot77 »

Great mod! thxs Gabe!
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/Q8-BEtOU8bWpjC2M/
GabeKnight
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Re: The "Gabe-Mod" (v10.0.6)

Post by GabeKnight »

jeffoot77 wrote: Wed Oct 28, 2026 11:20 am Great mod! thxs Gabe!
My pleasure.

For the next planned update of the mod:

- Unlocked (changed availability of) the British/Australian "Matilda II Hedgehog" tank; I know it didn't enter service in WW2, but... it's just a cool unit with an unique attack effectsequence :D
- Added the US "90mm_M1A1" AT switch unit
- Added the "motorised" trait to recon units (motorised: recovers 10 efficiency on every turn, even when moved)
- Added the German carrier-based FW 190 T and FW 190 F-8/U2 fighter aircraft for the Kriegsmarine; available through the "Flugzeugträger" specialisation

Screenshot 31.jpg
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- Added "75mm Modèle 1897" AT switch units to France, Greece, Belgium, Romania and Yugoslavia
- Added/unlocked new specialisations (although most of them just unlock new units into the roster; I can't create completely new ones with unique effects...)
- Added two Soviet OT-34 variants: Model 43 and OT-34-85 (reused the same OT-34 model, though)


Currently I'm testing a "Cavarly Charge" ability and a new StuG-setup suggestion.

I've noticed that the Kriegsmarine / "Operation Torch" secondary objective to "protect 1 French VP for 8 turns" is much harder with the modified flex-movement of naval transports in my mod. The enemy infantry can disembark one turn earlier, basically. I tried a couple reloads, but did not manage to achieve it. I know it was already hard in vanilla before, so it may be possible with some luck and careful planning...
...although there's no real "reward" for achieving it anyways, besides the green checkmark, of course. :lol:
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