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Re: Forgotten Units Mod
Posted: Sun Nov 25, 2018 4:50 pm
by terminator
Admiral_Horthy wrote: ↑Sun Nov 25, 2018 4:13 pm
So you completely replaced the heavy inf - mortar inf stuff with inf - mortar APC one... am I correct?
Yes that's it.
Admiral_Horthy wrote: ↑Sun Nov 25, 2018 4:13 pm
There's also a SdKfz 250/2 with 37mm AT, you may try. I reserved those to "heavy", combat engineers and Panzer Aufklarungsgruppe scouts (Foot recon/commando mainly with APC support). SOmething similar to your Infanteria Sahariana
The problem with the version AT is the support fire. The SdKfz 250/2 with 37mm AT has to be the unit of departure.
The Sd. Kfz. 251/16 Flammpanzerwagen could be a good idea ?

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Re: Forgotten Units Mod...and stuff
Posted: Mon Nov 26, 2018 9:12 am
by terminator
I wanted to know more about the specialisation "
Ersatz". I have created a new specialisation for that.
Amazing there is already a title

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Amazing there is already a description

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The
5 % reduction is not active

but it is possible to purchase the
PzKw IVJ 
:

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Re: Forgotten Units Mod and stuff...
Posted: Mon Nov 26, 2018 8:29 pm
by Horst
There is normally no room for passengers in these SdKfz.251, and especially 250, anymore if they carry weapons like mortars, flamethrowers, and at-guns.
It’s already wrong enough that the tiny Bren carriers are abused so often in war games to carry whole infantry battalions.
But hey, it’s still only a game, right?

Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 1:36 am
by airbornemongo101
Hi Term.,
Great work Terminator and thank you for doing the work and I really , really want to try this mod, but I've got an issue with the Forgotten Units v1.05
I can not run any campaigns, vanilla or eryk's using the mod
I changed the mod.txt from "false" to "true", but when I click on single player content, nothing happens at all
Multiplayer loads, the editor loads, but no single player campaigns. I even tried making a campaign folder in the mod's folder to no avail.
Any and all help would be appreciated and thanks in advance for any and all help
Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 4:46 am
by Admiral_Horthy
OK, now I have time to respond... damn end-of-the-year craziness at work
Soooo... Terminator.. pls keep up with the experiment I might try to provide you with fighting APC, at least beta.
I didn't understand this
The problem with the version AT is the support fire. The SdKfz 250/2 with 37mm AT has to be the unit of departure.
what do you mean? SdKfz with PAK would be transport, not AT.
Also as Horst said - he has a point - armed APCs are tank/art/spat cheap substitutes not transports. Well, here made them graphical representatives of increased "hardness" factor over a regular mech inf with MG-only transports
Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 8:11 am
by terminator
Previous episodes:
viewtopic.php?f=372&t=88603

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Finally this kind of specialization is easy to create

Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 11:19 am
by Horst
Why would anyone waste so many points into a useless Home-Guard line?

Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 4:20 pm
by LNDavoust
airbornemongo101 wrote: ↑Tue Nov 27, 2018 1:36 am
Hi Term.,
Great work Terminator and thank you for doing the work and I really , really want to try this mod, but I've got an issue with the Forgotten Units v1.05
I can not run any campaigns, vanilla or eryk's using the mod
I changed the mod.txt from "false" to "true", but when I click on single player content, nothing happens at all
Multiplayer loads, the editor loads, but no single player campaigns. I even tried making a campaign folder in the mod's folder to no avail.
Any and all help would be appreciated and thanks in advance for any and all help
Same (or very similar) here
viewtopic.php?f=374&t=88620#p757238
Man, this 7.1.4 is less reliable than the early tigers
Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 5:13 pm
by Denes
I'm sorry for English knowledge.
My question:
Can I replace a fighter with a bomber during a Scenario?
I only have points for 3 airplane so I'm starting with 2 fighters and 1 stuka, but in the middle of the scenario I would like to change, I'll call the figther back to the reserve, and I would take a stuka from the reserve. Is it possible to do so or just at the beginning ?
Thank you very much if someone helps !!
Re: Forgotten Units Mod and stuff...
Posted: Tue Nov 27, 2018 8:46 pm
by GabeKnight
Denes wrote: ↑Tue Nov 27, 2018 5:13 pm
My question:
Can I replace a fighter with a bomber during a Scenario?
Yes, if there are preplaced exit-hexes (usually on the borders of the map), you can send units to the reserve and deploy different ones on the next turn.
Another way would be to sell your unit and thus free up air command points for those in reserve.
Re: Forgotten Units Mod and stuff...
Posted: Wed Nov 28, 2018 6:25 am
by terminator
Admiral_Horthy wrote: ↑Tue Nov 27, 2018 4:46 am
OK, now I have time to respond... damn end-of-the-year craziness at work
Soooo... Terminator.. pls keep up with the experiment I might try to provide you with fighting APC, at least beta.
I didn't understand this
The problem with the version AT is the support fire. The SdKfz 250/2 with 37mm AT has to be the unit of departure.
what do you mean? SdKfz with PAK would be transport, not AT.
Also as Horst said - he has a point - armed APCs are tank/art/spat cheap substitutes not transports. Well, here made them graphical representatives of increased "hardness" factor over a regular mech inf with MG-only transports
Example:
unit1(weapon:unit2 AT) <->
unit2(instantRevert)
Next AI turn, the
unit2 instantly reverts to
unit1. The
unit2 will be unable to bring a support fire AT to a neighboring unit which would be attacked by a tank.
Horst wrote: ↑Tue Nov 27, 2018 11:19 am
Why would anyone waste so many points into a useless Home-Guard line?
It's better to make tests on things of not much utility, it is without risk

Re: Forgotten Units Mod and stuff...
Posted: Wed Nov 28, 2018 7:53 am
by GabeKnight
terminator wrote: ↑Wed Nov 28, 2018 6:25 am
unit1(weapon:unit2 AT) <->
unit2(instantRevert)
Next AI turn, the
unit2 instantly reverts to
unit1. The
unit2 will be unable to bring a support fire AT to a neighboring unit which would be attacked by a tank.
I think what the Admiral meant was: If the unit is
transport-class it will not give AT support either way. It has to be "anti-tank"-class to do it.
On the other hand, maybe it is possible for an AT-class unit to be assigned as "transport" in the respective column of another unit => E.g. a StuG being the transport of infantry.

Re: Forgotten Units Mod and stuff...
Posted: Wed Nov 28, 2018 8:15 am
by terminator
GabeKnight wrote: ↑Wed Nov 28, 2018 7:53 am
I think what the Admiral meant was: If the unit is
transport-class it will not give AT support either way. It has to be "anti-tank"-class to do it.
On the other hand, maybe it is possible for an AT-class unit to be assigned as "transport" in the respective column of another unit => E.g. a StuG being the transport of infantry.
Not possible

Re: Forgotten Units Mod and stuff...
Posted: Wed Nov 28, 2018 8:40 am
by Horst
My past experiments with non-transport classes caused ferried infantry to be only unloaded on airfields with a propeller-sound.
I'm no fan of custom-classes, but maybe a mix of transport and anti-tank traits in classes.txt could still work. No idea.
Re: Forgotten Units Mod and stuff...
Posted: Wed Nov 28, 2018 9:38 am
by GabeKnight
Horst wrote: ↑Wed Nov 28, 2018 8:40 am
My past experiments with non-transport classes caused ferried infantry to be only unloaded on airfields with a propeller-sound.
Sounds similar to some test I've run trying to parachute equipment out of air-transports instead of infantry... floating AT units and such were the results...
Doesn't work, or at least I couldn't make it work.
Re: Forgotten Units Mod and stuff...
Posted: Wed Nov 28, 2018 7:15 pm
by airbornemongo101
LNDavoust wrote: ↑Tue Nov 27, 2018 4:20 pm
airbornemongo101 wrote: ↑Tue Nov 27, 2018 1:36 am
Hi Term.,
Great work Terminator and thank you for doing the work and I really , really want to try this mod, but I've got an issue with the Forgotten Units v1.05
I can not run any campaigns, vanilla or eryk's using the mod
I changed the mod.txt from "false" to "true", but when I click on single player content, nothing happens at all
Multiplayer loads, the editor loads, but no single player campaigns. I even tried making a campaign folder in the mod's folder to no avail.
Any and all help would be appreciated and thanks in advance for any and all help
Same (or very similar) here
http://www.slitherine.com/forum/viewtop ... 20#p757238
Man, this 7.1.4 is less reliable than the early tigers
Thank you LNDavoust..for the heads up
Re: Forgotten Units Mod and stuff...
Posted: Sat Dec 01, 2018 2:41 pm
by Denes
GabeKnight wrote: ↑Tue Nov 27, 2018 8:46 pm
Denes wrote: ↑Tue Nov 27, 2018 5:13 pm
My question:
Can I replace a fighter with a bomber during a Scenario?
Yes, if there are preplaced exit-hexes (usually on the borders of the map), you can send units to the reserve and deploy different ones on the next turn.
Another way would be to sell your unit and thus free up air command points for those in reserve.
Yes, but I have a problem with this.
1/ I dont want to sell a good veteran unit only for this.
2/ preplaced exit-hexes, yes this is good, but there are not too many this exit point. Blietzkrieg scenerio only 2 two occasion !
But thanks !!!!!!!!!! preplaced exit-hexes is good.
Re: Forgotten Units Mod and stuff...
Posted: Mon Dec 03, 2018 3:55 pm
by terminator
Brandenburgers could be a specialisation (they are somewhere in here) :

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Re: Forgotten Units Mod and stuff...
Posted: Mon Dec 03, 2018 4:14 pm
by LNDavoust
Uhhhh... interesting

Re: Forgotten Units Mod and stuff...
Posted: Tue Dec 04, 2018 6:05 am
by terminator
Thinking about 6 new German Specialisations :
- Brandenburgers Commandos (Image at the top)
- VolksGrenadiers :

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- Jaeger Light Infantry Recon Squad :

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- Sturmpioneer (Stormtrooper/Assault Pionnier) :

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