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Re: Forgotten Units Mod and stuff...

Posted: Thu Dec 06, 2018 5:34 pm
by terminator
Sturmpioneer OK :D

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EffectSequences not so easy to do correctly :?

Can anyone tell me what exactly these numbers represent ? Is there a duration ?

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Actually we have :

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Re: Forgotten Units Mod and stuff...

Posted: Thu Dec 06, 2018 8:58 pm
by GabeKnight
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 pure duration of the separate effects is defined through the "effects.txt" file.

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.)

Re: Forgotten Units Mod and stuff...

Posted: Thu Dec 06, 2018 9:13 pm
by terminator
GabeKnight wrote: Thu Dec 06, 2018 8:58 pm
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 pure duration of the separate effects is defined through the "effects.txt" file.

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.)
This means that in my example "0.7 BarrelSmoke 0"(ligne 127) begins 0.7 units of time after "1.0 damage"(ligne126) ?

Re: Forgotten Units Mod and stuff...

Posted: Thu Dec 06, 2018 9:24 pm
by GabeKnight
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) ?
No, it's not cumulative, but absolute.
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...

Posted: Thu Dec 06, 2018 9:36 pm
by terminator
GabeKnight wrote: Thu Dec 06, 2018 9:24 pm
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) ?
No, it's not cumulative, but absolute.
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.
This sequence is the same as before (?), I have ranked the effects in chronological order :

Sequenceseffect(2).JPG
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Re: Forgotten Units Mod and stuff...

Posted: Thu Dec 06, 2018 10:28 pm
by LNDavoust
Just a little typo, Terminator: garrison, not guarrison.

Dying to see what results from your work :)

Re: Forgotten Units Mod and stuff...

Posted: Thu Dec 06, 2018 11:29 pm
by terminator
GabeKnight wrote: Thu Dec 06, 2018 9:24 pm
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) ?
No, it's not cumulative, but absolute.
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.
This is the impression I got from testing my Panzergrenadiers :mrgreen:

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Re: Forgotten Units Mod and stuff...

Posted: Fri Dec 07, 2018 1:23 am
by GabeKnight
terminator wrote: Thu Dec 06, 2018 9:36 pm This sequence is the same as before (?), I have ranked the effects in chronological order :
Yeah, I would say that it should have the same results: changing nothing in the sequence.

But from your post I did not quite understand whether it worked for you or not? Did you test it with your new units?

Re: Forgotten Units Mod and stuff...

Posted: Fri Dec 07, 2018 9:58 am
by terminator
GabeKnight wrote: Fri Dec 07, 2018 1:23 am
terminator wrote: Thu Dec 06, 2018 9:36 pm This sequence is the same as before (?), I have ranked the effects in chronological order :
Yeah, I would say that it should have the same results: changing nothing in the sequence.

But from your post I did not quite understand whether it worked for you or not? Did you test it with your new units?
Thank you, it has saved me a lot of time :D (with units that have 4 soldiers :evil: )

Capture d’écran (88).png
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I didn’t have time to deal with the pictures, it looks like this at the end of the list to purchase (Novgorod, Endsieg) :

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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 :

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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 :idea:

Re: Forgotten Units Mod and stuff...

Posted: Fri Dec 07, 2018 2:39 pm
by GabeKnight
Works and looks okay. Good job with the effect sequences! But I wondered why the "Panzerknacker" units have such weak stats against, well, Panzers. :wink:

Re: Forgotten Units Mod and stuff...

Posted: Sat Dec 08, 2018 10:47 am
by terminator
GabeKnight 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. :wink:
-> Panzerknacker = Volkssturm

I thought that with a Panzerfaust, volkssturm would be good against tanks, but that’s not the case :(

Example Volssturm vs German Infantry '44 :

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I will correct this in the next update :?

Re: Forgotten Units Mod and stuff...

Posted: Sun Dec 09, 2018 8:09 am
by terminator
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.

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Re: Forgotten Units Mod and stuff...

Posted: Mon Dec 10, 2018 7:35 pm
by SirAllan
Just a question
When I use your wonderfull mod starting Endsieg, I dont get my coreforce from panzerkrieg transferred - how come :?:

Re: Forgotten Units Mod and stuff...

Posted: Mon Dec 10, 2018 8:12 pm
by Halvralf
SirAllan wrote: Mon Dec 10, 2018 7:35 pm Just a question
When I use your wonderfull mod starting Endsieg, I dont get my coreforce from panzerkrieg transferred - how come :?:
You have to copy your core from the core folder and create a core folder in the mod where you put it.

Re: Forgotten Units Mod and stuff...

Posted: Tue Dec 11, 2018 6:59 am
by terminator
3 NEW units :

1. Osttruppen '42->45 (defensive unit) :

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2. Brandenburgers '39->45 (commando unit) :

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3. Snipers :

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Re: Forgotten Units Mod and stuff...

Posted: Tue Dec 11, 2018 1:19 pm
by SirAllan
Thx Halvralf :D

Re: Forgotten Units Mod and stuff...

Posted: Tue Dec 11, 2018 4:12 pm
by Halvralf
SirAllan wrote: Tue Dec 11, 2018 1:19 pm Thx Halvralf :D
Your welcome :-)

Re: Forgotten Units Mod and stuff...

Posted: Wed Dec 12, 2018 6:41 am
by terminator
German Mortar Team :

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Re: Forgotten Units Mod and stuff...

Posted: Wed Dec 12, 2018 4:49 pm
by terminator
NEW unit = Italisches Freiwillige :

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Re: Forgotten Units Mod and stuff...

Posted: Wed Dec 12, 2018 9:00 pm
by GabeKnight
terminator wrote: Wed Dec 12, 2018 4:49 pm NEW unit = Italisches Freiwillige :
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... :wink: