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Re: Forgotten Units Mod and stuff...
Posted: Sat Mar 09, 2019 9:06 am
by terminator
GabeKnight wrote: ↑Sun Mar 03, 2019 6:15 pm
BTW, I tested the (vanilla) Thai Police and they've realligned themselves after move.
Does the same happen to you, too?
You're right, in the end it doesn't change the problem. This bizarre arrangement of the riflemen reappears according to the orientation of the unit. But I didn't quite waste my time, it gave me an idea for a new unit

Re: Forgotten Units Mod and stuff...
Posted: Sat Mar 09, 2019 4:34 pm
by terminator
The Unit Editor Tool 1.01 :
- Popup text in English
- The input box for the RPs enlarged
- Added 4 missing Mortar Infantry images

- TheUnitEditorTool(1.01).jpg (117.49 KiB) Viewed 4370 times
The link
http://www.mediafire.com/file/h7dxyx6pf ... 9.zip/file
The Unit Editor Tool
Posted: Sat Mar 09, 2019 5:13 pm
by GabeKnight
terminator wrote: ↑Sat Mar 09, 2019 4:34 pm
The Unit Editor Tool 1.01 :
Thanks! Nice tool.
PS: I think you should also post a link in the OP!

It's just too good to be overlooked!
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 1:31 pm
by terminator
Original incorrect picture for all the Gebirgsjägers (with SMG) :

- german_mountaineers_44(bug).png (5.02 KiB) Viewed 4327 times
Correct picture for all the Gebirgsjägers (with Rifles 2X) :

- german_mountaineers_44(correct).png (4.72 KiB) Viewed 4327 times
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 1:33 pm
by terminator
Original Yugoslavian Moutaineers with SMG :

- yugoslavian_mountaineers_41.png (14.97 KiB) Viewed 4326 times
Modified Yugoslavian Moutaineers with Rifles 2X :

- yugoslavian_mountaineers_41(Rifle2X).png (4.69 KiB) Viewed 4326 times
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 2:14 pm
by terminator
Original Chasseurs Alpins with SMG :

- chasseurs_alpins_40.png (14.97 KiB) Viewed 4319 times
Modified Chasseurs Alpins with Rifles 2X :

- chasseurs_alpins_40(Rifle2X).png (4.82 KiB) Viewed 4319 times
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 2:30 pm
by terminator
Original Alpini with SMG :

- alpini_41.png (14.96 KiB) Viewed 4318 times
Modified Alpini with Rifles 2x :

- alpini_41(Rifle).png (4.86 KiB) Viewed 4318 times
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 2:40 pm
by terminator
Soviet troops trying to cross the Don river in the Italian sector, you can see 2 new units (with new small correct pictures) :

- Screenshot 1363.jpg (481.53 KiB) Viewed 4316 times
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 5:43 pm
by stan23
Hi Terminator
Do you think Italian Bersaglieri should get an upgrade in late 42, early 43?
Not so important in Sandstorm, i guess, but if you import your core for Endsieg, they start getting kinda weak.
Thanks and cheers from Virginia.
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 6:32 pm
by Halvralf
stan23 wrote: ↑Wed Mar 13, 2019 5:43 pm
Hi Terminator
Do you think Italian Bersaglieri should get an upgrade in late 42, early 43?
Not so important in Sandstorm, i guess, but if you import your core for Endsieg, they start getting kinda weak.
Thanks and cheers from Virginia.
Well Stan, you don't get the Italians in Endsieg do you? Or have I missed something?
Re: Forgotten Units Mod and stuff...
Posted: Wed Mar 13, 2019 7:47 pm
by stan23
Yeah I don't really know, I haven't gotten that far yet (I'm on Tunis).
But I have looked at the units.csv file and I know there is no upgrade path for them.
So you say you can't take your Italians with you to Endsieg?
I didn't know. I think I might be bummed about that!
I have gone through a great deal to shepherd my Italians safely through North Africa, and will miss them in Russia.
Oh well. It's probably in their best interest to stay out of Russia anyway.
Cheers
Re: Forgotten Units Mod and stuff...
Posted: Thu Mar 14, 2019 9:09 am
by terminator
stan23 wrote: ↑Wed Mar 13, 2019 5:43 pm
Hi Terminator
Do you think Italian Bersaglieri should get an upgrade in late 42, early 43?
Not so important in Sandstorm, i guess, but if you import your core for Endsieg, they start getting kinda weak.
Thanks and cheers from Virginia.
yes, in Panzercorps for example there was Bersaglieri and Bersaglieri '43

- Bersaglieri.JPG (13.63 KiB) Viewed 4254 times
Re: Forgotten Units Mod and stuff...
Posted: Thu Mar 14, 2019 9:14 am
by terminator
I notice somthing strange with Soviet Cavalry.
If you replace the
Chi riders by
Soviet Conscripts, the rifles no longer hangs on the ground :

- Soviet_Cavalry.jpg (64.55 KiB) Viewed 4253 times
Re: Forgotten Units Mod and stuff...
Posted: Thu Mar 14, 2019 4:07 pm
by GabeKnight
terminator wrote: ↑Thu Mar 14, 2019 9:14 am
I notice somthing strange with Soviet Cavalry.
If you replace the
Chi riders by
Soviet Conscripts, the rifles no longer hangs on the ground :
Good idea, haven't tried that.
Tested it, and yeah, if you take the "Grenade" unit models instead of the rifle/SMG/bazooka models, the weapons are no longer on the ground. I guess it's because with the grenade-models, the rifles are attached differently to the hands/body of the soldier models(?). Changed it in my mod, looks better this way. Thanks.
BUT the firing animation's not solved that way, still looks broken.

- Screenshot 946.jpg (997.36 KiB) Viewed 4239 times
Re: Forgotten Units Mod and stuff...
Posted: Sat Mar 16, 2019 4:41 pm
by terminator
New unit = Double MG Nest :

- DoubleMGNest.jpg (285.62 KiB) Viewed 4199 times
There are two slight drawbacks that don’t really bother me :
- the second MG does not always shoot in the right direction (it may be thought that in panic defenders shoot anywhere)
- when the unit is destroyed, only the first MG burns (anyway this is temporary)
Re: Forgotten Units Mod and stuff...
Posted: Sat Mar 16, 2019 5:02 pm
by terminator
Re: Forgotten Units Mod and stuff...
Posted: Mon Mar 18, 2019 12:24 pm
by terminator
Lessons in map making (1/3) :
It’s something I recently discovered by chance.
Every terrain texture has variations.
Example for the "rough desert" difficult to distinguish by moment which has 4 different variations :

- Desert_variations.jpg (51.14 KiB) Viewed 4159 times
What I discovered recently is that you just need to click several times in a row on the same map hex to choose the best texture variation

- Screenshot 1401.jpg (570.17 KiB) Viewed 4159 times
(Some errors in variation n°1)
The texture for the "rough desert" that is best distinguished is the variation n°3 :

- Screenshot 1400.jpg (266.08 KiB) Viewed 4159 times
Re: Forgotten Units Mod and stuff...
Posted: Mon Mar 18, 2019 12:27 pm
by terminator
Lessons in map making (2/3) :
Example with "rough desert" in
first mission Erik's Afrika Korps "Aufklärung" :
-
Before (original) :

- Screenshot 1396.jpg (349.92 KiB) Viewed 4158 times
-
After ("rough desert" variation n°3):

- Screenshot 1397.jpg (672.55 KiB) Viewed 4158 times
Re: Forgotten Units Mod and stuff...
Posted: Mon Mar 18, 2019 12:33 pm
by terminator
Lessons in map making (3/3) :
It also works for other textures
Example with
City texture ,
Erik's Germany East 43_1.4, 01Kharkov43 :
-
Before -> 2 buildings block the railroad

- Screenshot 1398.jpg (227.75 KiB) Viewed 4154 times
-
After -> the railroad is free

- Screenshot 1399.jpg (197.3 KiB) Viewed 4154 times
Re: Forgotten Units Mod and stuff...
Posted: Mon Mar 18, 2019 3:19 pm
by Erik2
I've always been aware that there variations, but though the editor just selected the one that was more proper in the context.
But I really like what you discovered about the rough desert. Wish I knew about that when I created the Afrika Korps campaign
Anyway, I'll pay more attention in my next scenarios.
Thanks for reporting!