
The "Gabe-Mod" (v8.4.4)
Moderators: The Artistocrats, Order of Battle Moderators
Re: The "Gabe-Mod" (v8.4.4)
Great, thanks! 

-
- Field Marshal - Elefant
- Posts: 5939
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: The "Gabe-Mod" (v8.4.4)
Downloaded and thank you! 

-
- Sergeant First Class - Elite Panzer IIIL
- Posts: 434
- Joined: Mon Aug 21, 2017 11:45 am
- Location: Brazil
Re: The "Gabe-Mod" (v8.4.4)
I've just tried it on Erik's Market Garden It worked well. Two minor things: the distinctive icon for rail transport seems to be missing, and Bofors 40mm AA gun lost its ability to be converted to AT gun.
-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: The "Gabe-Mod" (v8.4.4)
If you mean the white overlay for rail transports, it's still in the mod.Mascarenhas wrote: ↑Tue Jun 02, 2020 8:54 pm I've just tried it on Erik's Market Garden It worked well. Two minor things: the distinctive icon for rail transport seems to be missing, and Bofors 40mm AA gun lost its ability to be converted to AT gun.
And there are like a dozen 40mm Bofors units in the game, which faction doesn't work for you?
Best if you could provide some screenshot please?
-
- Sergeant First Class - Elite Panzer IIIL
- Posts: 434
- Joined: Mon Aug 21, 2017 11:45 am
- Location: Brazil
Re: The "Gabe-Mod" (v8.4.4)
Youre, right, GK, I made a mistaken evaluation. It's working properly. Sorry for this.
Re: The "Gabe-Mod" (v8.4.4)
This mod helps me quite a bit with Erik's Grand Campaign '39. I started to notice mobility is king in this game with the fleeing units. The horse riding infantery and mobile AA/AT truck are a gamechanger. Thank you very much, I finally feel I stand a chance now with a good army setup. Thumbs up!
Re: The "Gabe-Mod" (v8.4.4)
Luftwaffe sailors at attention as they pass on an armed "Siebel" barge

https://www.reddit.com/r/WarshipPorn/co ... urce=ifttt

https://www.reddit.com/r/WarshipPorn/co ... urce=ifttt
-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: The "Gabe-Mod" (v8.4.4)
The next update of the mod will include:
- missing UK/Indian Colonial Infantry '42 & '44 and Gurkhas '42 and '44
- reduced UK Typhoon Mk.IB ground attack stats from 10 -> 7 (overpowered)
- corrected the missing attack/defense modifiers of the "rice" terrain in winter
- currently undergoing a test phase: Modified the chassis movements/speeds file, e.g. allowing motorized units into rough_desert and pine_forest terrain
And thanks, Devs, for making this game moddable as hell...

- missing UK/Indian Colonial Infantry '42 & '44 and Gurkhas '42 and '44
- reduced UK Typhoon Mk.IB ground attack stats from 10 -> 7 (overpowered)
- corrected the missing attack/defense modifiers of the "rice" terrain in winter

- currently undergoing a test phase: Modified the chassis movements/speeds file, e.g. allowing motorized units into rough_desert and pine_forest terrain
And thanks, Devs, for making this game moddable as hell...


-
- Field Marshal - Elefant
- Posts: 5939
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: The "Gabe-Mod" (v8.4.4)
Pine Forest terrain also blocks the Train and the Armoured Train in Blitzkrieg DLC
EDIT: Pine Forest terrain is not blocking the Train and the Armoured Train (read the following posts)

EDIT: Pine Forest terrain is not blocking the Train and the Armoured Train (read the following posts)

Last edited by terminator on Sun Jun 07, 2020 8:40 am, edited 2 times in total.
Re: The "Gabe-Mod" (v8.4.4)

Let's look at the areas controlled by factions (the colored "border" lines, I mean).
On this picture, we can see that the hex just South to the train isn't yet controlled by your faction!


So, it can't go South anyway in this configuration, even without these Pine trees...

To really make this test (impact on Pine trees?), you should first send some infantry to take these hexes first, or wait one turn if this southern area is "encircled" by sectors under your control, because if there is no enemy Inside, then it should directly change owner. Anyway, once this sector is "under control", then try again... and tell us if it's working or not.

-
- Field Marshal - Elefant
- Posts: 5939
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: The "Gabe-Mod" (v8.4.4)
You’re right, I’m not used to taking the trainColonelY wrote: ↑Sat Jun 06, 2020 8:26 pmI'm not sure but it seems to me that there is another reason for this...
Let's look at the areas controlled by factions (the colored "border" lines, I mean).
On this picture, we can see that the hex just South to the train isn't yet controlled by your faction!So, because of this, the train can't move South anyway. I may be mistaken, but I've never seen a train actually taking by itself some ground or capturing flags, etc.
A train can only advance following railroads on territories under control!
So, it can't go South anyway in this configuration, even without these Pine trees...![]()
To really make this test (impact on Pine trees?), you should first send some infantry to take these hexes first, or wait one turn if this southern area is "encircled" by sectors under your control, because if there is no enemy Inside, then it should directly change owner. Anyway, once this sector is "under control", then try again... and tell us if it's working or not.![]()

-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: The "Gabe-Mod" (v8.4.4)
Yeah Mr.T, the Colonel's right, train-transports can not enter (and claim) enemy territory. The rail chassis can pass through all terrain otherwise. You can easily test this in the Blitzkrieg/Yugoslavia scen (where you get the Armoured Train reward unit), there're tracks through mountains, for example.
The Armoured Train unit can (and I guess the "283mm Krupp K5" unit, too). Also both of the "railed" recon units can enter into enemy territory (but not capture it).
Re: The "Gabe-Mod" (v8.4.4)
Unable to upgrade tanks
- Attachments
-
[Окончательная победа] (Кампания).rar
- (4.46 KiB) Downloaded 116 times
-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: The "Gabe-Mod" (v8.4.4)
Works okay for me. Seems to be one of those occasional upgrade bugs happening in the game for some players. Didn't happen to me once since the 8.4.4 update. I can only advice you to reload the savefile and/or "restart" the scen and try again.
And BTW Igor, why do you not use/buy/deploy the Armoured Train? I've worked many hours on that unit...!


Re: The "Gabe-Mod" (v8.4.4)
GabeKnight wrote: ↑Sun Jun 07, 2020 9:03 amWorks okay for me. Seems to be one of those occasional upgrade bugs happening in the game for some players. Didn't happen to me once since the 8.4.4 update. I can only advice you to reload the savefile and/or "restart" the scen and try again.
And BTW Igor, why do you not use/buy/deploy the Armoured Train? I've worked many hours on that unit...!![]()
![]()
Screenshot 168.jpg
please update the tanks 1 tiger at the Wehrmacht and 1 at the waffen ss - to the royal tiger ...
And lay out the save. thank
-
- Lance Corporal - Panzer IA
- Posts: 18
- Joined: Fri May 29, 2020 12:56 pm
Re: The "Gabe-Mod" (v8.4.4)
Great Mod, thank you!
Comment:
1. / For several units, the move statistics show 1 hex (e.g. 8.8 Flak 37, Italian 75/50, etc.), In the game, however, 2 hex can move.
2. / German engineer = Pioniere. I have never seen such a name anywhere. (except Panzer General 2)
Could it be improved?
Comment:
1. / For several units, the move statistics show 1 hex (e.g. 8.8 Flak 37, Italian 75/50, etc.), In the game, however, 2 hex can move.
2. / German engineer = Pioniere. I have never seen such a name anywhere. (except Panzer General 2)
Could it be improved?
-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Re: The "Gabe-Mod" (v8.4.4)
Glad you like it, you're welcome.
1.) They're probably on roads, right? Roads can extend the speed/range of units.szascoli54 wrote: ↑Thu Jun 11, 2020 2:37 pm 1. / For several units, the move statistics show 1 hex (e.g. 8.8 Flak 37, Italian 75/50, etc.), In the game, however, 2 hex can move.
2. / German engineer = Pioniere. I have never seen such a name anywhere. (except Panzer General 2)
Could it be improved?
2.) Yeah, and thanks for your suggestion, but not in my mod. Reason: The main three infantry branches - regular, heavy and engineers - are always in English and only the "supporting" infantry units get some translated/special names.
But feel free to do it yourself. The renamed units can be found in the \language\english_mod.txt file (open it with an editor).
-
- Master Sergeant - Bf 109E
- Posts: 481
- Joined: Sat Jun 08, 2019 10:49 pm
Re: The "Gabe-Mod" (v8.4.4)
In relation to the first post, my reaction to (attempting) Erik's grand campaign was that despite reasonable success at multiplayer I'm actually awful at this game
I must be doing something incredibly wrong when even on two star difficulty getting the optional objectives on the first mission are laughably futile... Anyway I definitely do appreciate the efforts everyone is putting into things. With respect to the aforementioned multiplayer, The Russian Campaign alone justifies all the money I've spent on the game. Which actually isn't too much money all things considered, pretty afordable.

-
- Lieutenant-General - Karl-Gerat 040
- Posts: 3710
- Joined: Mon Nov 27, 2017 10:24 pm
Different Project
@Erik
Looks like this at the moment:
Looks like this at the moment: