Forgotten Units Mod and stuff...

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stan23
Sergeant - 7.5 cm FK 16 nA
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Re: Forgotten Units Mod

Post by stan23 »

Hey Terminator, Please help a noob.
I see the Zundapp Motorcycle in 'units.csv' but it doesn't appear in the editor.
I deleted the 'no purchase' in the traits column but still nothing in the editor.
What am I doing wrong?
Thanx and Greets from Virginia
terminator
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Re: Forgotten Units Mod

Post by terminator »

stan23 wrote:Hey Terminator, Please help a noob.
I see the Zundapp Motorcycle in 'units.csv' but it doesn't appear in the editor.
I deleted the 'no purchase' in the traits column but still nothing in the editor.
What am I doing wrong?
Thanx and Greets from Virginia
You are doing nothing wrong.
The bonus units are blocked since a recent update :(

Coming soon, the Brandenburgers (German Commandos) :
Brandenburgers.png
Brandenburgers.png (230.94 KiB) Viewed 4702 times
The Pathfinders :
Pathfinders.png
Pathfinders.png (219.33 KiB) Viewed 4699 times
stan23
Sergeant - 7.5 cm FK 16 nA
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Re: Forgotten Units Mod

Post by stan23 »

Update 5.3.0?
terminator
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Re: Forgotten Units Mod

Post by terminator »

stan23 wrote:Update 5.3.0?
The bonus units are blocked since the update 5.2.9 : http://www.slitherine.com/forum/viewtop ... 20#p708898
stan23
Sergeant - 7.5 cm FK 16 nA
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Re: Forgotten Units Mod

Post by stan23 »

Have you ever considered making a 'Kradschutzen' unit?
terminator
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Re: Forgotten Units Mod

Post by terminator »

stan23 wrote:Have you ever considered making a 'Kradschutzen' unit?
Sorry, no "Kradschutzen" unit in stock :(

I have made a test to add secondary weapons to some units... It works :D
Switch(3).png
Switch(3).png (880.96 KiB) Viewed 4654 times
Switch(4).png
Switch(4).png (100.93 KiB) Viewed 4654 times
Switch(5).png
Switch(5).png (175.92 KiB) Viewed 4654 times
GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight »

Your icons look soooo cool. I didn't know you could use colors there... :oops:

They look like this in the raw state:
ability_weapon_primary_guns.png
ability_weapon_primary_guns.png (8.42 KiB) Viewed 4644 times
But I'm really unable to use graphic software, it seems. Don't know why. :?
Windows "Paint" is the only program easy enough to use for me... :)
terminator
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Re: Forgotten Units Mod

Post by terminator »

GabeKnight wrote:Your icons look soooo cool. I didn't know you could use colors there... :oops:

They look like this in the raw state:
ability_weapon_primary_guns.png
But I'm really unable to use graphic software, it seems. Don't know why. :?
Windows "Paint" is the only program easy enough to use for me... :)
These Icons are not me: http://wiki.wargaming.net/fr/Ammo
terminator
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Re: Forgotten Units Mod

Post by terminator »

StuG III B : Tank or Anti-Tank ?

I hesitated for a long time; but now for me it is rather an anti-tank.

HQ Panzer General 3D Assault :
ScrShot01.png
ScrShot01.png (298.19 KiB) Viewed 4431 times
The StuG IIIB is the representative of the category Anti-tank :
ScrShot03.jpg
ScrShot03.jpg (62.86 KiB) Viewed 4364 times
Last edited by terminator on Sat Jun 23, 2018 8:33 pm, edited 1 time in total.
Shards
Slitherine
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Re: Forgotten Units Mod

Post by Shards »

I've wondered about this, but for this type of units, where there's an argument whether it counts as tank/antitank/mobile artillery. Could you set the unit up so that it had 3 states that you cycle though?

So, Tank -> AT -> Arty -> Tank ?
GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight »

Shards wrote:So, Tank -> AT -> Arty -> Tank ?
I think it's possible to assign two switch modes to a single unit....I may have tested this with the rail gun setup in my mod...but I'm not sure...and it's late...
Admiral_Horthy
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Re: Forgotten Units Mod

Post by Admiral_Horthy »

Possible, but need to keep the chain. A->B->C->A

Quite a transformer it could be... BUT. StuGB is not a tank... is a assault gun for support. Even if it has a short gun, it should be either ART with short range (MAX 2!!) or an ATG which can still attack directly. It was classified as Tank and causing huge problem by breaking the upgrade chain. By the same analog the PzIVC-D could be artillery like the small man-pulled inf-guns. Do it as StuH42. It is also an artillery, but uses HEAT ammo as ATG... the same gun is used as artillery (leFH) and it has no AT mode...

I don't want to start a debate about artillery defensive fire, but such units would be still better in their own class as infantry gun or support gun, whatever... I'd rather have these as range 2 supporters of adjacent units than firing 3-5 hexes away.

Arty ranges BTW are quite chaotic, to say, Katyusha has range 2, while Nebelwerfer 3 (for Japan) and 4 (for Germany).
terminator
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Re: Forgotten Units Mod

Post by terminator »

Step 1 : Original StuG III B Tank :

StugIII(1).jpg
StugIII(1).jpg (138.97 KiB) Viewed 4400 times
Step 2 : New StuG III B Anti-Tank :

StugIII(2).jpg
StugIII(2).jpg (135.99 KiB) Viewed 4400 times
(I do not have the time to change the small image, only the name is changed)

Step 3 : Original StuG III B Artillery :

StugIII(3).jpg
StugIII(3).jpg (141.35 KiB) Viewed 4399 times
(possibility to switch back to Tank (Step 1)
Last edited by terminator on Mon Jul 30, 2018 6:55 am, edited 2 times in total.
terminator
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Re: Forgotten Units Mod

Post by terminator »

Admiral_Horthy wrote:Possible, but need to keep the chain. A->B->C->A

Quite a transformer it could be... BUT. StuGB is not a tank... is a assault gun for support. Even if it has a short gun, it should be either ART with short range (MAX 2!!) or an ATG which can still attack directly. It was classified as Tank and causing huge problem by breaking the upgrade chain. By the same analog the PzIVC-D could be artillery like the small man-pulled inf-guns. Do it as StuH42. It is also an artillery, but uses HEAT ammo as ATG... the same gun is used as artillery (leFH) and it has no AT mode...

I don't want to start a debate about artillery defensive fire, but such units would be still better in their own class as infantry gun or support gun, whatever... I'd rather have these as range 2 supporters of adjacent units than firing 3-5 hexes away.

Arty ranges BTW are quite chaotic, to say, Katyusha has range 2, while Nebelwerfer 3 (for Japan) and 4 (for Germany).
I agree with you : the range for the StuG III B ART should be shorter.
In other games (Panzer General 3D Assault, Germany at War : Barbarossa 1941), StuG III B are Anti-Tank.
Maybe that the best combination for the StuG IIIB would be : AT <-> ART with shorter range ?
Admiral_Horthy
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Re: Forgotten Units Mod

Post by Admiral_Horthy »

Yes, it is that simple ... I think it was like that, before. Smaller "problem" of it's weak response fire as AT, than it's tank class with not possible to AT upgrade... I think it would be fixed if we could cross update. They are in the same series, but cannot cross upgrade to another class. I'd rather choose the AT upgrade as smaller problem(


I also "fixed" the Katyusha, but I think I have to revisit at all the arty ranges... Not only the physical range that counts, but the method of usage, sights, ammo and ... slight compromise to have some balance
SirAllan
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Re: Forgotten Units Mod

Post by SirAllan »

Hi Term
Im still amased over your modding skills :shock:
But when will you release your next Forgotten Units mod?
I think the last one is 1.05 and you have come up with so many new and good ideas :idea: :D
terminator
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Re: Forgotten Units Mod

Post by terminator »

SirAllan wrote:Hi Term
Im still amased over your modding skills :shock:
But when will you release your next Forgotten Units mod?
I think the last one is 1.05 and you have come up with so many new and good ideas :idea: :D
I waited for the release of the last patch and now I work to return my mod compatible with the last patch (6.1.9).
terminator
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Re: Forgotten Units Mod

Post by terminator »

Cavalry :
I do not think that the cavalry still attacked by charging during the World War II. The riders attacked rather once gone down from their horses. The horse served rather as means of transportation.

Riders on the ground :
Cavalry.png
Cavalry.png (574.02 KiB) Viewed 4306 times
Switching unit ?
GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight »

Good idea, but how do the moving animations look like? I mean, the riders should be off the horses during attack animations or in idle-mode only. Does it work like that?
terminator
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Re: Forgotten Units Mod

Post by terminator »

GabeKnight wrote:Good idea, but how do the moving animations look like? I mean, the riders should be off the horses during attack animations or in idle-mode only. Does it work like that?
No, 2 differents units, 2 differents animations. Switching units ?
I will show you, but I do not have time anymore.
Cavalry.png
Cavalry.png (931.35 KiB) Viewed 4301 times
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