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-   -   World War I mod (http://forum.shrapnelgames.com/showthread.php?t=52970)

Simon Lebowski April 1st, 2023 10:48 AM

World War I mod
 
1 Attachment(s)
We working on a mod based on World War I

It will have 12 factions (8 Entente Powers and 4 Central Powers) of the Great War.

In addition to their historical units, it will be possible to use prototypes and experimental vehicles

If anyone wants to help in any way they are welcome :D


https://imgpile.com/images/9iAt6h.png
https://imgpile.com/images/9iAG8X.png
https://imgpile.com/images/9iAK5E.png
https://imgpile.com/images/9sHATi.png

DRG April 1st, 2023 01:34 PM

Re: World War I mod
 
Good Luck

A WW1 mod has been attempted at least twice in the last quarter century and both times faded away because there are not enough people willing to work on and /or play a game involving trench warfare especially when there are already units in the game that can be used to build a "niche" scenario for a WW1 battle without the need for OOB's ( there are a set of WW1 tanks in the game OOB's already just for that reason (green oob)).

That said people eventually realize that the AI for this game is not programmed to deal with trench warfare as it was fought 1914-1918

But..... whatever floats your boat. Have fun

zovs66 April 1st, 2023 06:54 PM

Re: World War I mod
 
I created a WW1 scenario or two (a trench one, plus Africa and others), plus the 1919-1933 scenarios I created are also in the game. Good luck.

Mobhack April 1st, 2023 07:52 PM

Re: World War I mod
 
Since this thread is about a mod, lets move it to the \mods subforum where it should have started in the first place.

Simon Lebowski April 2nd, 2023 01:13 PM

Re: World War I mod
 
Quote:

Originally Posted by DRG (Post 854201)
Good Luck

A WW1 mod has been attempted at least twice in the last quarter century and both times faded away because there are not enough people willing to work on and /or play a game involving trench warfare especially when there are already units in the game that can be used to build a "niche" scenario for a WW1 battle without the need for OOB's ( there are a set of WW1 tanks in the game OOB's already just for that reason (green oob)).

That said people eventually realize that the AI for this game is not programmed to deal with trench warfare as it was fought 1914-1918

But..... whatever floats your boat. Have fun

Luckily there are a lot of interesting scenarios that can be created that don't include watching infantry shoot each other endlessly from trench to trench :)

mkr8683 April 2nd, 2023 08:21 PM

Re: World War I mod
 
Simon, for whatever reason the site won't allow me to send you a PM.. could you try sending me one? I'm interested in collaborating with you on this mod.

Simon Lebowski May 28th, 2023 01:25 PM

Re: World War I mod
 
Currently working on the French and German OOBs :D

Icons by mkr8683 and Ref99 :up:


Some screenshots:

https://imgpile.com/images/9iAt6h.png

https://imgpile.com/images/9iAK5E.png

https://imgpile.com/images/9iAG8X.png

Karagin May 29th, 2023 11:30 AM

Re: World War I mod
 
Looks good.

blazejos June 1st, 2023 10:10 AM

Re: World War I mod
 
icons are great Simon. In SPWW2 you have also icons of Austin&Austin Putilov armored cars French M1918 and German Daimler M1918 they were in use well into 30's in some country's. Hey is possible use in SPWW2 which I tough your mod is based dates from 1900-1930 in OOB? instead of 1930-1946?

Simon Lebowski June 2nd, 2023 01:40 PM

Re: World War I mod
 
Quote:

Originally Posted by blazejos (Post 854711)
icons are great Simon. In SPWW2 you have also icons of Austin&Austin Putilov armored cars French M1918 and German Daimler M1918 they were in use well into 30's in some country's. Hey is possible use in SPWW2 which I tough your mod is based dates from 1900-1930 in OOB? instead of 1930-1946?

The dates displayed are hard-coded so they cannot be edited without the source code

troopie June 3rd, 2023 01:11 AM

Re: World War I mod
 
Suggestions. Add Japan, South Africa, and Canada to your Nations.

troopie

Simon Lebowski June 3rd, 2023 09:47 AM

Re: World War I mod
 
Quote:

Originally Posted by troopie (Post 854726)
Suggestions. Add Japan, South Africa, and Canada to your Nations.

troopie

Thanks for your suggestion

Maybe they will be added in the future :up:

troopie June 4th, 2023 10:37 PM

Re: World War I mod
 
If you can find the South African, Australian and Japanese oobs I made for a DOS version, go ahead and use them. I do not have time to help. Business problems.

troopie

Mobhack June 5th, 2023 08:11 AM

Re: World War I mod
 
I havent looked at this closely, but make sure that your mod uses 1930 and onwards dates as a base and not later 40s onwards. Because the game already is programmed to have really longer artillery delays in these early years, when any provided "radios" can be assumed to be field telephones or dispatch riders etc. Artillery gets quicker as time advances through WW2, so using the later period dates will have an effect (as well as making radios for command elements more common. SP will give those out like candy to command units (even with 0% radio codes)as its assumed to be WW2).

Also, probably would be best to state in the readme files that artillery "gold spots" shouldn't be used since reaction times in WW1 would not allow for such quick responses bar maybe a scenario or 2 at night perhaps, where the defender has these and is assumed to have signal rockets and flares to fire off for quick response defensive fires, and only 1 or 2 of them at best.

Another way to make artillery less responsive would be to purchase it as direct or general support off-map batteries. Cheaper, but longer reponse times. So perhaps put that suggestion in the never-ever-read-me notes for your mod as well?.

Simon Lebowski June 6th, 2023 05:30 AM

Re: World War I mod
 
Quote:

Originally Posted by Mobhack (Post 854751)
I havent looked at this closely, but make sure that your mod uses 1930 and onwards dates as a base and not later 40s onwards. Because the game already is programmed to have really longer artillery delays in these early years, when any provided "radios" can be assumed to be field telephones or dispatch riders etc. Artillery gets quicker as time advances through WW2, so using the later period dates will have an effect (as well as making radios for command elements more common. SP will give those out like candy to command units (even with 0% radio codes)as its assumed to be WW2).

Also, probably would be best to state in the readme files that artillery "gold spots" shouldn't be used since reaction times in WW1 would not allow for such quick responses bar maybe a scenario or 2 at night perhaps, where the defender has these and is assumed to have signal rockets and flares to fire off for quick response defensive fires, and only 1 or 2 of them at best.

Another way to make artillery less responsive would be to purchase it as direct or general support off-map batteries. Cheaper, but longer reponse times. So perhaps put that suggestion in the never-ever-read-me notes for your mod as well?.


Thanks for the advice, the idea is to use the 34-38 dates :up:

mscano July 15th, 2023 07:07 PM

Re: World War I mod
 
Looks fantastic! I like the idea of including so many nationalities.

PopeAdrianVII April 19th, 2024 03:23 PM

Re: World War I mod
 
Was this mod ever released? Looks really cool from the screenshots.

WilliamB April 20th, 2024 01:11 PM

Re: World War I mod
 
I don't think it ever released.

PopeAdrianVII April 20th, 2024 06:08 PM

Re: World War I mod
 
Quote:

Originally Posted by WilliamB (Post 856361)
I don't think it ever released.

awwww maaan!

DRG April 20th, 2024 06:43 PM

Re: World War I mod
 
That one was........ IIRC the third attempt to create a WW1 MOD.

PopeAdrianVII April 20th, 2024 07:20 PM

Re: World War I mod
 
Quote:

Originally Posted by DRG (Post 856363)
That one was........ IIRC the third attempt to create a WW1 MOD.

The mod to end all mods :(

Simon Lebowski April 21st, 2024 05:58 AM

Re: World War I mod
 
1 Attachment(s)
Don't worry, it's just not ready yet.

A good part (units, formations, icons...) is almost finished, but creating and adding weapons one by one is quite tedious so for now it's stalled until someone wants to do it.

In the meantime, here is a file with a list of added units :up:

PopeAdrianVII April 21st, 2024 12:14 PM

Re: World War I mod
 
Quote:

Originally Posted by Simon Lebowski (Post 856365)
Don't worry, it's just not ready yet.

A good part (units, formations, icons...) is almost finished, but creating and adding weapons one by one is quite tedious so for now it's stalled until someone wants to do it.

In the meantime, here is a file with a list of added units :up:

Omg you’re such a KING!

troopie December 14th, 2024 02:48 PM

Re: World War I mod
 
Is the Great Britain or US Army orbat going to have the Sopwith Camel Doghouse?

troopie

Simon Lebowski January 14th, 2025 05:55 PM

Re: World War I mod
 
There are no country-specific airplanes, at least not yet


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