|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
|
|
June 3rd, 2023, 01:11 AM
|
|
Sergeant
|
|
Join Date: Jun 2005
Location: Die Operasionale Gebied
Posts: 373
Thanks: 102
Thanked 86 Times in 56 Posts
|
|
Re: World War I mod
Suggestions. Add Japan, South Africa, and Canada to your Nations.
troopie
__________________
Pamwe Chete
|
June 3rd, 2023, 09:47 AM
|
Private
|
|
Join Date: Mar 2023
Posts: 11
Thanks: 12
Thanked 14 Times in 7 Posts
|
|
Re: World War I mod
Quote:
Originally Posted by troopie
Suggestions. Add Japan, South Africa, and Canada to your Nations.
troopie
|
Thanks for your suggestion
Maybe they will be added in the future
|
June 4th, 2023, 10:37 PM
|
|
Sergeant
|
|
Join Date: Jun 2005
Location: Die Operasionale Gebied
Posts: 373
Thanks: 102
Thanked 86 Times in 56 Posts
|
|
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
__________________
Pamwe Chete
|
The Following User Says Thank You to troopie For This Useful Post:
|
|
June 5th, 2023, 08:11 AM
|
|
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,955
Thanks: 464
Thanked 1,896 Times in 1,234 Posts
|
|
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?.
|
June 6th, 2023, 05:30 AM
|
Private
|
|
Join Date: Mar 2023
Posts: 11
Thanks: 12
Thanked 14 Times in 7 Posts
|
|
Re: World War I mod
Quote:
Originally Posted by Mobhack
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
|
The Following User Says Thank You to Simon Lebowski For This Useful Post:
|
|
July 15th, 2023, 07:07 PM
|
Private
|
|
Join Date: Jul 2005
Location: upstate New York
Posts: 21
Thanks: 1
Thanked 2 Times in 2 Posts
|
|
Re: World War I mod
Looks fantastic! I like the idea of including so many nationalities.
|
The Following User Says Thank You to mscano For This Useful Post:
|
|
April 19th, 2024, 03:23 PM
|
Private
|
|
Join Date: Apr 2024
Posts: 7
Thanks: 4
Thanked 0 Times in 0 Posts
|
|
Re: World War I mod
Was this mod ever released? Looks really cool from the screenshots.
|
April 20th, 2024, 01:11 PM
|
Corporal
|
|
Join Date: Mar 2015
Posts: 60
Thanks: 124
Thanked 53 Times in 38 Posts
|
|
Re: World War I mod
I don't think it ever released.
|
April 20th, 2024, 06:08 PM
|
Private
|
|
Join Date: Apr 2024
Posts: 7
Thanks: 4
Thanked 0 Times in 0 Posts
|
|
Re: World War I mod
Quote:
Originally Posted by WilliamB
I don't think it ever released.
|
awwww maaan!
|
April 20th, 2024, 06:43 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,488
Thanks: 3,957
Thanked 5,691 Times in 2,811 Posts
|
|
Re: World War I mod
That one was........ IIRC the third attempt to create a WW1 MOD.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|