WW2??

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wodin
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WW2??

Post by wodin »

Is it possible to do a WW2 mod? Or are certain things unmoddable?

Personally can't see any specific engine issues that would hamper game simulating WW2? Am I missing something?
Policefreak55
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RE: WW2??

Post by Policefreak55 »

I've been working on a 1939 database set during the invasion of Poland and I haven't run into any issues so far aside from how cavalry and bicycle troops will work.
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Veitikka
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RE: WW2??

Post by Veitikka »

It is possible. We have WW2 equipment in the game, and the new DLC will add even more.

One issue may be the units costs, because the automatic cost calculator has been optimized for our era. Older, less powerful equipment is very cheap in the game, so it can be better to set the costs manually in the editor.
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RE: WW2??

Post by nikolas93TS »

There was a full working 1944 Eastern Front Mod for freeware database. Some of the smaller game elements, like stop-fire-continue maneuver on unstabilized tanks, or wing fired tracers, matured from that experience. And of course, once we expanded towards 1965, many WW2 units were added (halftracks, armored cars like Greyhound, T-34s, Shermans etc) and are in the official game now.

So yes, WW2 mod is absolutely doable.
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wodin
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RE: WW2??

Post by wodin »

Interesting! Oh and exciting!

Thanks for info
olej1965
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RE: WW2??

Post by olej1965 »

I am working on a modem in WW II Germany - Russia. I have almost 70 percent done. So far everything is working well.
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wodin
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RE: WW2??

Post by wodin »

ORIGINAL: olej1965

I am working on a modem in WW II Germany - Russia. I have almost 70 percent done. So far everything is working well.
😁😁😁😁
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wodin
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RE: WW2??

Post by wodin »

So you saying there is a East Front mod already out there?

Is it possible to add to game for the player to buy specific WW2 only units that are currently in game now. With adding some WW2 riflemen we could do something now. Oh and say a MkIV tank. Three units away from having a little East Front scrap.
ORIGINAL: nikolas93TS

There was a full working 1944 Eastern Front Mod for freeware database. Some of the smaller game elements, like stop-fire-continue maneuver on unstabilized tanks, or wing fired tracers, matured from that experience. And of course, once we expanded towards 1965, many WW2 units were added (halftracks, armored cars like Greyhound, T-34s, Shermans etc) and are in the official game now.

So yes, WW2 mod is absolutely doable.
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RE: WW2??

Post by nikolas93TS »

Well, there was. It was set in 1944, with particular focus on Operation Bagration. I was working on 1941-1945 when work on commercial version took over. Sadly, most of that material is pretty much unusable right now as sprites, parameters etc. changed since then.
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wodin
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RE: WW2??

Post by wodin »

That's a shame. Would have been a huge plus if older mods had worked.
olej1965
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RE: WW2??

Post by olej1965 »

In my mod, what I have already done is almost 200 sprites (and the end can not be seen). It covers the years of September 1, 1939 to December 12, 1945, but for the time being I have focused on the German and Soviet armies. I think I should be done with three or four months. The tests that I carry out so far indicate that everything works smoothly. The question of balancing forces remains.
Maybe later I will start a new topic on the forum where I will put some sample screenshots.
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wodin
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RE: WW2??

Post by wodin »

On WOW!!


This sounds awesome!

Have you made units as they came to you or are you working through a timeline? Early East Front and then Stalingrad are my big wants. Though not sure if the engine needs more specific urban combat features to do Stalingrad. The amount of different German halftracks is a lot of work on its own.


I can't wait!

Any screenshots possible?😉😉

Thanks

Jason
ORIGINAL: olej1965

In my mod, what I have already done is almost 200 sprites (and the end can not be seen). It covers the years of September 1, 1939 to December 12, 1945, but for the time being I have focused on the German and Soviet armies. I think I should be done with three or four months. The tests that I carry out so far indicate that everything works smoothly. The question of balancing forces remains.
Maybe later I will start a new topic on the forum where I will put some sample screenshots.
olej1965
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RE: WW2??

Post by olej1965 »

Yes . I try to keep the historical order and parameters of all vehicles.
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RE: WW2??

Post by nikolas93TS »

Great work Olej! Hope you will share the progress with us soon, I am very curious!
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Infierno
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RE: WW2??

Post by Infierno »

Bump for the hopes of WW2 mods [8D]
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RE: WW2??

Post by DoubleDeuce »

Just thought I would add my 2 cents. I poked around in the database and including that and the graphics that would need to be redone/edited, this would be a massive undertaking. I wouldn't even know the best place to start.
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RE: WW2??

Post by nikolas93TS »

Given that in few days we will have Bastogne map, and quite a decent amount of US gear already in official database, Battle of Bastogne is doable is somebody is willing to work on it.

I recommend starting with a small window of time, because it is easier that way that going big from start. At least that was my experience on 1944 Mod.
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CCIP-subsim
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RE: WW2??

Post by CCIP-subsim »

Yeah, I agree - I was also going to suggest that rather than doing big DB mods, especially where lots of new sprites are required, a better place to start might be a "mini mod" that only focuses on a very narrow slice of the war. One advantage is that you can do a much better job balancing everything out. One thing I'd be careful with about WWII is having a clear idea about how you want to represent the different weapons and systems in use then, so that you don't end up with something quite so dominated by long-range-focused armor and firepower as much of Cold War AB (correctly) tends to do.

As for cavalry and bicycle troops - I don't necessarily see them as an issue (since in WWII you saw them exclusively fighting dismounted), but it would be nice to add a distinct class of transports into the game that are not APCs/IFVs and are therefore unarmored (and often unarmed). Trucks, motorcycles, and yes, even horses and bikes could go under that. Technically you can already have those, but the AI tends to handle them the same way as APCs, which is not always ideal...

However, there's even a way to handle unusual units - simply set their auto-purchase to 0. This means that for any generated scenarios, the AI will never "buy" them, and won't have to be confused by then (unless you make it [:D] ).

Otherwise, I think Ardennes '44 is a great mod idea [:)]
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RE: WW2??

Post by DoubleDeuce »

ORIGINAL: CCIP-subsim

As for cavalry and bicycle troops - I don't necessarily see them as an issue (since in WWII you saw them exclusively fighting dismounted), but it would be nice to add a distinct class of transports into the game that are not APCs/IFVs and are therefore unarmored (and often unarmed). Trucks, motorcycles, and yes, even horses and bikes could go under that. Technically you can already have those, but the AI tends to handle them the same way as APCs, which is not always ideal...

However, there's even a way to handle unusual units - simply set their auto-purchase to 0. This means that for any generated scenarios, the AI will never "buy" them, and won't have to be confused by then (unless you make it [:D] ).

I was wondering something along similar lines. Also, as long as the designer focuses on scenarios/actions being played by a specific side (no Side B Player), then those special units would be always human controlled.
Policefreak55
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RE: WW2??

Post by Policefreak55 »

ORIGINAL: CCIP-subsim

As for cavalry and bicycle troops - I don't necessarily see them as an issue (since in WWII you saw them exclusively fighting dismounted), but it would be nice to add a distinct class of transports into the game that are not APCs/IFVs and are therefore unarmored (and often unarmed). Trucks, motorcycles, and yes, even horses and bikes could go under that. Technically you can already have those, but the AI tends to handle them the same way as APCs, which is not always ideal...

However, there's even a way to handle unusual units - simply set their auto-purchase to 0. This means that for any generated scenarios, the AI will never "buy" them, and won't have to be confused by then (unless you make it [:D] ).

Otherwise, I think Ardennes '44 is a great mod idea [:)]
Well the issue I have isn't with combat, but with transport, and to a lesser extent, aesthetics. Right now there's no way to my knowledge to have dismounted, unmanned transports, they are always mobile and considered manned by someone. So while in reality the cavalry/bicycle troops would be dismounted and their bicycles and horses hidden, their transport is still considered manned and susceptible to movement orders and attack in the event it is discovered. The aesthetic issue is that there's no sprite representation for dismounted transport, which is an issue for open topped transports as well. So even though the horses and bicycles would have no one on them, the sprite will always show them as being mounted. It's a small issue because the GUI can let you know if transports are mounted/dismounted, but one that bugs me at least lol.
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