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RE: Modding units
Posted: Fri Aug 17, 2012 7:38 pm
by parusski
ORIGINAL: Templer
ORIGINAL: GFelz
Not sure but me thinks that guy in the water is naked! [X(]
No problem, redmarkus4 will mod him a tiger skin.
Well I would hope so, lest I be offended.
RE: Modding units
Posted: Fri Aug 17, 2012 9:41 pm
by Ritterkrieg_slith
I have created a 'kampgruppe' to represent the Stalingrad assault engineers that were sent to Stalingrad in Nov. It is a single unit with a combat strength of apx 2500 (all 5 bn together). I have created a 'Sturmpionier' SFTtype to keep the engineers and pioniers seperate. A new graphic (like redmarkus4 has created) would be appropriate.
One issue I have is how to bring a new unit into the game? Is it a script, a reinforcement card or some other thing I have missed (I have spent the last week tinkering with the editor and man are there a lot of options!)
Troy

RE: Modding units
Posted: Fri Aug 17, 2012 10:01 pm
by Ritterkrieg_slith
Yes that is a great thread!
I have a fair library on WWII, and the Ost front in particular and would like to correct a few generalizations in the DCCB OOB without editing every gun and bullet. The editor allows for this and makes life easy. And what an editor! Victor has created an amazing game but an even better editor! But maybe some explanations of the methods needed to tweak. I am still at a loss to figure out the tempvars and such attached to unit statistics.
BTW, I share your opinion on Mr. Glantz's work. In particular, I was expecting more from volume2 of the Stalingrad Trilogy. That was a hefty read![>:]
Troy
RE: Modding units
Posted: Fri Aug 17, 2012 10:38 pm
by Ritterkrieg_slith
Modding the graphics of specific troop types and abilities. I may go further with this if interest warrents...
Troy

RE: Modding units
Posted: Sat Aug 18, 2012 3:41 am
by Keunert
looks really great
RE: Modding units
Posted: Sat Aug 18, 2012 5:08 am
by Redmarkus5
ORIGINAL: GFelz
Not sure but me thinks that guy in the water is naked! [X(]
It's a historically authentic photo. Are you one of the people who goes around putting towels around the statues of ancient Greece and Rome???

RE: Modding units
Posted: Sat Aug 18, 2012 6:56 am
by aspqrz02
For all we know it may be a statue ... the Germans found it laying around and decided to use it as a bridge support ... one never knows what those decadent commie bastards get up to, and I wouldn't put it past them
[;)][X(][:D]
And they probably removed the towel, too!
Wreckers!
Phil
RE: Modding units
Posted: Sat Aug 18, 2012 2:53 pm
by Redmarkus5
I think you're right! It is almost certainly a statue seized from a nearby party official's dacha and used as a bridge support - the decadence of post-revolutionary soviet culture is perfectly captured by this image.
RE: Modding units
Posted: Sat Aug 18, 2012 3:36 pm
by G Felzien
Come to think of it, it does resemble an Atlas pose.
RE: Ritterkrieg Mod Discussion
Posted: Mon Aug 20, 2012 8:00 pm
by Ritterkrieg_slith
Hey All!
With the cracking of the icon limit, I have begun to work on ver 4 of the Ritterkrieg mod. Here is a taste of whats to come...
-All armor now shows appropriate background colors.
-minor issues corrected with morale break numbers.
-new Infantry SFTs (mountain, Assault eng, etc)
-Panzer formations edited to reflect history.
-Soviet formations renamed.
-editing of picture size to bring vehicles and guns in line with tank pictures
Troy

RE: Ritterkrieg Mod Discussion
Posted: Tue Aug 21, 2012 6:12 am
by Redmarkus5
Nice work, sir.
RE: Ritterkrieg Mod Discussion
Posted: Wed Aug 22, 2012 2:08 pm
by Blind Sniper
Great job! [:)]
Are you going to change the OOB for the non-frontline units? (AT-ART-AA-ENG-HQ)
Also, can you modify the useless German Transport unit in three different units and increase the supply transport value?
RE: Ritterkrieg Mod Discussion
Posted: Wed Aug 22, 2012 5:06 pm
by Ritterkrieg_slith
I am currently working with Phil to nail down better OOBs so if we find any issues, we will correct them eventually. As to the huge JU52 unit, this sounds like a good idea!
Troy
RE: Ritterkrieg Mod Discussion
Posted: Wed Aug 22, 2012 5:17 pm
by Blind Sniper
Thanks guys, your job is very appreciated [:)]
RE: Ritterkrieg Mod Discussion
Posted: Thu Aug 23, 2012 5:14 pm
by Ritterkrieg_slith
Hey All!
After extensive editing and testing of graphic overlays and not being happy with the results, (due to shrowd overlay) and to recreate the tactical use of German Panzer Bn, I have decided to show the Panzer Bn as separate counters in the division (for Panzer Divs that have more than 1 Bn) with the III regimental symbol on top but as I, II and III (if needed) battalion symbol on the side.
Currently the Soviet player enjoys an a-historical edge in tactical flexibility over the German player as the German has to employ a smaller number of huge regimental-sized tank units.
Allowing Tank Bn for the German player gives the flexibility currently missing and allows historic use of the Panzer bn as separate units (as was the case historically) The Infantry/Artillery do not get Bn status as they were usually employed as regiments.
The panzer Bns can still be stacked together as a regiment and moved with the 'g' group move for those cautious commanders who want their uber stacks.
As a German player, you will gain the ability to drive into the rear and create havoc with the smaller Bns but still face the same issues that the historic commanders faced when their smaller precious panzers Bns got cut off.
Look for an updated ver. 4 soon!
Troy
RE: Ritterkrieg Mod Discussion
Posted: Thu Aug 23, 2012 7:44 pm
by Sator
Hello Troy
I'd suggest to keep separate the graphic upgrades (that don't change the mechanics of the game) from the improvements in OOB, unit composition or other things that go to modify the balance or other operational aspects of the game. This to have more flexibility in using the new excellent graphics without problems with PBEM etc.
About Panzer Bt I think they represent a too high detail at this scale. And if we have Pz Bts on the map, I suppose we should introduce also Infantry, Reconnaissance, Engineer and Ati-tank Battalions, to have a coherent OOB. Just my opinion [:)].
Thank a lot for your excellent work!
NEW Ritterkrieg Mod ver 3.2
Posted: Fri Aug 24, 2012 1:04 am
by Ritterkrieg_slith
Hello All!
Ritterkrieg mod 3.2 is now up for a trial of sorts. Included is the scenario 3_2Ritterkrieg which is based on the Case Blue Long scenario.
You need to load it to enjoy the counter colorations I have included. Please unload all prevoius versions of the Ritterkrieg mod.
Changes list:
NEW:
Panzer battalion test run. The scenario now includes the individual panzer Battalions to try out. Looking for feedback. Scenario may not be playable to the end so just try a few turns as the German and let me know if this is the direction you want this mod to go.
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NEW: Renaming of Soviet forces.
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NEW: Armor formations are now color co-ordinated to host regimes.
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NEW: Editing of the German panzer Divisions to include proper historic mix of tanks and grenadiers. Still work to be done...
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NEW: Renaming of German weapons.
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NEW: Tweaking of some of the pictures to bring them into line with others and a new Engineer/sturm pionier graphic.
It can be downloaded here:
Ritterkrieg Mod 3.2
Enjoy!
Troy
RE: NEW Ritterkrieg Mod ver 3.2
Posted: Fri Aug 24, 2012 10:27 pm
by Enigma6584
@BlindSniper
Sir, I love that signature pic you have about being a wargamer. Kind of hard to read the small print. Was wondering whether you had a larger, original version of that which I'd like to obtain.
RE: NEW Ritterkrieg Mod ver 3.2
Posted: Fri Aug 24, 2012 10:28 pm
by Enigma6584
Beautiful work Ritterkrieg! I have to admit, I actually like the original artwork but your stuff is looking really, really good.
RE: NEW Ritterkrieg Mod ver 3.2
Posted: Sat Aug 25, 2012 12:28 am
by Missouri_Rebel
The only thing that is keeping me from using this mod are the Soviet colors. IMO they are too near the Germans and not easily distinguishable from them at a quick glance. I do appreciate all the effort though.
mo reb