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Thread: WW2 Modification, any intrest?

  1. #31
    Member Member Zharakov's Avatar
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    Default Re: WW2 Modification, any intrest?

    No, we could have 3 gunners on a tank. And 5 tanks in a grope.

    That equals 15 people.

    There, that works.
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  2. #32
    Probably Drunk Member Reverend Joe's Avatar
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    Default Re: WW2 Modification, any intrest?

    I'm still a little suspicious about this mod...

    Eliminating planes is gonna be tough, because they played pivotal frontline roles throughout the war, not to mention airborne troopd being eliminated. Then there's the problem of scale, since you'll never be able to use realistic numbers of troops unless the map is enormous. Also, true long-range artillery support will be unfeasible.

    Overall, this project may be achievable, but it will never get to the level you might want.

    Still, it'll be fun to pit IS-3's against Koningstiger tanks.

    Good luck.

  3. #33
    Member Member Zharakov's Avatar
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    Default Re: WW2 Modification, any intrest?

    I posted something about planes a few posts back... But I geuss everyone ignored it...


    And inaccuality, haveing RTW sized fights would be VARY realistic. All of the big fights like Stalingrad or D-Day took DAYS if not MONTHS to play out...
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  4. #34
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: WW2 Modification, any intrest?

    Exactly, each battle wouldn't be a battle in the sense of Stanlingrad. If ur using my several turns a year script, then each battle will be part of the major battle.

    Also, in terms of gameplay, I think having too many units would spoil it... I wan't to control my tanks, as units, not just send fifty of them forward..

  5. #35
    Member Member Zharakov's Avatar
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    Default Re: WW2 Modification, any intrest?

    I agree. We need to alow it to feel like long battles by haveing all the "battles" act more like skirmishes...
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  6. #36
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: WW2 Modification, any intrest?

    Any news on this mod?

  7. #37
    Probably Drunk Member Reverend Joe's Avatar
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    Default Re: WW2 Modification, any intrest?

    It's dead.

  8. #38
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: WW2 Modification, any intrest?

    How do you know, or are you just guessing?

  9. #39

    Default Re: WW2 Modification, any intrest?

    Tanks yes, trenches yes, new roads and stuff yes. Everything yes. Our WWI mod has almost done it. But the problem with WWII is planes. However a way around this would be to have them act like fleet battles, except over sea or land. what do you think? anyway the engine is capable of most of what you need for WWII. You'll need some damn good animators though. If your team is interested you could come and help us with our WWI mod at the WWI mod forums You might learn limitations of the engine, and, the complete thing would onl need a few tweeks to become a WWII mod. what do you think?

    Mainly though, everything you want to do is perfectly possible.

  10. #40
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: WW2 Modification, any intrest?

    Mainly though, everything you want to do is perfectly possible.
    Thanks for telling us

    I saw your mod. Its good. How are you doing tanks? Same way as I suggested?

    I hope this mod doesn't die. Perhaps you could work together?

  11. #41

    Default Re: WW2 Modification, any intrest?

    Possibly yes. And for tanks, we are going to use elephants as a base. Since there weren't too many tanks throughout WWI it is not such a concern of ours as it should be to you. We are using aircraft etc. as agents which will probably need to be more widely used in your mod. This is a way around a blockade. Since aircraft in WWII however were more equipped for dogfighting, like I say, fleet battles would be a perfect base for you. Possibly working together and throwing one-another finds or bases that would help the development of the other mod would get them both done quicker . Again I say, no mod is impossible if you can find the determination to stick at it.

    All I'll say is GL as this one will be FAR more complex than our mod.

  12. #42
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: WW2 Modification, any intrest?

    This mod seems like it will be very difficult to make . I wish you luck. By its very nature World War II was fought on huge expanses of land and between squads and teams rather than vast hordes - except maybe in tank battles.

    I had a thought regarding the planes: you could either have them function as fleets - which could travel over land of course - or as spies/assassins - tell them to target an army or settlement and off they go!

    Well, as I said, best of luck!

    PS. At least you've got an easier job than the WWI guys - trenches .
    Last edited by Lonely Soldier; 04-10-2005 at 07:11.
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  13. #43

    Default Re: WW2 Modification, any intrest?

    We've sussed the trenches at WWI. We are re-modelling forts. The whole point of a TW game is so that the player can fight it how he wanted. If he doesn't want trenches from the alps to the northsea, or if he decides the eastern front lacked trenches, it's his/her choice. We have sussed a lot of it whilst preserving gameplay

    I say again however, you need to WANT this to work and you need to be willing to try as hard as you can to keep it alive. If it's already dead, oh well, but my advice is to be heeded, be it now or in the future.

    I also had another idea. If you were to join up with us, we could make the two mods together and release them as a "world at war" mod. Two campaigns, two periods for custom battle. It'd also get em both done a HELL of a lot quicker. Drop by if you feel like it.

  14. #44

    Default Re: WW2 Modification, any intrest?

    It's not a question of 'wanting it to work' really...it has to ACTUALLY work. If you end up with so many compromises, workarounds, and 'what if's ' just to hammer the concept into something the game engine can handle it ceases to be a World War 1 mod.

    You have to take the ESSENCE of WW1 and turn it into a playable game.

    What were the 'Essential' features ?

    Simple.

    1) Tactics. The war began with the old fashioned idea that men could force a breakthrough in the enemy lines, which cavalry would then exploit to disorganise supply and reinforcement lines to allow the troops to consolidate. The process would then repeat. All armies maintained cavalry units well beyond the point that it became clear they would never be useful

    2) Weapons. Machine guns and heavy artillery. These were the key defensive and offensive weapons of the war. Bigger guns than ever before proliferated. Artillery duels were commonplace, and the usual prelude to any attack.

    The way trench warfare happened was a natural case of superior defensive weapons facing outmoded attack strategies. Haig continued to believe that sufficient troops with enough 'courage' could overwhelm any obstacle.

    If you want to make your WW1 mod work, you have to have the same sort of tactical and strategic choices that governed the way WW1 evolved. Weak ground attacks, facing strong defensive weaponry. The Germans continually tried to outflank the British and Belgian forces until they reached the sea.

    This got me wondering why WW1 was such a rarely chosen period for wargames at squad level. Another easy one. It's actually VERY DULL INDEED. Months of sitting in reserve or in front line rotations. Sniping, shelling, disease. Then maybe an attack in which 90% of your men get cut down in no-mans land. It would work OK on the strategy map level, but it just doesn't give you the right options once you hit the battle map.

    I will be impressed indeed if you capture the 'Feel' of WW1 and don't just end up with a load of WW1 models marching around in unrealistic 'line' formations fighting souped up archery battles. I can see you have the enthusiasm... but you just don't have the right game engine to start with.

    AW crap! Meant to post this in the WW1 thread ( just got off a plane after a 10 hour flight...so slightly jet lagged! ) Still...I think a workable WW2 mod with this engine is even LESS likely to work well. Just the wrong sort of war. It's not a question of 'nay-saying' ... it's just a question of being realistic.
    Last edited by Bwian; 04-12-2005 at 13:10.
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  15. #45

    Default Re: WW2 Modification, any intrest?

    I meant most of the above. I mean, you need to have faith that your ideas can work and only choose the 'way around' option if you find yourself hurtling head on into a brick wall at a considerable speed.

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