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russian armor

Fortress Europe

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11 Sep 2015, 04:12 AM
#141
avatar of Contrivance

Posts: 165 | Subs: 2

But wait, there's more!

Army Builder UI sneak peek

We have the Army Building working in-game, up to a point. Getting the actual platoon selections in will take more time, but at least we got everything up to the company selection phase.

11 Sep 2015, 18:02 PM
#142
avatar of J1N6666

Posts: 306

WOOOOOO!!!!!!!!!!
11 Sep 2015, 20:02 PM
#143
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

But wait, there's more!

Army Builder UI sneak peek

We have the Army Building working in-game, up to a point. Getting the actual platoon selections in will take more time, but at least we got everything up to the company selection phase.




HYPE

12 Sep 2015, 02:35 AM
#144
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

HYYYYYYPPPPPPEEEEEEEEEEEE
13 Sep 2015, 23:37 PM
#145
avatar of I<3CoH

Posts: 177

Permanently Banned
This might be an odd question but as Ive understood youre doing your ballistic scripting via SCAR, is that correct?

Some modder told me that a ballistic system like this one can never work with scar in multiplayer because players will inevitably de-sync.

Im not into modding myself so I have no idea wether that is true or not. But you are going to have multiplayer compatibility right?
13 Sep 2015, 23:53 PM
#146
avatar of Contrivance

Posts: 165 | Subs: 2

We've tested it extensively in multiplayer without any sync errors. :)
14 Sep 2015, 01:34 AM
#147
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

It depends entirely on the implementation of the system. I cannot speak for that modder, as I have no knowledge of their implementation, but it is possible with SCAR. They are always welcome to ask for advice if they are not able to determine where they are having issues.
14 Sep 2015, 13:49 PM
#148
avatar of I<3CoH

Posts: 177

Permanently Banned
Great to hear that!

I guess that modder just wasnt nearly as talented as you guys are :thumbsup:

Looking forward to more news
7 Oct 2015, 00:58 AM
#149
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

I wait in the shadows for the release.

SOON. :ph34r:
9 Oct 2015, 18:59 PM
#150
avatar of Jaedrik

Posts: 446 | Subs: 2

cannot wait

well I can but

pls do your best, team.
21 Oct 2015, 12:39 PM
#151
avatar of FichtenMoped
Editor in Chief Badge
Patrion 310

Posts: 4785 | Subs: 3

Please tell me there are any news on this one D:
22 Oct 2015, 12:43 PM
#152
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

Please tell me there are any news on this one D:


+1
22 Oct 2015, 16:08 PM
#153
avatar of Contrivance

Posts: 165 | Subs: 2

We're hard at work, but had nothing new to show that was flashy or cool.

The good news is that we're working on the last parts of the battlegroup UI and it's finally coming along now. We're getting the basic functionality in of choosing what units you want in it, and with what options.

For example, if your Soviet battlegroup is from a Mechanized Corps or Tank Corps, then the corps either had a Heavy Tank Regiment or a Heavy Self-propelled Artillery Regiment, but not both at once. So you'll have to make a choice between getting a company (up to 5) of heavy tanks or heavy assault guns as a support element. Then you'll have to choose what kind of heavy tank or assault gun you take, though right now we're obviously limited to KV-1e, IS-2, and ISU-152 for these two units (eventually KV-1s, KV-85, IS-1/IS-85, and Churchill III/IV options for the former, and SU-152 and ISU-122 for the latter, will be available if/when models arrive). Then you'll have to choose whether you want the entire company, or just one platoon of it (Cmd vehicle + 2 more), since you might not have enough points left to add it at full strength.

The whole process is a bit like RPG character creation, with trade offs for every decision you make. Do you go for a nicely balanced battlegroup that can do a bit of everything, or do you max out in fewer categories and try to be a specialist? It also makes weaker choices, like taking 45mm anti-tank guns when you could take 76mm anti-tank guns, actually worthwhile since they might be the only thing you can afford after splurging on that artillery you really wanted or the Sturmovik air support you grabbed. :)
22 Oct 2015, 16:38 PM
#154
avatar of FichtenMoped
Editor in Chief Badge
Patrion 310

Posts: 4785 | Subs: 3

This is so awesome!
23 Oct 2015, 16:39 PM
#155
avatar of J1N6666

Posts: 306

Before I get a new change of pants, I have another question.

What are the current design plans for Soviet Infantry at the moment compared to vanilla?

Most notably, conscripts and penals lol.
23 Oct 2015, 22:09 PM
#156
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

Contrivance is working on a couple of mockups to show, but I can give you a quick answer in the meantime:

We do not have Conscripts, but rather Strelki (Riflemen) and Avtomatchiki (Submachine-gunners). The former is organized as a 9-man Rifle Squad, with 1xPPSh-41, 7xVM-91/30, and 1xDP-42. The latter is organized as a 9-man Submachine-gun Squad, with 9xPPSh-41.

As for Shtrafniki (Penal Riflemen), they are basically organized in a similar manner to the Strelki and Avtomatchiki, but with different traits that set them apart.
23 Oct 2015, 22:17 PM
#157
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

What is USF looking like in this mod?

*Insert this mod is better than the actual game here*
23 Oct 2015, 22:26 PM
#158
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

We are likely going to focus on the Germans and Soviets for our first release, but we have worked on the Americans and British here and there (and have their organization mostly done on paper).

The Americans have a lot of different units, so what were you curious about?
23 Oct 2015, 22:37 PM
#159
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

jump backJump back to quoted post23 Oct 2015, 22:26 PMeliw00d
We are likely going to focus on the Germans and Soviets for our first release, but we have worked on the Americans and British here and there (and have their organization mostly done on paper).

The Americans have a lot of different units, so what were you curious about?



Riflemen squads,how many men are in them?Would there be Sergeants,Corporals,etc, is the BAR the "center" of the squad's firepower and effectiveness? How are weapon racks being impplemented?

Would a lieutenant lead the "Platoon"? or battlegroup...? and then a captain leading a group of battlegroups? Ugh just the thought of it makes me horny.


Paratrooper squads.. also,im curious about the same sort of things.


Anti tank guns,or "sections" do they have like Bazookas in the AT gun squad itself for 'self defense'?

Have you guys thought about replacing 57mm AT gun airdrop in Airborne with a pack howie airdrop?

I could literally ask questions all day about this...this looks insanely good
24 Oct 2015, 01:00 AM
#160
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

You might have the wrong idea about the mod. We don't have base buildings or weapon racks, and do not use any attributes or scripts from the base game. We are more of a total conversion.

That being said, we use actual Tables of Organization and Equipment, so an American Rifle Squad will be 11xM1 Rifle and 1xM1918A2 Automatic Rifle. Parachute Rifle Squads are similar, but with 1xM1919A6 Light Machine-gun instead. Glider Rifle Squads are identical to the standard Rifle Squad.

As for weapon teams having LMGs and Rocket Launchers, it is something we want to do, but unfortunately is very difficult to implement with slot items (the preferred method).

The M1A1 Pack Howitzer was not often used in a direct fire role using iron sights, as it did not have a gun shield, so it will be off-map fire support instead.
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