Fortress Europe
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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.
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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
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Posts: 177
Permanently BannedSome 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?
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Posts: 756 | Subs: 8
Posts: 177
Permanently BannedI guess that modder just wasnt nearly as talented as you guys are
Looking forward to more news
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SOON.
Posts: 446 | Subs: 2
well I can but
pls do your best, team.
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Please tell me there are any news on this one D:
+1
Posts: 165 | Subs: 2
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.
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Posts: 306
What are the current design plans for Soviet Infantry at the moment compared to vanilla?
Most notably, conscripts and penals lol.
Posts: 756 | Subs: 8
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.
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*Insert this mod is better than the actual game here*
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The Americans have a lot of different units, so what were you curious about?
Posts: 3052 | Subs: 15
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
Posts: 756 | Subs: 8
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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