World at War Mod (WWM)

SS RW Standalone Mod.

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hws85
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Re: World at War Mod (WWM)

Beitrag von hws85 »

Really nice pictures ... do you know the release-date of the mod?
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Ironman
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Re: World at War Mod (WWM)

Beitrag von Ironman »

Would have liked to help in creating missions for this mod, the reasons I have not is down to time and not knowing how to script, shame really only thing to offer is a map witb no mission I made for rwm 8 but I dont know if would be compatible with your mod
nevux
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Re: World at War Mod (WWM)

Beitrag von nevux »

hi,

I just noticed that sometimes when vehicles are hit they become immobile even when no HP are lost. Is this done on purpose to simulate tracks being shot off? Vehicles damaged this way cannot be mobilized through supply/repair truck service. it seems they remain eternally immobile
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Fahnenjunker
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Re: World at War Mod (WWM)

Beitrag von combo »

hws85 hat geschrieben:This mod looks interesting ... I always enjoy watching new screenshots, please upload more of them :wink:
Thank you! military18 We try to upload new screenshots when there's something interesting to show. :aaa2
nevux hat geschrieben:Could you please increase the field of view of officers when binoculars are used? At present, the field of view of NCO's (e.g 'german officer with 9mm walter) is not increased with binoculars. For higher ranking officers the use of binoculars does extend the field of view but only slightly so. Personally I would prefer a progressive model like that in RWM where the degree of extension is proportional to the rank of the officer. Generals see furthest, then majors, then NCO's.
Now we have't NCO's. :roll: There are only officers. And we now also have a progressive scale. military7 General sees farther and wider than the major. Major farther and wider than the officer. 8)
In our mod long ago abandoned constant watching with binoculars. Because it causes to primitive tactics: look through binoculars and killing enemies by sniper or howitzer. :shock: It can be fun?? :roll: Absolutely not. :aaa2
Look at these screens. In the mission I have't officers. If I got a fun from game? Of course! And how! :aaa2

Fighting on the outskirts
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Large-headed
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Attack
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Dangerous opponent
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Duel
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Eviction
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hws85 hat geschrieben:Also I would like to suggest changing the gear of NCO's, equipping them with a SMG in stead of a pistol. If I'm correct, all officers are armed with sidearms only, which renders them useless in combat.
If we will be introduce NCO's, they will certainly armed automatic weapons. :)
hws85 hat geschrieben:Really nice pictures ... do you know the release-date of the mod?
Thank you! military18 I hope this summer we will releas first public version of WWM.
Ironman hat geschrieben:Would have liked to help in creating missions for this mod, the reasons I have not is down to time and not knowing how to script, shame really only thing to offer is a map witb no mission I made for rwm 8 but I dont know if would be compatible with your mod
Thanks for the suggestion. military7 Let's discuss this in PM.
nevux hat geschrieben:I just noticed that sometimes when vehicles are hit they become immobile even when no HP are lost. Is this done on purpose to simulate tracks being shot off? Vehicles damaged this way cannot be mobilized through supply/repair truck service. it seems they remain eternally immobile
This is one of the features of SSRW engine. military9 Unit can not be repaired - have to wait until he himself "will pull a caterpillar." :D
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nevux
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Re: World at War Mod (WWM)

Beitrag von nevux »

Ok, I thought the unit generically designated as 'officer', rather then 'major' or 'general' represented something like a sergeant or 'Feldwebel', which would render it an NCO, for which an SMG would be the appropriate gear.
Now we have't NCO's. :roll: There are only officers. And we now also have a progressive scale. military7 General sees farther and wider than the major. Major farther and wider than the officer. 8)
In our mod long ago abandoned constant watching with binoculars. Because it causes to primitive tactics: look through binoculars and killing enemies by sniper or howitzer. :shock: It can be fun?? :roll: Absolutely not. :aaa2
Look at these screens. In the mission I have't officers. If I got a fun from game? Of course! And how! :aaa2
I did of course notice that 'blinking' of the binoculars. I get the rationale of the concept, although I will never unstand why people would play the game (even singleplayer) like that.
It's an interesting approach although it may not be optimal in it's present form..? How about alternating between different modes, rather then 'switching' binoculars on and off? Could you have the field of view of -for instance- the general alternate between 'general' (maximum) and 'officer' (50% of 'general'), or maybe even a smaller percentage?
This is one of the features of SSRW engine. military9 Unit can not be repaired - have to wait until he himself "will pull a caterpillar." :D
I don't understand. They fix themselves? It's been at least 2 hours now .. the game is still running ... and the tank is still stuck :P


Another thing:
Infantry AT stuff like the Panzerfaust/Panzerschreck seem to have hardly any effect on tanks, even the lighter models like the pz4 are immune to both. Pupppchen idem. The only effect I've seen so far is that sometimes the hit kills all of the crew -again- without scratching the tank. Is this normal?
nevux
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Re: World at War Mod (WWM)

Beitrag von nevux »

In our mod long ago abandoned constant watching with binoculars. Because it causes to primitive tactics: look through binoculars and killing enemies by sniper or howitzer. :shock: It can be fun?? :roll: Absolutely not. :aaa2
A major flaw of WWM's implementation of binoculars is that it strongly favors offense over defense. In a defensive situation the lack of binoculars puts the player in a hugely disadvantageous situation because enemy tanks attacking from a great distance -aided by the view of the advancing infantry- cannot be engaged by defensive gun emplacements and tanks as they are beyond the viewing range of your own troops.

I created a small defensive position with a Flak36, a stug and some infantry. In this scene, the enemy attacks with infantry and a number of tanks. As soon as the infantry has advanced onto my defensive position, the tanks behind open fire on my troops, including the Flak. The Flak cannot return fire because the tanks are out in the fog of war. Kind of annoying as I'm basically fucked unless I abandon my defensive position and send my troops forward in a senseless counterattack, just to be able to see enemy tanks.
Tanks overwhelming a defensive position without binoculars sounds like an immersive experience, as it places great emphasis on the officer in maintaining the AT-capability of your position. The current gameplay with long ranges, combined with a restoration of the original functionality of the officer would make it perfect.

I feel its not really 'just' to nerf the good old officer because some people like to play rambo with a sniper.
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Fahnenjunker
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Re: World at War Mod (WWM)

Beitrag von combo »

nevux hat geschrieben:Ok, I thought the unit generically designated as 'officer', rather then 'major' or 'general' represented something like a sergeant or 'Feldwebel', which would render it an NCO, for which an SMG would be the appropriate gear.
"Officer" - is exactly "officer". "Sergeant" or "Feldwebel" 'will have a corresponding name in the game.
nevux hat geschrieben:I did of course notice that 'blinking' of the binoculars. I get the rationale of the concept, although I will never unstand why people would play the game (even singleplayer) like that.
It's an interesting approach although it may not be optimal in it's present form..? How about alternating between different modes, rather then 'switching' binoculars on and off? Could you have the field of view of -for instance- the general alternate between 'general' (maximum) and 'officer' (50% of 'general'), or maybe even a smaller percentage?
I have already said that there are differences in the range and breadth of review for officers different ranks. :wink:
Officer - not the key unit in mod. On its presence or absence did not change dramatically. :!: It has been tested and validated by many years of playing in our mod. And to change anything in this direction - there is no vital necessity. :wink: Therefore, you only need to get used to the new role of the officer and get fun. :aaa2
This is one of the features of SSRW engine. military9 Unit can not be repaired - have to wait until he himself "will pull a caterpillar." :D
nevux hat geschrieben:I don't understand. They fix themselves? It's been at least 2 hours now .. the game is still running ... and the tank is still stuck :P
Yes, it is - it should fix itself. But sometimes there are failures in the engine - and it does not repair itself. :D Try to shoot at such unit by small-caliber gun; or try to land a crew of such units. Some of it usually helps. :wink:
nevux hat geschrieben:Another thing:
Infantry AT stuff like the Panzerfaust/Panzerschreck seem to have hardly any effect on tanks, even the lighter models like the pz4 are immune to both. Pupppchen idem.
Maybe you shoot at tanks with cover skirt? Maybe it affects. It is necessary to check it. Which tanks exactly? :roll: military4
nevux hat geschrieben:The only effect I've seen so far is that sometimes the hit kills all of the crew -again- without scratching the tank. Is this normal?
No, it's not normal. It is the old incorrect implementation of the cumulative effect, based on the wrong historical data. I will correct it. :wink:
nevux hat geschrieben:A major flaw of WWM's implementation of binoculars is that it strongly favors offense over defense. In a defensive situation the lack of binoculars puts the player in a hugely disadvantageous situation because enemy tanks attacking from a great distance -aided by the view of the advancing infantry- cannot be engaged by defensive gun emplacements and tanks as they are beyond the viewing range of your own troops.
I created a small defensive position with a Flak36, a stug and some infantry. In this scene, the enemy attacks with infantry and a number of tanks. As soon as the infantry has advanced onto my defensive position, the tanks behind open fire on my troops, including the Flak. The Flak cannot return fire because the tanks are out in the fog of war. Kind of annoying as I'm basically fucked unless I abandon my defensive position and send my troops forward in a senseless counterattack, just to be able to see enemy tanks.
Tanks overwhelming a defensive position without binoculars sounds like an immersive experience, as it places great emphasis on the officer in maintaining the AT-capability of your position. The current gameplay with long ranges, combined with a restoration of the original functionality of the officer would make it perfect.
Defense in our mod based on a combination of strong points. Primarily their base - buildings, trenches and height. Admit it, you can also safely shoot the attacking enemy when he fights with your infantry in houses and trenches. military4 Defense in the open field - doomed to defeat. :idea:
nevux hat geschrieben:I feel its not really 'just' to nerf the good old officer because some people like to play rambo with a sniper.
Yes, mod such as it is - not just. :wink: :aaa2
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Fäby
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Re: World at War Mod (WWM)

Beitrag von Fäby »

tom hat geschrieben:Some pics of the Kota Bahru map:
looks fantastic military9
so long time i didn`t play with japanese, can`t wait to play this mission. military4
Hetzer_B hat geschrieben:My new mission for WWM. Mission Name "Desperado." Devoted to battles in July 1941.
looks fantastic, too. Really great pics, the russian landscape & village looks perfekt! I play every nation and period of the WW2 but the early years are my favorites. :mrgreen:
nevux
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Re: World at War Mod (WWM)

Beitrag von nevux »

*moved to other thread*
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Fahnenjunker
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Re: World at War Mod (WWM)

Beitrag von combo »

Fäby hat geschrieben:looks fantastic, too. Really great pics, the russian landscape & village looks perfekt! I play every nation and period of the WW2 but the early years are my favorites. :mrgreen:
If you want to test this mission - you can find it in our site in developers section. :wink:
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Re: World at War Mod (WWM)

Beitrag von Fäby »

combo hat geschrieben: If you want to test this mission - you can find it in our site in developers section. :wink:
Oh yes of course military18
AWM53
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Re: World at War Mod (WWM)

Beitrag von AWM53 »

Very nice mod. Congratulations to all involved.
Where can I see the list of all units of each Nation of this mod?
Is the Italian aircraft RE-2005 included in this mod?
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RE 2005.jpg
RE 2005.jpg (38.31 KiB) 9766 mal betrachtet
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Fäby
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Re: World at War Mod (WWM)

Beitrag von Fäby »

AWM53 hat geschrieben:Is the Italian aircraft RE-2005 included in this mod?
The Reggiane RE-2005 is not in the Mod. Maybe because only 48 (english page) or 32 (exemplari on italian page) planes was build.

military18
AWM53
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Re: World at War Mod (WWM)

Beitrag von AWM53 »

Fäby hat geschrieben:
AWM53 hat geschrieben:Is the Italian aircraft RE-2005 included in this mod?
The Reggiane RE-2005 is not in the Mod. Maybe because only 48 (english page) or 32 (exemplari on italian page) planes was build.

military18
According to my Italian Air Force connections only 38 were built. This should be reason enough to have this aircraft in the mod. Not a single unit exists today 8)
Zuletzt geändert von AWM53 am 26.04.2014, 14:52, insgesamt 1-mal geändert.
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Re: World at War Mod (WWM)

Beitrag von AWM53 »

Where can I see a list of the mod units?

What other Italian aircraft in the mod? Is the AerMacchi C.202 FOLGORE (Lightning) also in the mod?
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