World at War Mod (WWM)
Moderator: combo
Re: World at War Mod (WWM)
Really nice pictures ... do you know the release-date of the mod?
Re: World at War Mod (WWM)
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
Re: World at War Mod (WWM)
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
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
Re: World at War Mod (WWM)
Thank you!hws85 hat geschrieben:This mod looks interesting ... I always enjoy watching new screenshots, please upload more of them


Now we have't NCO's.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.



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.



Look at these screens. In the mission I have't officers. If I got a fun from game? Of course! And how!

Fighting on the outskirts

Large-headed

Attack

Dangerous opponent

Duel

Eviction

If we will be introduce NCO's, they will certainly armed automatic weapons.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.

Thank you!hws85 hat geschrieben:Really nice pictures ... do you know the release-date of the mod?

Thanks for the suggestion.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

This is one of the features of SSRW engine.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


Re: World at War Mod (WWM)
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.
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?

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?
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.Now we have't NCO's.There are only officers. And we now also have a progressive scale.
General sees farther and wider than the major. Major farther and wider than the officer.
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.It can be fun??
Absolutely not.
Look at these screens. In the mission I have't officers. If I got a fun from game? Of course! And how!![]()
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 don't understand. They fix themselves? It's been at least 2 hours now .. the game is still running ... and the tank is still stuckThis is one of the features of SSRW engine.Unit can not be repaired - have to wait until he himself "will pull a caterpillar."

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?
Re: World at War Mod (WWM)
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.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.It can be fun??
Absolutely not.
![]()
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.
Re: World at War Mod (WWM)
"Officer" - is exactly "officer". "Sergeant" or "Feldwebel" 'will have a corresponding name in the game.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.
I have already said that there are differences in the range and breadth of review for officers different ranks.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?

Officer - not the key unit in mod. On its presence or absence did not change dramatically.



This is one of the features of SSRW engine.Unit can not be repaired - have to wait until he himself "will pull a caterpillar."
Yes, it is - it should fix itself. But sometimes there are failures in the engine - and it does not repair itself.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


Maybe you shoot at tanks with cover skirt? Maybe it affects. It is necessary to check it. Which tanks exactly?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.


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.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?

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.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.


Yes, mod such as it is - not just.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.


Re: World at War Mod (WWM)
looks fantastictom hat geschrieben:Some pics of the Kota Bahru map:

so long time i didn`t play with japanese, can`t wait to play this mission.

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.Hetzer_B hat geschrieben:My new mission for WWM. Mission Name "Desperado." Devoted to battles in July 1941.

Re: World at War Mod (WWM)
*moved to other thread*
Re: World at War Mod (WWM)
If you want to test this mission - you can find it in our site in developers section.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.

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

Re: World at War Mod (WWM)
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?
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?
- Dateianhänge
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- RE 2005.jpg (38.31 KiB) 9764 mal betrachtet
Re: World at War Mod (WWM)
The Reggiane RE-2005 is not in the Mod. Maybe because only 48 (english page) or 32 (exemplari on italian page) planes was build.AWM53 hat geschrieben:Is the Italian aircraft RE-2005 included in this mod?

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

Zuletzt geändert von AWM53 am 26.04.2014, 14:52, insgesamt 1-mal geändert.
Re: World at War Mod (WWM)
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?
What other Italian aircraft in the mod? Is the AerMacchi C.202 FOLGORE (Lightning) also in the mod?