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Author Topic: Operation Avalanch: Fall of Italy mod  (Read 86097 times)
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #100 on: May 26, 2012, 01:48:53 pm »

Why do you think I added them? Im considering it as a high tier unlock for Terror. Atm I'm just planning to use it for a sentior WM officer unit as well.
\o/
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"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
TheVolskinator Offline
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Posts: 3012



« Reply #101 on: May 26, 2012, 02:51:28 pm »

No u.

-Added a 75mm Churchill cannon weapon.
-Lee-Enfield Cooldown reduced to 1.25 max/min from 2/1.8 max/min. This high cooldown was the reason for the weapon's poor performance.
-Lee-Enfield Wind Down reduced to 1.1. This is the animation for the cycling of the bolt action. The Lee-Enfield's action is renowned for it's short pull and fast action, and so the Lee-Enfield fires faster then other bolt-action rifles. This comes at the cost of the following change.
-Lee-Enfield damage reduced to 7 from 10. The British .303 round was critisized for its lack of stopping power at range.
-Anti-Material sniper (CW) cost increased to 400 from 80.
-Anti-Materiel sniper pop occupation increased to 5 from 1.
-Anti-Materiel sniper build time increased to 60 from 6.
-Anti-Materiel sniper health reduced to 30 from 80.
-Anti-Materiel sniper hardcapped at 2 maximum.
-Boys AT sniper rifle can no longer fire on the move.
-Boys AT sniper rifle max range reduced to 55 from 65. The weapon is now in-line with other 'bolt action' sniper weapons.
« Last Edit: May 26, 2012, 02:54:03 pm by TheVolskinator » Logged

Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

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nikomas Offline
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« Reply #102 on: May 26, 2012, 03:27:30 pm »

Well if you finish up the luger squad in a few hours, I can set aside some time for them  Grin
Would also be interesting to see if the ami's are less soul crushingly op now Tongue
« Last Edit: May 26, 2012, 03:44:26 pm by nikomas » Logged
TheVolskinator Offline
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« Reply #103 on: May 26, 2012, 06:33:55 pm »

Soon tm:
-All ATG prices will be lowered by 50 Manpower.
-All ATG deployment times will be lowered by 20-15 seconds (57mm, PaK respectively).
-All tanks' sight ranges will be reduced to 25 from 30. Tanks will require a spotter unit to achaive any sort of effectiveness.
-The price of AP shells for the M1 57mm ATG will be lowered to 20 Munitions from 40 Munitions.
-The penetration and damage values from PaK ambush will be increased slightly vs. Sherman armor.
-PaK weapons crewmembers will have less received accuracy and damage from tank co-axial and turret mounted MGs. This should facilitate a sort of balance where PaKs were formally shredded by .50 caliber MGs.
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TheVolskinator Offline
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Posts: 3012



« Reply #104 on: May 27, 2012, 12:44:14 am »

Now I'm naming patches 0.o

Crusaders Mod v0.03.3 March of the Britains (<only some corny theme music)
-THE BRITS ARE IN YO!
-Added a Commando Officer.
-Added a Churchill Mk VI, with a modified Cromwell 75mm.
-Added the Black Prince--a Churchill armed with a Firefly 17 lbr (need a new model for this).
-Brit squads now have veterancy.
-The Commando Rifle section now has new UI.
-The Marksman shot ability for the Commando Rifle section is now properly linked.
-The Lee-Enfield has been properly implimented and balanced.
-The 6pdr has been added to the Field Support truck.
-RCA has access to Canadian Infantry Sections.
-Infantry Section and Canadian Infantry Section costs reduced to 360 Manpower from 450 Manpower.

Non CW changes:
-Grenadier squad cost reduced (corrected; reverted) to 300 Manpower from 375 Manpower.
-Landser Grenadiers now cost 375 Manpower.
-Gerbisjaegers now properly have their modified Sprint ability.
-Gerbisjaeger squad size reduced to 4 from 5.
-Gerbisjaegers now cost 425 Manpower.
-Gerbisjaegers now have modified Fal cloak again, with 10% buffs instead of 25% buffs.
-The Leutnant Officer entity now uses the Heroic Luger weapon.
-Tank cannon damages reset to their modded values--Hicks can suck me.

SOON:
Copy pasting skins and models from EF;
The jumbo, M36 Slugger,  new Pershing, Wespe, Stummel, 50mm HT, Luftwaffe Officer, and more.

NEW PATCH IS NOT UP YET. CHECK BACK AND WHEN YOU DON'T SEE ANYTHING HERE IN YELLOW, IT'LL BE UP
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TheVolskinator Offline
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Posts: 3012



« Reply #105 on: May 27, 2012, 10:12:18 am »

More content for 0.03.3:

-Added the Comet model to the CW.
-Added the Sherman V model to the CW.
-Linked the Sherman V model to the Sherman V unit.
-Added the M10 Achilles model to the CW.
-Added the M4A3E2 Jumbo model to the US.
-Added the M4A3E8(76)WVSS model the the US.
-Added a new, more historically accurate model for the M26 Pershing to the US--this will be used for a Pershing Ace unit.
-Added the M1919A4 .30 cal LMG model to the US.
-Added the Scoped M1 Garand model (Blitzmod) to the US.
-Added a new model and skin for the Combat Team.
-Added the Nashorn model to the WM.
-Added a new model and skin for Elite Grenadiers to the WM.
-Added the MG34 GPMG LMG model to the WM.
-Added a new model and skin for the Luftwaffe Officer (EF mod; blue-uniformed Leutnant) to the WM.
-Added a new model and skin for the Falshirmjaeger Ambush Team to the PE.
-Added a new model and skin for the Falshirmjaeger Scharfschutze to the PE.
-Added a new model and skin for the Gliderborne Luftlandpionieren to the PE.
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TheVolskinator Offline
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Posts: 3012



« Reply #106 on: May 27, 2012, 04:47:19 pm »

Having an issue with the M1919 LMG. The entity that the M1919 is assigned to (the guy holding it) is holding both an LMG42 and the M1919, and the sounds effects are that of the LMG42. Ill probably end up taking the one from EIR Cry
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TheVolskinator Offline
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Posts: 3012



« Reply #107 on: May 27, 2012, 07:21:51 pm »

-M4 Sherman maximum speed increased to 5.7 from 5.2.
-M4 Sherman health reduced to 536 from 636.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #108 on: May 28, 2012, 12:48:46 am »

-Added the Comet model to the CW.





Mother of god.
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You are welcome to your opinion.

You are also welcome to be wrong.
nikomas Offline
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Posts: 4286



« Reply #109 on: May 28, 2012, 01:36:20 am »

Look Areo, that's nothing compared to how strong the sherman was a couple of paches back  Cheesy
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #110 on: May 28, 2012, 11:23:46 am »

i knoe. i used it? couple patches back was like a month ago.
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nikomas Offline
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Posts: 4286



« Reply #111 on: May 28, 2012, 11:26:48 am »

Then the comet is fiiiiine  Grin
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TheVolskinator Offline
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Posts: 3012



« Reply #112 on: May 28, 2012, 02:12:05 pm »

Standardized weapon damage based on real life ballistics (specifically the joules each round delivers on impact),

-.30-06 (Garand, BAR, .30 cals): 15.
-.50 cal: 25.
-7.92x45mm Mauser (Kar98k, G43, MG42, LMG42, LMG34): 12.5.
-7.92x33mm Intermediate (MP44): 7.25.
-.30 cal Rifle (M1 Carbine, M2 Carbine): 7.
-.303 (Lee-Enfield, Bren LMG, Vickers MMG, BESA hull MGs for simplicity's sake; the BESA was 7.92mm): 8.5.
-9mm Parabellum (Luger, MP40, MP41, Sten SMG): 5.
-.45ACP (Colt M1911 .45, Thompson, M3 Grease Gun): 7.
-7.62x54R (Some ported russian weaponry next patch): 13.75.

Keep in mind that most of the Axis weapons are far more accurate then their Allied counterparts aside from the Lee-Enfield.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #113 on: May 28, 2012, 10:32:45 pm »

i greedily await.
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TheVolskinator Offline
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Posts: 3012



« Reply #114 on: May 29, 2012, 05:51:01 pm »

-.30-06 damage reduced to 14 from 15.
-7.92x45mm Mauser damage increased to 13 from 12.5.
-7.92x33mm damage increased to 8 from 7.25.
-.303 Rimmed damage increased to 9.5 from 8.5.
-All Bolt-action rifles have a moving cooldown modifier of 2.
-Most Bolt-action rifles have a moving accuracy modifier of 0.15 except;.
-The Stormtrooper Kar98k has a moving accuracy modifier of 0.25.
-Panzer Elite rifles have no moving accuracy penalty. This fits their theme as the mobile, hyper-aggressive Axis faction.
-M3 Grease Gun Mid range accuracy reduced to .25 from .45.
-MP40 Mid Range accuracy redued to .25 from .45.
-MP44 accuracy changed to .35/.45/.85.
-Stormtrooper Kar98k cooldown reduced to 1.15 from 1.25.
-Stormtrooper Kar98k Long and Distant range accuracy increased to .585 from .485.
-Stormtrooper Kar98k Medium range accuracy increased to 0.75 from 0.65.
-Volks Kar98k Long and Distant range accuracy increased to 0.4 from 0.35.
-Volks Kar98k Medium range accuracy inreased to 0.6 from 0.55
-Volkssturm Kar98k Long and Distant range accuracy increased to 0.3 from 0.25.
-Volkssturm Kar98k Medium range accuracy increased to 0.5 from 0.35.
-Volkssturm Kar98k Short range accuracy increased to 0.7 from 0.5.
-All Bolt Action rifles reload 1s faster.
-M1 Garand Long range accuracy reduced to 0.2 from 0.25.
-M1 Garand Medium range accuracy reduced to .425 from 0.525.
-BESA MGs included in the Mauser 7.92x45mm category (damage from 9.5 to 13).
-Sherman V linked with model.
« Last Edit: May 29, 2012, 07:09:48 pm by TheVolskinator » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #115 on: May 29, 2012, 08:50:32 pm »

New screenshots of the new Combat Team skins, new Ranger Captain icons, new Airborne Officer skin, new Oberfeldwebel skin, and new Elite Grenadier skins should be up in a few (8-10) hours.

Along with the newest patch.
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Hicks58 Offline
Development
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Posts: 5343



« Reply #116 on: May 30, 2012, 04:00:35 am »

-Panzer Elite rifles have no moving accuracy penalty. This fits their theme as the mobile, hyper-aggressive Axis faction.

I can see this ending badly btw.

I'd try out something like 0.5 moving acc compared to everybody else's 0.15 first.
Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
aeroblade56 Offline
Development
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Posts: 3871



« Reply #117 on: May 30, 2012, 08:00:09 am »

give them AB armor. lets see how they like it.

Aniway i cant wait for the patch so excited
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #118 on: May 31, 2012, 06:22:08 pm »

-.50 cal damage reduced to 18 from 25. What was I smoking; 1 burst shredded 3 PE ACs in a test vs Expert AI. Lol.
-Added Assault Engineers to the Barracks (320 MP).
-Tried but failed to add an LMG team to the barracks. Bugged model, temporarily unavailable.
-M5 Stuart Rhino no longer requires Level 1 Production to be available.
-M18 Hellcat HP reduced to 300 from 400.
-75mm Panther cannon damage increased to 147.5 from 137.5.
-75mm Panther cannon penetration modifiers against Pershing Armor increased to 0.7 from 0.6.
-StuG StuK40 75mm cannon penetration modifier against Sherman Armor increased to 0.95 from 0.75.
-StuG StuK40 75mm cannon penetration modifier against Pershing Armor increased to 0.65 from 0.55.
-Hellcat 76mm cannon penetration modifier against Tiger armor reduced to 0.7 from 0.9.
-Pershing 90mm penetration modifier against Tiger armor increased to 0.7 from 0.8.
-Tiger 88mm penetration modifier against Pershing armor increased to 0.925 from 0.9.
-BAR upgrade cost (per unit) increased to 45 Munitions.
-Grenades cost at the Barracks decreased to 80 Manpower, 15 Fuel.
-Grenades build time at the Barracks increased to 55 seconds from 45 seconds.
-Sherman .50 cal cost reduced to 90 Munitions.
-Ranger Captain aura now grants the yellow aura around affected troops, rather then the British alpha star.

New version is up!
« Last Edit: May 31, 2012, 07:06:30 pm by TheVolskinator » Logged
TheVolskinator Offline
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Posts: 3012



« Reply #119 on: May 31, 2012, 07:31:09 pm »

New photos are up.
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