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Rise of Nations Heaven » Forums » Game Modifications » new World War II mod
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Topic Subject:new World War II mod
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Nikox
Member
posted 04-14-10 04:46 PM EDT (US)         
Ok folks, ready to start a new mod.

host image
The name is "1939-1945 Second Great War" and of course it's focused on World War 2.

It will be playable as normal mod and in the CTW version.

The CTW version will be installed overwriting RON core files this to can play of Army of One's (Legend017) WW II CTW campaign mod and use of the editor to create scenarios for the mod.

Wadis10, Scorch6294, Army_of_One, Coldwar Warrior,the Great Valdemar, Edilberto, MrYaR and Smarty (Martin R.) are already part of the team.
Anybody wanna join the project is wellcome.

The idea is to use years instead of ages:
- 1939 (ancient age)
- 1940 (classical age)
- 1941 (Medieval Age)
- 1942 (Gunpowder Age)
- 1943 (Enlightenment Age)
- 1944 (Industrial Age)
- 1945 (Modern Age)
- 194? (Informatio Age - an ipotetical year with the developement of secret weapons and units what have never seen combat times as war ended earlier)

(Edited) Nations involved are:
- 1.Finland - (replacing Persians)
- 2.Netherlands & Dutch East Indies - (dutch)
- 3.India - (indians)
- 4.United States of America - (americans)
- 5.Bulgaria - (replacing Lakota)
- 6.Canada - (replacing Iroquois)
- 7.Poland - (replacing Mongols)
- 8.New Zealand - (replacing Koreans)
- 9.Imperial Japan - (japanese)
- 10.Republic of China - (chinese)
- 11.Soviet Union - (russians)
- 12.Nationalist Germany - (germans)
- 13.United Kingdom of Great Britain - (british)
- 14.France - (french)
- 15.Kingdom of Yugoslavia - (replacing Spanish)
- 16.Neutral Nations - (replacing Turks)
- 17.Egypt - (egyptians)
- 18.Regno d'Italia (tr: Kingdom of Italy) - (romans)
- 19.Norway or Scandinavia - (replacing Greece)
- 20.Hungary - (replacing Nubians)
- 21.South Africa - (replacing Bantu)
- 22.Romania - (replacing Inca)
- 23.Australia - (replacing Maya)
- 24.Brazil - (replacing Aztecs)

More edited:
- New Governments:

- 1.Finland - Despotism; Democracy;
- 2.Netherlands & Dutch East Indies - Republic; Monarchy;
- 3.India - Republic; Monarchy;
- 4.United States of America - Republic; Democracy; Capitalism.
- 5.Bulgaria - Despotism; Monarchy;
- 6.Canada - Republic; Democracy;
- 7.Poland - Republic; Democracy;
- 8.New Zealand - Republic; Democracy;
- 9.Imperial Japan - Despotism; Monarchy; Militarism.
- 10.Republic of China - Despotism; Democracy;
- 11.Soviet Union - Despotism; Monarchy; Militarism.
- 12.Nationalist Germany - Despotism; Monarchy; Militarism.
- 13.United Kingdom of Great Britain - Republic; Monarchy; Capitalism.
- 14.France - Republic; Democracy;
- 15.Kingdom of Yugoslavia - Republic; Monarchy;
- 16.Neutral Nations - Republic; Monarchy;
- 17.Egypt - Republic; Monarchy;
- 18.Regno d'Italia - Despotism; Monarchy; Militarism.
- 19.Scandinavia - Republic; Monarchy;
- 20.Hungary - Despotism; Monarchy;
- 21.South Africa - Republic; Monarchy;
- 22.Romania - Despotism; Monarchy;
- 23.Australia - Republic; Democracy;
- 24.Brazil - Republic; Democracy;


Research rules at the Library:
- except done for civic all other level research are limited by the age reached.
For example: you cannot research the military level "Nations-in-arms" before you reached the 1945 year.


More arguments to talk about:
- Buildings.
- Units involved.
- Researches names.
- Resources available.

You can download the last version of the mod at MODDB:





Waiting for your effort,
Nicola a.k.a Nikox

[This message has been edited by Nikox (edited 10-19-2016 @ 10:57 AM).]

AuthorReplies:
Super7700
Member
posted 06-06-12 05:17 AM EDT (US)     401 / 472       
Wadis, if you, for example, make the Crusader III "upgrade" to the Challenger by using the same entry but modifying stats in the script and the graphics in unitgraphics.xml, wouldn't the appearance of existing Crusader IIIs automatically change to that of the Challenger as soon as you get to 1945? This would mean that you'd have to use automatic upgrading and you couldn't have it unresearched and researched again or anything like that. Anyway, unresearching it would prevent the player from creating any more of that unit type until the upgrade is researched. It's a great idea, and it can save many unit slots, but it will need a lot of refining for it to function as if you just used multiple slots.

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~
Wadis10
Member
posted 06-08-12 02:23 AM EDT (US)     402 / 472       
Ok I put the script on the RON script editor and I fixed up a few things. It turned out that you can't use numbers for trigger names, there was an extra '}' after the runonce section, and one of the years was missing a closing bracket.

Here is the sucessfully compiled script, however I haven't yet tested it in game.

Ok I put the script on the RON script editor and I fixed up a few things. It turned out that you can't use numbers for trigger names, there was an extra '}' after the runonce section, and one of the years was missing a closing bracket.

Here is the sucessfully compiled script, however I haven't yet tested it in game.

scenario Years_advance
{
labels
{
}
run_once
{
for (n = 1; n <= 8; n++) //nations check
{
disable_tech(n, "Classical Age");
disable_tech(n, "Medieval Age");
disable_tech(n, "Gunpowder Age");
disable_tech(n, "Enlightenment Age");
disable_tech(n, "Industrial Age");
disable_tech(n, "Modern Age");
disable_tech(n, "Information Age");
}

set_timer("Classical", 300);
enable_trigger("nineteenforty");

set_timer("Medieval", 600);
enable_trigger("nineteenfortyone");

set_timer("Gunpowder", 900);
enable_trigger("nineteenfortytwo");

set_timer("Enlightenment", 1200);
enable_trigger("nineteenfortythree");

set_timer("Industrial", 1500);
enable_trigger("nineteenfortyfour");

set_timer("Modern", 1800);
enable_trigger("nineteenfortyfive");

set_timer("Information", 2100);
enable_trigger("nineteenfortysix");

}

//main game loop

trigger nineteenforty(timer_expired("Classical")){
for (n = 1; n <= 8; n++){
gain_tech(n, "Classical Age");
}
}
trigger nineteenfortyone(timer_expired("Medieval"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Medieval Age");
}
}
trigger nineteenfortytwo(timer_expired("Gunpowder"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Gunpowder Age");
}
}
trigger nineteenfortythree(timer_expired("Enlightenment"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Enlightenment Age");
}
}
trigger nineteenfortyfour(timer_expired("Industrial"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Industrial Age");
}
}
trigger nineteenfortyfive(timer_expired("Modern"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Modern Age");
}
}
trigger nineteenfortysix(timer_expired("Information"))
{
for (n = 1; n <= 8; n++)
{
gain_tech(n, "Information Age");
}
}
}

Super that is a good point, it would probably be better for more gradual upgrades such as the various versions of the Panzer IV. That way having automatic upgrades wouldn't be an issue, except for the cost. I think we will just have to see what works and what doesn't, however I don't think it is realistically possible for it to work exactly as if you just used multiple slots.

Super that is a good point, it would probably be better for more gradual upgrades such as the various versions of the Panzer IV. That way having automatic upgrades wouldn't be an issue, except for the cost. I think we will just have to see what works and what doesn't, however I don't think it is realistically possible for it to work exactly as if you just used multiple slots.

[This message has been edited by Wadis10 (edited 06-08-2012 @ 02:25 AM).]

Nikox
Member
posted 06-08-12 10:21 AM EDT (US)     403 / 472       
Ok, I've got the script working!
If someone would love to download it can do it here:
http://www.4shared.com/zip/CiliPtwK/Years_advance.html

Edited:
Nevermind about the time settings, it was my fault to save them in a new file without updating the name in the script :P

[This message has been edited by Nikox (edited 06-08-2012 @ 11:41 AM).]

Baxxter89700
Member
posted 06-08-12 01:11 PM EDT (US)     404 / 472       
It's possible to create transports troop? Like the Halftrack for the infantry or Paratrooper, glider. Maybe heavy transports like the Me 323 for german?

I have many suggestion for you i hope that can help you:

-Air base concealed for German
-The AA(ANTI-AIRCRAFT DEFENSE) of 88 could fire at tanks
-Possible to add song of reality?
-Enlarge size of fighters and Bomber
-In building, be able to create location of concealed 88 and Mg42
-Tortoise Heavy Tank has to retake
-For the German helicopter put the Fa 223 Drache
-Increase the reach(impact) of shooting(firing) of tanks and infantry for more realism
-For Marder 3 make update over the years:Panzerjäger I (1940), Marder 1 ( 1942 ), Marder 2 ( 1943 ), Marder 3 ( 1944 )
-Replace Bf 109 Emil by Focke-Wulf Fw 190 because for the attack on the ground there is a Stuka
-The upgrade of the Panzer 3 with skin of Panzer 4. I not the upgrade not to lose its appearance.
-The skin of Nebelwerfer 42 has to retake
-Reduce the size of the Panzer 3 (he(it) is also big as the Tiger)
-Bravo for the Skin of Tigre 2 who is magnificent
-The skin of Panther has to retake
-Enlarge the size of tanks or reduce that of the infantry for more realism
-For the cannon of artillery, replace Sdkfz 251 by the SdKfz 7
-The icone of Marder 3 is the image of Jagdpanzer Elefant
-The size of Hetzer is too big
-The skin of the Panzer 4 Ausf H is not very beautiful
-For the cannon of 88 it is possible to have the version with the shield?
-Replace Sdkfz 251 Hanomag by Sdkfz 251/22
The Nashorn is an antitank and not an artillery

Finish. Sorry if it is not correct beacause i'm french and i use a translator

[This message has been edited by Baxxter89700 (edited 06-09-2012 @ 03:33 PM).]

Nikox
Member
posted 06-09-12 10:10 PM EDT (US)     405 / 472       
Hi Baxxter89700,
I try to answer to some of your issues:
- what I know is not possible to create transports troop.
- Air base concealed for German?? I'm not sure about what you mean, but if it's an invisible building no, it's not possible.
- The AA of 88 could not fire at tanks. I tryed it, but if it's shooting at tanks it's not firing to aircrafts.
- It's possible to add sounds of reality, but I'm keeping this feature for later version of the mod as you'll need to replace original data files for it.
- About size, most models need to be resized. I collected the datas about the lenght or span in meters about units in reality, but now I need to apply them to the mod and it's not easy.
- To increase the reach(impact) of shooting(firing) of tanks and infantry for more realism I need to find a formula to translate the Kinetic Energy of one shot to game attributes. I'm open to suggestions.
- For new models I hope to have Scorch6294 help still.
- About skins, right now Valdemar is busy with Uthum's mod. I hope to have his help soon.
- For Marder 3 and other units I hope Wadis10 can write a script to make updates over the years.
- The Bf 109 Emil should be a multi-role fighter able to air and ground attack. The Focke-Wulf Fw 190 is a fighter. Settings about aircrafts to have fighters, multi-role and dive-bombers need better values anyway.
- I'll give the right icone to Marder 3.
- Replace Sdkfz 251 Hanomag by Sdkfz 251/22, if you talk about names I tryed to don't have "/" or other strange characters in it.
- I know that the Nashorn is an antitank and not an artillery, but I thought to give it the time to be deployed as an artillery.

Finish?!
scorch6294
Member
posted 06-11-12 10:18 AM EDT (US)     406 / 472       
Hello Nikox. I gave for texturing the turret of coastal defense. and yet I have a few tanks are not textured. vk4502 a, vk4502 b
Baxxter89700
Member
posted 06-11-12 01:06 PM EDT (US)     407 / 472       
For the german airbase not invisible but i see the US airbase is concealed on the skin but with the West front it's the german have to Which had has to hide them from the allies fighter and bomber.
For the Sdkfz 251 "Hanomag" He(It) looks like has nothing known.
And for The Focke-Wulf Fw 190, it's the first real Fighter/Bomber in the Luftwaffe. He replace Stuka towards the end of the war. The Bf 109 is a real Fighter but the Fw 190 is the real multi-role fighter, Good vs Fighters and good vs unit ground.
I hope that can be a game enter Company Of Heroes (the best realistic game but of too small scale, and R.U.S.E big but not really Realist. Gameplay the closest to the possible reality but in big battle

I hope that can help you.
Nikox
Member
posted 06-11-12 01:45 PM EDT (US)     408 / 472       
To Scorch6294,
I'm happy to have you here still!!

To Baxxter89700,
so we need a new skin for german airbase concealed as US one and a new model for the Focke-Wulf Fw 190.
For the Sdkfz 251 "Hanomag" I've no idea on what I can do.
fong2670
Member
posted 06-15-12 00:54 AM EDT (US)     409 / 472       
in world war 2 does that anti tank weapons shoot that far can you make them squad of three again and the purpose of submachine gunner in ur game they are just so weak
Nikox
Member
posted 06-15-12 09:21 AM EDT (US)     410 / 472       
fong2670,
the effective range of most anti-tank weapons are around 100 meters and the Infantry batallion formations were of one anti-tank weapon for each rifle company. Now I've got some problem to transfer these values to the game keeping the Gameplay the closest possible to the reality.
Make the squad of three again can be a solution, another one can be raising the unit HP, but I'm open to any other suggestion.
Same trouble for the submachine gunner, I don't know how to set range attribute basing it on Technical Data, for example:
- most tanks have a range of 2.000 meters.
- most rifles have an effective range of 500 meters.
- the range for a unit armed with the M1A1 (Thompson) is 50 meters.

So if we give a range attribute of "20" to tanks what shouls be the range for rifles, anti-tank weapons and submachine guns??

[This message has been edited by Nikox (edited 06-15-2012 @ 09:30 AM).]

fong2670
Member
posted 06-15-12 11:35 PM EDT (US)     411 / 472       
the anti tank gun in the game is too strong normally it take two shot to take out a tank that really strong
increase the per shot time for a rifle and increase the armor and health of submachine gunner so they can get close to a rifle man
and in close combat they lose as well and the price is roughly the same as rifle man
valdemar
Member
posted 06-16-12 08:02 AM EDT (US)     412 / 472       
Hi Nik..Its coastal battery, Alex did a model, i'm did a.. try to guess what))
Baxxter89700
Member
posted 06-16-12 03:12 PM EDT (US)     413 / 472       
Waouw they are just amazing! I hope it can hopen fire vs Cruiser
Nikox
Member
posted 06-17-12 08:51 AM EDT (US)     414 / 472       
Great job!! It looks like a real one
This German WWII coastal battery at Austrått fort, Norway, was armed with 3 28CM guns and it could fire at a range of 40 km.
More pics and informations on it here:
http://www.militaryphotos.net/forums/showthread.php?87940-German-WWII-coastal-battery-Austrått-fort-Norway

We can have just one building with attack animations replacing one AA battery (I thought to take off the Wasserfall Flakrakete), as I was not able to add new ones.

[This message has been edited by Nikox (edited 06-17-2012 @ 08:54 AM).]

Nikox
Member
posted 06-19-12 08:59 AM EDT (US)     415 / 472       
I found a FW 190 model (blend), maybe someone can export it:
http://www.4shared.com/zip/vRTz5JXN/fw190blend.html
scorch6294
Member
posted 06-21-12 06:23 PM EDT (US)     416 / 472       
I can export the format of the blend. but I can not download the file. upload it to another file sharing

[This message has been edited by scorch6294 (edited 06-22-2012 @ 05:16 AM).]

Nikox
Member
posted 06-21-12 09:24 PM EDT (US)     417 / 472       
I sent it by email.
Thanks!!
scorch6294
Member
posted 06-23-12 04:33 AM EDT (US)     418 / 472       
Baxxter89700
Member
posted 06-23-12 04:44 AM EDT (US)     419 / 472       
The E-Series ??
Wadis10
Member
posted 06-23-12 05:27 AM EDT (US)     420 / 472       
Do you still have the jadgtiger, etc?
scorch6294
Member
posted 06-23-12 06:17 AM EDT (US)     421 / 472       
vk4502a vk4502b,I did not understand a question about jagdtiger
Wadis10
Member
posted 06-26-12 07:38 AM EDT (US)     422 / 472       
I remember before Nikox stopped working on the mod before you had pictures of various models you had made. I was wondering if you still had these so we could export them for RoN.

Also Nikox is it possible for you to email me the data you have collected for vehicles,etc?
Nikox
Member
posted 06-26-12 08:48 AM EDT (US)     423 / 472       
to scorch6294,
really nice models, good work!!

to Wadis10,
ok, I sent it. Check your e-mail.
derdy
Member
posted 06-27-12 03:00 PM EDT (US)     424 / 472       
hi nikox
is possible to create the model of the italian M13/40 medium tank?
our convert it from civilization<'?
http://forums.civfanatics.com/showthread.php?t=434881
thanks
Nikox
Member
posted 06-27-12 05:27 PM EDT (US)     425 / 472       
Hi Derdy
right now I can count on one model creator (Scorch6294) and on one who export the models to RON (Wadis10).
So your request is submitted to them.
Personally I'll be glad to have more models, if someone would love to join the team and help us in it he's wellcome!!
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