Page 12 of 31 FirstFirst ... 2345678910111213141516171819202122 ... LastLast
Results 221 to 240 of 619

Thread: WIP: The WW1 mappack ( New map video GALICIA p 27 ,new map Easternfront p29, fort de Vaux p31)

  1. #221
    General Brewster's Avatar The Flying Dutchman
    Join Date
    Jul 2011
    Location
    Kingdom of The Netherlands
    Posts
    13,996
    Blog Entries
    10

    Default Re: WIP: The WW1 mappack (new map:YSER, updated 19 july, p10)

    I would have sworn I posted "nice" earlier this day

    Awesome work

  2. #222

    Default Re: WIP: The WW1 mappack (new map:YSER, updated 19 july, p10)

    I need a little help: could you find me more pics about the landing boats at Gallipoli (dardanelles), I would like to add some models of landing boats to my map

  3. #223
    PunitorMaximus's Avatar TWTEAW Mod Leader
    Join Date
    Dec 2010
    Location
    Austria (that one in europe)
    Posts
    2,881

    Default Re: WIP: The WW1 mappack (new map:YSER, updated 19 july, p10)

    here you can see many steam ships with sails too
    http://www.youtube.com/watch?v=B3E_O...yer_detailpage
    some pretty pictures
    Spoiler Alert, click show to read: 













    enjoy

  4. #224
    Litany of fury's Avatar Libertus
    Join Date
    Feb 2011
    Location
    London, England
    Posts
    86

    Default Re: WIP: The WW1 mappack (new models ingame)

    This is certainly working up to be a simply spectacular mod!

  5. #225

    Default Re: WIP: The WW1 mappack (new models ingame)

    Thanks Punitor Maximus


    an other research: I am looking for pics about the battle of Tannenberg in 1914. I found very few pics, always the same. They don't allow me to imagine how was exactly the battlefield. I need also some pics in good quality to make a loading screen for the map, especially pictures of defeat.
    +rep for help

  6. #226
    PunitorMaximus's Avatar TWTEAW Mod Leader
    Join Date
    Dec 2010
    Location
    Austria (that one in europe)
    Posts
    2,881

    Default Re: WIP: The WW1 mappack (new models ingame p 11)

    thats an easy one (considering research)
    this will tell you everything about the battle itself


    the battle of tannenberg is extremely difficult to depict in NTW, cuz it took place in a huge area.
    Spoiler Alert, click show to read: 



    and here are some good pictures for loading scrrens:
    Spoiler Alert, click show to read: 

    russians

    germans

    russian prisoners


    nice colour pic of russian advance (im sure they´re don cossacks, cuz of the trousers)

    Last edited by PunitorMaximus; September 03, 2012 at 04:37 PM.

  7. #227

    Default Re: WIP: The WW1 mappack (new models ingame p 11)

    Quote Originally Posted by PunitorMaximus View Post
    thats an easy one
    this will tell you everything about the battle itself


    the first pic gives you great info about the landscape and the vegetation.
    Spoiler Alert, click show to read: 

    thanks, but I knew that video, if you find others things, I take

  8. #228
    PunitorMaximus's Avatar TWTEAW Mod Leader
    Join Date
    Dec 2010
    Location
    Austria (that one in europe)
    Posts
    2,881

    Default Re: WIP: The WW1 mappack (new models ingame p 11)

    see edit. some simages for loading screen.
    finding some terrain info is dammin difficult.
    if i find some i´ll ofcourse give it to you

    tannenberg, east prussia = stebark, poland
    http://maps.google.de/maps?q=St%C4%9...-8&sa=N&tab=wl
    well, the battle is 98 year ago, but the terrain only changed considering forests and fields.
    i hope you can gain the vegetational information from the video and the battle plans.
    although i think the the forests are still very close to the 1914 ones.
    Last edited by PunitorMaximus; September 03, 2012 at 04:51 PM.

  9. #229

    Default Re: WIP: The WW1 mappack (new models ingame p 11)

    As Kut el Amara will be delayed (problem of vegetation), NEXT MAP will be: (In red the part of the battle that will be represented) TANNENBERG, 1914


    Loading screen will be:
    Last edited by panzerschreck; September 07, 2012 at 08:25 AM.

  10. #230

    Default Re: WIP: The WW1 mappack (new models ingame p 11)

    Some tries about trench warfare with a new model from primergy, gabions that were still used in WW1:








  11. #231
    Highlander_23's Avatar Semisalis
    Join Date
    Mar 2011
    Location
    Somewhere over the Atlantic, Way up high etc etc
    Posts
    474

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    Pretty epic! That would be fine for trenches for me!

    http://www.twcenter.net/forums/showthread.php?t=487997
    Spoiler Alert, click show to read: 
    ER]

  12. #232
    PunitorMaximus's Avatar TWTEAW Mod Leader
    Join Date
    Dec 2010
    Location
    Austria (that one in europe)
    Posts
    2,881

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    i also think that his is the best solution for tannenberg.

    pretty trenches btw! are the menable to fire over them?
    will you use different trench types for the maps and regions?
    stone walls in gallipoli, the alps, the balkan and the near east, dirt trenches at the western front...

  13. #233

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    Quote Originally Posted by PunitorMaximus View Post
    i also think that his is the best solution for tannenberg.

    pretty trenches btw! are the menable to fire over them?
    will you use different trench types for the maps and regions?
    stone walls in gallipoli, the alps, the balkan and the near east, dirt trenches at the western front...
    exactly, all the trenches maps will not be the same.
    yes the soldiers fire over them and are protected by them.

  14. #234

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    Quote Originally Posted by panzerschreck View Post
    exactly, all the trenches maps will not be the same.
    yes the soldiers fire over them and are protected by them.
    How much are they protected by artillery? IMO, in an ideal scenario, (Note that key phrase) the earthworks in NTW would protect from small arms but not heavy artillery. How that would be implemented, I have no idea.
    That is the flaw in your theory, gentlemen and I will not help you out of it. If you choose to deal with men by means of compulsion, do so. But you will discover that you need the voluntary co-operation of your victims, in many more ways than you can see at present. And your victims should discover that it is their own volition - which you cannot force - that makes you possible. I choose to be consistent and I will obey you in the manner you demand. Whatever you wish me to do, I will do it at the point of a gun. If you sentence me to jail, you will have to send armed men to carry me there - I will not volunteer to move. If you fine me, you will have to seize my property to collect the fine - I will not volunteer to pay it. If you believe that you have the right to force me - use your guns openly. I will not help you to disguise the nature of your action. -Hank Rearden

  15. #235
    Highlander_23's Avatar Semisalis
    Join Date
    Mar 2011
    Location
    Somewhere over the Atlantic, Way up high etc etc
    Posts
    474

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    Something tells me if an 80 pound shell lands beside you in a trench you won't worry if the trench defended you, because you probably won't even have time to think. I could be wrong though.

    http://www.twcenter.net/forums/showthread.php?t=487997
    Spoiler Alert, click show to read: 
    ER]

  16. #236
    General Brewster's Avatar The Flying Dutchman
    Join Date
    Jul 2011
    Location
    Kingdom of The Netherlands
    Posts
    13,996
    Blog Entries
    10

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    Quote Originally Posted by Whukid View Post
    How much are they protected by artillery? IMO, in an ideal scenario, (Note that key phrase) the earthworks in NTW would protect from small arms but not heavy artillery. How that would be implemented, I have no idea.
    Honestly I think it makes no difference for arty. Perhaps for tanks as they for me seem to not shoot in an angle and might hit the thrench and not kill soldiers behind it.

    The arty more shoots in a curve so I think it just shoots over the trench and in it/behind.

  17. #237

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    well, for example, in vanilla NTW and ETW, cannon, mortar, and howitzer shells don't kill anyone if they impact the trench. especially in the case of these gabions, the shell would wreak havoc on the poor bastard crouching behind it in reality.

    Historically, large artillery shells had the ugly tendency to collapse sections of a trench if they hit within a given proximity, killing all the soldiers in that section. Basically, will that be able to be implemented? If not, it's not a big deal at all, but it's always good to ask
    That is the flaw in your theory, gentlemen and I will not help you out of it. If you choose to deal with men by means of compulsion, do so. But you will discover that you need the voluntary co-operation of your victims, in many more ways than you can see at present. And your victims should discover that it is their own volition - which you cannot force - that makes you possible. I choose to be consistent and I will obey you in the manner you demand. Whatever you wish me to do, I will do it at the point of a gun. If you sentence me to jail, you will have to send armed men to carry me there - I will not volunteer to move. If you fine me, you will have to seize my property to collect the fine - I will not volunteer to pay it. If you believe that you have the right to force me - use your guns openly. I will not help you to disguise the nature of your action. -Hank Rearden

  18. #238
    General Brewster's Avatar The Flying Dutchman
    Join Date
    Jul 2011
    Location
    Kingdom of The Netherlands
    Posts
    13,996
    Blog Entries
    10

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    I think we will have the killing infect because of the bigger ratio of area that is hit with a TGW shell.
    This is a really good thing to test actually. You kinda made me wanting to know it to.

    I don't know about damage though. Haave to wait for panzer on that one

  19. #239

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    protection offered by defences are essentialy for direct hits, for example they will be more protected from rifles shots. But indeed, they will have very little protection in the case of artillery shells that comes from above, if there are in 5.0 small cannons (I don't know, it's a example) that fire in direct line, they will be protected quite efficiently.
    An other thing, trenches will be wider than there were in reality in reason of the formations used by the units in total war games (if we do very narrow trenches, there is pathfinding problems with the units), so artillery will have better chances to fall in the middle of a trench than it was in reality.

  20. #240
    PunitorMaximus's Avatar TWTEAW Mod Leader
    Join Date
    Dec 2010
    Location
    Austria (that one in europe)
    Posts
    2,881

    Default Re: WIP: The WW1 mappack (new gabions models ingame p 12)

    the earthworks in NTW would protect from small arms but not heavy artillery
    when the HE grenade hits the gabionade itself the units behind are completely protected from shrapnells and all the other explosion effects.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •