View Poll Results: Would you like to see a campaign for the RTW mod?

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Thread: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

  1. #81
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Quote Originally Posted by PunitorMaximus View Post
    sure, like in TWTEAW! the game makes proning infantry automatically less accurate.
    Awesome. What, about movement. Do they crawl while prone, or they stay their ground, incapable of moving?

    Also, i wonder about the possibility of decreasing mildly the range. MILDLY, not by 100m, as it would render their stance useless. Or better increase it, to force attackers to get into firing range? I think the second case is more logical. Kinda giving you an early advantage, but as the enemy approaches it will make you relocate, or fight standing for the sake of accuracy.
    Last edited by ComnenusTheOne; October 09, 2012 at 07:46 AM.

  2. #82
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    I don't think you can change range like that in this game.

  3. #83
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Quote Originally Posted by Tango12345 View Post
    I don't think you can change range like that in this game.
    Artillery can, depending on the kind of ammunition used. I can't see why not.

  4. #84
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Also, i wonder about the possibility of decreasing mildly the range. MILDLY, not by 100m, as it would render their stance useless. Or better increase it, to force attackers to get into firing range? I think the second case is more logical. Kinda giving you an early advantage, but as the enemy approaches it will make you relocate, or fight standing for the sake of accuracy.
    this is too complicated for infantry. artillery can use different types of ammo, infantry not.
    this is because you canadd only one single projectile to infantry/cavalry in the unit_stats_land_tables. but to artillery there are guns assigned. the gun you assign to the artillery is a combination of several other tables.
    gun_type_tables defines the model and reload kind, gun_types_to_projectile_tables tells the game which ammo types the gun can use. only 3 at the maximum.

    infantry cant move proning!

  5. #85
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    @Comnenus
    Artillery can, depending on the kind of ammunition used. I can't see why not.
    Well, Punitor just answered that, so no point me saying exactly the same thing.


    @Punitor, so if a unit is set to use the prone animation does it just get up when you order it to move anywhere?

  6. #86
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Yeah i got the idea. Small idea/feature, doesnt really make a difference whether added or not. Just throwing ideas.

    When shall we see more units?
    Why the link doesnt work?

  7. #87
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    so if a unit is set to use the prone animation does it just get up when you order it to move anywhere?
    its like light infantry behaviour, so yes! they prone to fire and get up to move.

    When shall we see more units?
    Why the link doesnt work?
    shouldnt last to long
    i deleted it for cuz you´ll get new version today. why you need it again?

  8. #88
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    its like light infantry behaviour, so yes! they prone to fire and get up to move.
    Ok makes sense, thank you.

  9. #89
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    http://www.filefactory.com/file/4j44...sh_War_Mod.rar
    version 1.2! now with musket smoke and better gun projectiles. reloading lasts longer and rifles are less precisely. although volleys are still deadly, cuz now all rows do fire.
    no new units yet.
    prone anim in v. 1.3.
    new factions & units in v. 2.0!

  10. #90

    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Version 1.2 is much better than the first (and more realistic). Very good work.

  11. #91
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Well i just got a few test battles between infantry. One, was in flat land, and i practically obliterated 99% of the enemy army. Though not without sustaining some serious losses, a 30% probably.

    Then in my favorite map, Algeria, i tried a 2000 vs 2400 infantry against infantry, only i had two howitzers. They are destructive. I had to stop firing, or they would have retreated without a fight. However, infantry-wise, i won the battle with substantially higher casualties than in TWTEAW. I usually have a 5% in TWTEAW, while here i got around 40%. Not bad. Though maybe you should decrease the accuracy. This is still the 19th century, gunpowder is still back and leaves smoke, not much aiming capabilities.

  12. #92
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    ok, so i should decrease the accuracy again? i agree, as they still fired volleys, hoping to hit somebody, although they had very accurate rifles.
    what about the arty....i think its appropriate(pleven...)

  13. #93

    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Artillery is too strong ,I decrease artillery reloading (from 200 to 60) and number of guns (8) . Infantry is 100% OK (I change only russian guards - no more fire by rank and grenades).

  14. #94
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    The infantry is too homogenous, their lines should be a liiiiiiittle bit disorganized. Not like a light infantry of course, but not a perfect phalanx either (Tip: that helps nearly every soldier to be able to fire his rifle). Also, the decrease in accuracy is due to the smoke factor, not due to the rifle's specification. A decrease from 50 to 40 would be better. It would allow for a bayonet charge to take effect.

    Btw, Berdan's specs from wiki:

    Cartridge:
    10.75 mm x 58 mm rimmed; 24 gram paper-patched round nose lead bullet, 5 gram blackpowder; cartridge also known as .42 Berdan or 4.2 Line Berdan, 7.62×54mmR

    Action:
    Berdan I "trapdoor"; Berdan II "bolt"

    Rate of fire:
    6-8 per minute

    Effective range:
    400 arshins (284 m)

    Feed system:
    no magazine, single shot only

    Sights:
    Rear sight in "arshins" 200-1200; front sight is inverted v; some infantry rifles have a long range "volley sight" on the right side of front barrel band, along with a second "V" on the right side of the rear sight slide
    Black powder, means a whole lotta smoke. Sure his effective range was 4 times bigger than a muskets, and to have iron sight up to 852m, that says something. But, you have to SEE your opponent to aim at him, and if you cant, you can only just aim towards him.
    Last edited by ComnenusTheOne; October 10, 2012 at 05:02 AM.

  15. #95
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    ah very nice comnenus! range will be increased and accuracy decreased!

    count von orlok: the fast loading guns will be made much more expensive, while i´ll add other old-fashioned cannon with stoking anim that are cheap and many. just like comnenus wrote in a previous post.
    i replaced the rank fire for the grenadiers too, but not the grenades! note that grenadiers(elite infantry + grenades) used the same uniform as the guards(bodyguard). so in the common version they´ll keep their grenades
    BTW: primergy gave me access to his parrot guns from ACW. wohooo!
    Last edited by PunitorMaximus; October 10, 2012 at 09:24 AM.

  16. #96
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    martini henry: wiki

    Cartridge .577/450 Boxer-Henry
    Calibre .577/450 Martini-Henry
    Action Martini Falling Block
    Rate of fire 12 rounds/minute
    Muzzle velocity 1,250 ft/s (380 m/s)
    Effective range 400 yd (370 m)
    Maximum range 1,900 yd (1,700 m)
    Feed system Single shot
    Sights Sliding ramp rear sights, Fixed-post front sights

    ingame: 250 range (370 m would be the range in optimal conditions. its "effective" range, meaning 400 metres wont kill you anymore)
    380 velocity and 5 seconds base reload time (12 rounds per minute in optimal conditions. in game 8-10 rounds/minute, cuz a battlefield full of smoke is not an optimal condition)

  17. #97
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Yep..... that kind makes sense. May i suggest more weapons for the other factions?

    --Serbia & Russia & Bulgaria--

    Spoiler for Berdan II


    --O.Empire--

    Spoiler for Martini Henry


    --Greece--

    Spoiler for Mylonas Rifle


    In case you need to reskin or model the rifles themselves and add them.

  18. #98
    Tango12345's Avatar Never mind the manoeuvres...
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    I will say at this point that the usual battle rate of fire for a martini henry was about 5 shots a minute in concentrated fire rather than 12, due to the insane amount of smoke (and the recoil). It could easily be done with 12 spm (even more in a British style mad minute), but after the first few you really wouldn't hit much unless you were at point blank range. It also jammed when fired that fast as the breech would get so hot the rolled brass cartridge would get soft and get stuck (and soldiers would burn the tips of their fingers as well).

  19. #99
    PunitorMaximus's Avatar TWTEAW Mod Leader
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    i see. so long no new weapons, but:
    # rifle range increased to 250m (275 for light infantry); accuracy decreased for 10 points per unit
    # units are less tight deployed, no prone anim (looks weird), but light infantry behaviour added;
    # units have now "poorly trained" skill. meaning less discipline and not so uptight forations
    # parrott gun and howitzer from ACW mod added.
    # rank fire for grenadiers removed
    # artillery is less accurate

    thats all i remember so far.
    here´s the link:
    http://www.filefactory.com/file/471n...sh_War_Mod.rar

  20. #100
    ComnenusTheOne's Avatar Primicerius
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    Default Re: PunitorMaximus' Russo-Turkish War of 1877/78 Mod

    Me guuuuuuuuuustaaaaaaaaaaaaaaaaa. Le me will test it.

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