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Thread: Making a new WWII mod: Thousand Year Reich

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  1. #1

    Default Making a new WWII mod: Thousand Year Reich

    Well, i thought i'd start another WWII mod. Remember that old one that failed epicly?
    Well, i'll do something way better.

    Story
    The story is set in the aftermath of a theorical failure of operation overlord. First of all, the germans have more panzer divisions in the invasion area than anticipated. Second of all, many of the allied paratroopers are released too early rather than too late and meet an untimely end in the english channel. Third, the germans catch the midget submarines of operation gambit meaning that the allied landings would be off-target. Fourth, the germans have more experienced soldiers in the area. All of these would culminate in thousands of dead allied soldiers and the full retreat of the allies from europe. The allies' military power would be greatly reduced, and the russians on the eastern front wouldn't get the relief they needed. In less than a year the germans would advance all the way back into russia and almost to stalingrad where the russians had defended the city at such a cost years earlier. A post-invasion german bombing of london in the wake of the loss of so many allied planes would kill several important people(i'm thinking eisenhower.).
    Meanwhile, in allied-occupied italy, the germans are taking advantage of the post-invasion chaos to invade italy. This would not only drive the allies out but make italy part of their own empire. From there, they'd launch an invasion of north africa by using soldiers conscripted from italy setting the stage for the mod.
    It'll be set on the area covered by the default vanilla map(just bigger to include all of britain, more of africa and more of russia/scandinavia)

    I made the british desert rifleman model
    Spoiler Alert, click show to read: 


    i'm currently working on the enfield No.4 ATM

    Gameplay elements
    Instead of having cities, siege battles would be set in military bases.
    For airstrikes, just have a radio unit that's actually a siege unit. He calls in an airstrike on a target and a bomb/missiles/machinegun projectile would be launched from REALLY high, out of view of the player while a plane sound effect plays giving the idea that a plane dived down and did a quick strike. Also, for bombing raids, just have a bomber unit that has a "moving forward in the air" animation with no idle animation, also being out of view. For machineguns, make the "fired" animation look like he fired a burst of MG rounds while the effect would be of several bullets flying through the air. For paratroopers, just make a paratrooper unit that has a very high movement range on the campaign map.

    The factions:
    Vichy France
    The third Reich
    Italian Resistance(a fascist uprising in western italy in support of the third reich)
    Britain*
    United States*
    Canada*
    Russia
    Maquis and other resistance(this would be a french rebel type faction set to be permanently in horde mode)
    Neutral Countries
    Thoughts? Ideas?
    If anybody can help, you'd have my undying respect. P.S. for a name i thought i'd do "Thousand year reich". Comments?
    Last edited by DaLeGiOnArY; October 06, 2009 at 05:14 PM.

    Proud creator of the original describe the person above you thread in '09.
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  2. #2
    abbews's Avatar The Screen Door Slams
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    Default Re: Making a new WWII mod.

    Well this looks cool, but how are you going to manage tanks? And btw why not do it on the Kingdoms engine? Or Empire?
    And the 2d art for this would be fun and easy to do, I will stay tuned.

  3. #3

    Default Re: Making a new WWII mod.

    Tanks could be used with ballista animation and ballista engine. Just make it faster ... Or as chariots.
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  4. #4
    ♔Gollum♔'s Avatar Decanus
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    Default Re: Making a new WWII mod.

    great idea! if you need help on how to code a tank, just pm! and rep me

  5. #5
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: Making a new WWII mod.

    Was it you Gollum who made the tank for you know what?
    We Came, We Saw, We Ran Away!

  6. #6
    ♔Gollum♔'s Avatar Decanus
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    Default Re: Making a new WWII mod.

    no, it was smeagol how did but i pretty sure i know how to make tank to work

  7. #7
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: Making a new WWII mod.

    It can't be too hard surely lol

    To get around the airplane issue I always thought about a modern day mod where an EMP would be used on the battlefield so no vehicles would be usable.
    We Came, We Saw, We Ran Away!

  8. #8

    Default Re: Making a new WWII mod.

    I've made a few experiments in the year of my absence. Infantry is a no-brainer, tanks need a bit of creativity. For tanks, no melee. just have an idle animation for it. make the morale reaaaaaallly high. Make AP rounds the default.For HE rounds just make that the special ability, like fire arrows(or fire catapults really) with a bigger area of effect but only doing enough damage to kill all infantry. Also, to make tanks invulnerable against inf just give them really high health. For ultra-high-penetration rounds(for tank hunters like the stug or M10) replace HE with an extremely high-powered AP round.
    Last edited by DaLeGiOnArY; October 06, 2009 at 03:34 PM.

    Proud creator of the original describe the person above you thread in '09.
    Also proud ragequitter.


  9. #9

    Default Re: Making a new WWII mod.

    oh, and give the tanks infinite ammo so they don't have to switch to melee. a bit unrealistic, but IT HAZ TOO BE DUN!
    and i, quite appropriately, gave the british rifleman a rifle.
    Spoiler Alert, click show to read: 



    EDIT:
    EPIC UPDATE!
    Spoiler Alert, click show to read: 


    weighted!
    Last edited by DaLeGiOnArY; October 06, 2009 at 05:08 PM.

    Proud creator of the original describe the person above you thread in '09.
    Also proud ragequitter.


  10. #10
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: Making a new WWII mod: Thousand Year Reich

    It looks like a Kar98K which was German

    Nope there is even an easier way. You go into the text files and change light/heavy cavalry to light/heavy vehicle. You then go into the EDU and make it so that infantry have a penalty when fighting light/heavy vehicles. Some units which carry Panzerhscrehcks for example would infact have a damage bonus rather than penatly but ofcourse not much ammo.
    We Came, We Saw, We Ran Away!

  11. #11

    Default Re: Making a new WWII mod: Thousand Year Reich

    http://www.tradebit.com/usr/sgtrock/.../GermanK98.jpg
    The metallic section on the no4 model isn't long enough to be a k98.

    http://www.corpsecandle.com/WWIIRole...0No4%20Mk1.jpg
    i forgot the bloody no4 magazine!!! ^_^

    i'd need help with the bonuses and stuff, since i'm only good at putting a unit ingame, not actually making him what i want him to be.

    Proud creator of the original describe the person above you thread in '09.
    Also proud ragequitter.


  12. #12
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: Making a new WWII mod: Thousand Year Reich

    Lol. Well alot of the rifles did look the similiar.

    The Kar98 and the SVT are related. Oh yes please don't do a Call of Duty: World at War and make Russian snipers use a PTRS. The PTRS was an anti-vehicle weapon which was gas powered and it didn't even see a lengthly side to WW2.
    We Came, We Saw, We Ran Away!

  13. #13

    Default Re: Making a new WWII mod: Thousand Year Reich

    indeed. i noticed that when i read the wiki article on the ptrs. i might, however, make a scoped version since it is an alternate history mod. russians could use it as a sort of "desperation"-type sniper weapon. And i have something EXTREMELY IMPORTANT to say!
    RATTE!
    Last edited by DaLeGiOnArY; October 06, 2009 at 06:50 PM.

    Proud creator of the original describe the person above you thread in '09.
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  14. #14
    ♔Gollum♔'s Avatar Decanus
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    Default Re: Making a new WWII mod: Thousand Year Reich

    will you make vassily?(or wateverer was the russian master sniper name was)

  15. #15

    Default Re: Making a new WWII mod: Thousand Year Reich

    lol.
    very doubtful. you can't make individual soldiers. unless you have the russians develop cloning abilities *thinks*

    Proud creator of the original describe the person above you thread in '09.
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  16. #16
    Lord Dakier's Avatar Protector Domesticus
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    Default Re: Making a new WWII mod: Thousand Year Reich

    Course you can. Blue Lotus has hero characters. You stick several men inside one model.
    We Came, We Saw, We Ran Away!

  17. #17

    Default Re: Making a new WWII mod: Thousand Year Reich

    yeah but you can't have officers with ranged weapons

    Proud creator of the original describe the person above you thread in '09.
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  18. #18

    Default Re: Making a new WWII mod: Thousand Year Reich

    is this works this will be amazing. and is it for empire total war?

  19. #19

    Default Re: Making a new WWII mod: Thousand Year Reich

    RTW oubviously.

    Proud creator of the original describe the person above you thread in '09.
    Also proud ragequitter.


  20. #20

    Default Re: Making a new WWII mod: Thousand Year Reich


    Proud creator of the original describe the person above you thread in '09.
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