We (Dagovax and Saloth Sar) are busy with this mod for a while.
What is this mod? It is a total conversion mod based on the world in 1942 (WWII).
A lot of things are already finished, and also playable in the demo.
We do not have a release date for the full release (with workable campaigns), but people are very exciting with our mod, and so are we
I was thinking of asking what is the method of porting units in RTW as compared to Med2?
I know all about that in Med2 but not in RTW - certain files are missing or placed in different folders such as the BMDB-file which is always used when adding units to Med2.
Other files are the same such as the EDB, EDU and descr_strat.
Certain folders are the same. I am just asking because i may want to move the three new units to the older demo as i prefered cities without walls.
Cheers, and great work.
Edit:
It may be easier to just return the settlements to how they were before too. Is it simple descr_strat-edits?
What i want to avoid is ancient/medieval rams/ladders/siege towers being used by modern armies. And as such no walls are the best option for me - besides that- no walls means armies can attack cities immediately and that would be accurate for the Blitzkrieg fast lightning war.
Not only that, but i've made armies movements per turn increased in my personal version as well - they could move far distances in a day in 1942. Slow movement and walls don't fit and would slow down the Blitz.
Last edited by Mr_Nygren; September 18, 2018 at 06:36 PM.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
Why have the Waffen-SS in black? they usually wore field gray (occasionally with camouflage smocks on them).
Otherwise: color me intrigued
If you want my recommendation: don't use my bayonet animations--they're not appropriate to the period in question. N2TW's would definitely work though.
I don't know if it's still usable, but there should be a bolt-action animation included in my animations: if it's usable, give it to the British (and everyone else using bolt actions).
Last edited by Gen.jamesWolfe; September 19, 2018 at 10:42 PM.
I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)
Why have the Waffen-SS in black? they usually wore field gray (occasionally with camouflage smocks on them).
Otherwise: color me intrigued
If you want my recommendation: don't use my bayonet animations--they're not appropriate to the period in question. N2TW's would definitely work though.
I don't know if it's still usable, but there should be a bolt-action animation included in my animations: if it's usable, give it to the British (and everyone else using bolt actions).
Waffen-SS is known for their black uuniforms.
Of course they should be black.
Just my thought as i am not one of the developers either.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
Just my thought as i am not one of the developers either.
That’s simply wrong. The SS might be, but We’re talking about the Waffen-SS.
To explain: the SS was divided into several branches, the military one being the Waffen-SS. The black uniform was a uniform worn largely before the war in non-combat roles. in their particular case.
For the combat uniform itself, the soldiers were issued field gray uniforms, similar to those issues to the regular army, but with some differences (IIRC):
1-the collars had SS-insignia collar parches, instead of the Litzen.
2-the national emblem was on one of the sleeves, instead of the right breast (that’s the outstretched eagle clutching a Swastika)
3-different, SS-related helmet and cap decals (early war).
In addition, the Waffen-SS were issued camouflage smocks early on, worn over the uniform. These became more common over the course of the war, and their usage even spread to the army—though IIRC the two wound up producing separate types of camouflage patterns.
If you don’t believe me, google “Waffen SS combat photographs”. They won’t be wearing black. This is just one of several:
I made the Waffen SS black, because that is the most knowed color used by them. Ofc they had cammo etc, but hey I can't make different textures for one unit. That's why i decided to make them black
Why have the Waffen-SS in black? they usually wore field gray (occasionally with camouflage smocks on them).
Otherwise: color me intrigued
If you want my recommendation: don't use my bayonet animations--they're not appropriate to the period in question. N2TW's would definitely work though.
I don't know if it's still usable, but there should be a bolt-action animation included in my animations: if it's usable, give it to the British (and everyone else using bolt actions).
Yes I know. They were the first units that came in when I first saw the mod. So we decided to give them to every faction as 'starter' unit. See it as a peasant in vanilla RTW. I can't remember anyone who even recruited peasants when they have better units to buy
Congratz for your mod guys,
It was a lot of fun to play. Still a long way to go though
If you want tips about tanks, ring me... It looked like WOT has collided with RTW
I'm flabbergasted by the world map. It is yours entirely or borrowed from another mod ?
Too bad these stuff are ceiling-scripted, the map should have been much larger, modelled for example on MM with 400 regions
Hardcoding...
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Under the Noble Patronage of Agisilaos CATW Modeller skinner since 2006, now retired - Proud grandfather of Classical-Age Total War, the ancient world in 300 bc... http://www.ancient-battles.com
Congratz for your mod guys,
It was a lot of fun to play. Still a long way to go though
If you want tips about tanks, ring me... It looked like WOT has collided with RTW
I'm flabbergasted by the world map. It is yours entirely or borrowed from another mod ?
Too bad these stuff are ceiling-scripted, the map should have been much larger, modelled for example on MM with 400 regions
Hardcoding...
The map is made from scratch, by the other developer. The smaller map (pacific) seems to be from other mod. But all upcoming provincial campaigns will be created new.
I've also made personal modifications to the first version with a stable campaign, sent to me by Leonid/Saloth-Sar (one of the main developers) a few days ago - this means more tanks, planes and artillery to all the factions.
Total War: 1942 - Features of my personal version!
The Eastern Front -Total War: 1942 - The Third Reich #01!
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
There have been many smaller patches and updates of the mod since May 2 when the beta first released, and the latest update through the launcher released in late november- but Dagovax Sirrianus, the main creator of the mod, have been and is still working on the awesome German custom settlements.
Here are some updated stuff for the mod:
African Custom Settlements are being worked on!
Spoiler Alert, click show to read:
"Hello, Dagovax Sirrianus sent me a pic of his WIP African custom settlement ambient buildings. All cities in the mod will eventually become custom settlements if the mod isn't abandoned before that."
Third Reich/German Reich Custom Settlement Town WIP!
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Finlands ultimate unit, the Ski-Troops, are ready to kill Soviets!
Spoiler Alert, click show to read:
"Dagovax have once again managed the impossible, and added Ski-Troops with actual ski-animation to the game!
Yes, they will use skis in the summer as well, as there is no way around that - and we had to decide between an ordinary infantry-unit with skis on their backs, or the ski-troops using actual skis - of course i thought and suggested to him that using the skis with a new animation were the better choice.
Dagovax is going to make winter-months half the year, and summer-months the other half - to increase the battles fought during winter. Previously they were only like five turns out of 24, and now we will have ½ summer and winter months.
The ski-troops of Finland were a unique Finnish unit during the Winter War of 1939, and they were known to blend in with the winter-terrain and kill Soviets in the masses. They will ski down and upward hills, and then switch to their weapon whenever they are in firing-range."
Germany's Tiger Tanks? Forget them, here is the King Tiger (Tiger II) Heavy Tank:
Spoiler Alert, click show to read:
"Germany now have even bigger Tigers known as Tiger II, the German name meaning Bengal Tiger in German - commonly mistaken for "King Tiger" due to the word "König" which means "King".
These tanks are not as heavy as the Maus, but they will prove an effective tank against the Americans in the Western front."
British Sexton Mobile Artillery Gun!
Spoiler Alert, click show to read:
"The British Commonwealth of Nations has a new mobile artillery gun called the "Sexton"."
British Crusader 5.5-in SP!
Spoiler Alert, click show to read:
USA M7 Priest Mobile Artillery Gun!
Spoiler Alert, click show to read:
USA T92 HMC Heavy Mobile Artillery Gun!
Spoiler Alert, click show to read:
"The heaviest Mobile Artillery in the game - the American T92 HMC!"
US Marines elite infantry unit ready:
Spoiler Alert, click show to read:
"The US Marines have arrived as a new elite infantry-unit for the USA."
Spanish State in the Campaign:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
"We discussed what the final faction should be, and the contenders were- Brazil, Spain, South Africa, Greece, Saudi Arabia and the Netherlands.
We decided against changing the start-date, and while Dagovax were about to add Greece as a revolutionary faction, it was decided against because of the issue with having no areas, and the fact Yugoslavia had been cut for similar reasons as well as the fact that the spawning script for the faction would cause the game to crash.
Brazil would attack the United Nations and as that faction should never be killed off, we decided against adding Brazil. The United Nations is the Roman Senate, and should never be killed off because of this - as it keeps the allies in the Alliance. The new name for the UN is the "League of Nations".
Saudi Arabia would be a new allied nation and would unhistorically attack France and Britain in the Middle-East. The Netherlands were also ockupied by this point in the war..
As such Spain were the final choice, Sweden being mentioned as well as a neutral faction - the most logical faction to add were the Spanish State as more Axis Powers were needed. And they were a main power."
Third Reich/German Reich Large Town visible in the distance!
Spoiler Alert, click show to read:
"In Rome: Total War, unlike in Medieval 2: Total War, cities are culture-based - and not faction-based, this means that all the factions sharing Germanys culture will get the custom settlements based on Germany's architecture,
I'd say this would be Italy, Bulgaria, Romania, Hungary, Spain and possibly Turkey but i'm not sure about them. Vichy France maybe.. This also means that we need to share custom settlements between the Asian nations (Japan is most likely to be the base), between the Roman-based factions (British, UN, USA and French Republic) and i do hope the US is the base there. Britain has assets throughout the world so maybe their Commonwealth areas will have cities based on their locale.
In any case, this means that Rome won't have a unique city, while Berlin will have a unique city instead. As for the Soviets i think they are separate from the other allies. The ones sharing language usually are sharing culture as well. Not sure about Paris if we can have both Paris and Washington -we'll see, but otherwise we'd get generic American cities at least."
Modern roads for the custom settlements:
Spoiler Alert, click show to read:
"Dagovax Sirrianus has resumed work on Total War: 1942 and is now creating modern roads for the coming custom settlements in the mod."
Trains carrying tanks a part of the Huge and Large Cities!
Spoiler Alert, click show to read:
"Dagovax sent me this picture on november 12 showing the beginning of his work on the large/huge cities of the Germans and other factions sharing their culture- trains with heavy tanks are to be part of these cities.
He did also tell me that Rome: Total War has a limit in the number of unique custom buildings we can use in the mod. Old settlements mostly used the same buildings, and Dagovax managed to reach the limit with his very varied buildings and other features of his custom settlements.
We'll see what happens, but he may need to make them less detailed in order to not overstep the limit.
I'm really looking forward to his new beta where he will allow us to play with the German custom settlements- the only ones implemented by then.
Saloth-Sar has also fixed things in the campaign, and increased the regions of the Spanish State. He also did write today that he has changed the map of Asia and made Japan less powerful- as they were too strong. Maybe the mod will get an update in a month or so with his gameplay changes- and Dagovax new German custom settlements."
New map a part of the update from a while back- Italy fixed, Asia changed etc:
Spoiler Alert, click show to read:
"Saloth-Sar and Dagovax remade the strategic map in an update they released a while back.
I did get this picture right before the update was released. I just thought i'd preview it here.
The picture is from november 28 2019.
The German Custom Settlements will take a while for Dagovax to complete."
Dagovax Sirrianus has done EPIC work on the German Large City:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
"The German Large City has been all but completed now, meaning Dagovax Sirrianus has finished the Town, Large Town, City and now the Large City - The Huge City will be Berlin itself and it's unclear when or if that will be made.
All i can say is that the German Large City is amazing, and that it will be shared with the other factions of the same culture- the banners on certain buildings can be changed for Finland, Bulgaria, Hungary etc- so don't worry about having nazi flags for those factions. Only Germany will have the nazi banners.
The city is huge, and i really look forward to trying them all out. The trains are a neat addition. Simply crazy for Rome: Total War. I've been holding off on the German campaign waiting for these cities, because the immersion will be much better if the cities are modern. Even if it will only be the factions with Germany's culture in the beginning- Finland, Bulgaria, Hungary and maybe Romania. Maybe one of those share culture with Italy instead.
It must have been a huge effort to make the city."
Videos
Last edited by Leonardo; December 28, 2019 at 05:20 AM.
Reason: Contentbox tag added.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
Hello, i've been playtesting different versions of Total War: 1942 since yesterday night to find out how far i could get in the campaign.
I did playtest version 1.3 until the year 1946 where i decided to end the playtesting, 1.3.1 until it crashed late 1943, 1.3.1 without Dagovax's final touches (it were made up of many smaller updates from Saloth-Sar- then Dagovax combined his stuff with his own new Italy and "anti-air trucks for all"-changes.), 1.3.2 up until 1945 where it CTD (crashed to desktop) and later after i got the unfinished 2.0 (with only the german custom models and still lacking Berlin) i playtested it as well. I even recorded my playtest of the currently released 1.3.2 beta version.
"I wanted to play the recent version of Total War: 1942 that got updated on november 28 2019, but when starting the mod i quickly found a few issues- the unit cards for the Anti-Air Trucks of the Germans, Finland, Soviet, Hungary, Thailand and the Nationalist China faction- where all missing in the mod. What's more- the mod would CTD (crash to desktop) whenever i tried to use one of these trucks in a custom battle because the textures were missing.
I had seen dagovax play with his version of the mod prior to me testing it out, and in his version there were no issues with the textures missing, and he had unit_cards for the trucks and all- after i told him about the issue that the 1.3.1 update didn't include this stuff -he did update the mod with a quick-fix called 1.3.2 that is available to everyone. It will correct this mistake of his and add the missing textures and unit_cards- it's necessary for the mod not to crash when using the trucks of the factions mentioend above.
However, what about the campaign, is it stable? Will it be possible to play an entire campaign by simply restarting the mod after each CTD and continue on playing? Or will there at one random turn in the campaign always be a re-occuring CTD that can't be passed?
This video aimed to find this out. It's me playing version 1.3.2 of Total War: 1942- the currently released public beta. And it will answer whether it is possible or not to finish a campaign in it's current shape.
Disclaimer: After this video had finished recording i did get a new version from dagovax Sirrianus with the custom German models in battle, and on the map. Berlin is still unfinished so i am using the large city for it at the moment.
Point is i found out the cause of the issue when playing the unreleased version:
It is the triggers for traits found in the export_descr_character_traits-file. I remembered how i had solved the same CTD in Warcraft: Total War for Medieval 2, and tried deleting/removing the triggers- and it worked.
Here is the solution:
"Remove all the triggers for traits in the export_descr_character_traits-file- it will solve the gamebreaking CTD for now.
You will have about ten CTD in a full campaign going on between the year 1942 and 1954. But you can ALWAYS start it up and continue.
Without the triggers removed the mod won't let you continue as the CTD will happen again and again at the very same spot.
This all means that one or more triggers in that file is the cause of the gamebreaking CTD, but we do not know which trigger is the cause just yet- by removing all the triggers (search "triggers" using Notepad++ that you'd need to download from Google) the campaign will be fully playable despite a few annoying CTD where you'd still need to restart the game to continue.""
Or you can download the RAR-archive provided here and simply replace the file inside the 1942/data-folder with this file.
Last edited by Mr_Nygren; January 14, 2020 at 09:11 AM.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.