WWI Mod [0.21A]

Information and discussion for custom maps and mods.
Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

WWI Mod [0.21A]

Post by Holloweye »

Download 0.21A:
http://www.moddb.com/mods/openra-the-gr ... -alpha-021

The great war began on July 28, 1914, when Austria-Hungary declared war on Serbia. The conflict rapidly spread and soon, Germany, Russia, France, and Great Britain were all drawn into the war. This was due to treaties that obligated them to defend certain countries.

Unique features
- Tank armor. Units with this trait has a damage modifier incoming attacks. Depending which direction the projectile hit, damage will be different.

The default setting for tanks:
Attacks from front 50% less damage.
Attacks from side 25% less damage.
Attacks from behind full damage.

Shielded artillery also uses this kind of armor but with different settings,

- Population limit. Units requires population which can be increased by building houses.
- Swamp terrain. Only passable by infantry.
- Rails. Trains can only be built and run on rails.

Factions

- Austria & Hungary (alpha)
- France (todo)
- Germany (todo)
- Italy (todo)
- Ottoman Empire (alpha)
- Russia (todo)
- UK (alpha)
- USA (todo)


Image Austria & Hungary
Unique buildings:
- Headquaters. Generates a small amount of cash.

Unique units:
- Trade trucks. Goes back and forth between supply station and HQ. Each trip generates cash depending on distance to supply station.
- Panzerzug II. A strong armored train. Strong unit with self healing, limited to rails.
- Austro-Daimler Panzerwagen. A light tank. Strong vs Infantry.
- Junovicz Panzerwagen PA1. Medium tank. Strong vs Infantry and Light tanks.
- Lancia Ansaldo IZ. Heavy tanks. Strong vs Light, Medium tanks and structures.
- Scoda modell 14. Field artillery. Strong vs Tanks and Structures.
- Skoda 305mm. Long range howitzer. Strong vs Infantry and Structures.
- 88mm Flak 16. A mobile anti-air gun. Strong vs Air.

Unique changes:
- No access to stable.

ImageOttoman Empire
Unique buildings:
- Headquaters. Provides huge buildable area. Represents the ottoman empire's massive empire.
- Tax Collector. For every house built Tax Collector generates $50, to a limit of $700.
- Krupp 35.5cm. Defensive structure with a long range howitzer.
- Anti air-gun. Improvised anti air-gun. A cheap defensive structure with poor accuracy and range.

Unique units:
- Hotchkiss. Cheap and fast vehicle with a mounted light machine gun turret. Strong vs infantry.
- Krupp 7.5cm. A field artillery with descent armor and damage. Strong vs Tanks and structures.
- Krupp 8.7cm. A field artillery with weak armor but great damage. Strong vs Tanks and structures.

Unique changes:
- No access to tank factory.

ImageUnited Kingdom
Unique units:
- Trade ships. Goes back and forth between supply station and shipyard. Each trip generates cash depending on distance to supply station.
- Mark IV. Heavy tank. Strong vs Light, Medium tanks and structures.
- Ordnance QF 13-Pounder. Cheap and mobile field artillery. Strong vs Tanks and structures.
- Ordnance QF 15-Pounder. Mobile field artillery. Strong vs Tanks and structures.
- BL 60-Pounder. Long range & slow field artillery. Strong vs Tanks and structures.
- 12-inch Railway Howitzer. A train equiped with howitzer. Strong vs Infantry and structures.

Unique changes:
-Infantry & mounted is built immediately with rank 1.

Common units & buildings
Buildings:
- Power plant. Generates power.
- House. Increases max population.
- Barracks. Grants access to build infantry units.
- Stable. Grants access to build mounted units.
- Vehicle factory. Grants access to build vehicles and artilleries.
- Tank factory. Grants access to build tanks.
- Reconnaissance center. Grants player minimap and unlocks several units.
- Airstrip. Grants access to aircrafts.

Infantry:
- Rifleman. Standard infantry unit. Strong vs Infantry.
- Grenadier. High-risk, high-reward unit. Strong vs Structures.
- Field medic. Aids friendly infantry.
- Chemical soldier. High-risk, high-reward unit. Throws gas grenades, damages overtime. Strong vs Infantry.
- Flamethrower. Strong vs Defense.
- Mechanic. Repairs friendly vehicles.
- Thief. Infiltrates enemy structures. Steal all credits from the player.
- Engineer. Captures neutral and enemy structures. Repairs buildings.

Mounted:
- Mounted Grenadier. Grenadier mounted on horse. Quick unit, good for hit and run tactics.
- Dragoon. Rifleman mounted on horse. Quick unit, good for hit and run tactics.
- Scout. A mounted scout. Quick unit. Uses a saber in close combat. Strong vs single infantry targets.

Vehicles:
- Train cart. Must be built on rails and may only move by rail. Can transport up to 10 infantry.

Air:
- Observation Balloon. Has a great line of sight but slow.
- Fighter plane. Fast but poor line of sight. Strong vs air.
- Bomber plane. Slow and poor line of sight. Strong vs buildings.

Ships:
- Battleship. Strong vs Cruisers.
- Cruiser. Strong vs Submarine.
- Submarine. Strong vs Battleship.
- Transport. Can transport vehicles and infantry over water.
Last edited by Holloweye on Fri Oct 28, 2016 3:06 pm, edited 16 times in total.

User avatar
Inq
Posts: 95
Joined: Sun Sep 27, 2015 2:48 am

Post by Inq »

interesting idea, tanks and artillery could do with shadows.

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Inq wrote: interesting idea, tanks and artillery could do with shadows.
Yeah, I'm still working on improving my renderings (light + shadow).

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Austro-Daimler Panzerwagen:
Image

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Romfell P.A. 2:
Image

Holloweye
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Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Saint-Chamond:
Image

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jaymanxyz
Posts: 77
Joined: Sun Oct 31, 2010 5:04 am
Location: Houston

Post by jaymanxyz »

Wow, impressive work :)

Will these units be close to life? As in, will the tanks be very slow and etc.?

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

jaymanxyz wrote: Wow, impressive work :)

Will these units be close to life? As in, will the tanks be very slow and etc.?
Indeed they are extremely slow. They also boosts nearby friendly infantry. This is to give them the purpose to break a stalemate. But at the moment I am very much working on only the models. I want to create all the tanks that participated in WWI before I move on.

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Fahrrad
Posts: 33
Joined: Fri Oct 16, 2015 10:49 pm
Location: Bremen

Post by Fahrrad »

will it include nukes?

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jaymanxyz
Posts: 77
Joined: Sun Oct 31, 2010 5:04 am
Location: Houston

Post by jaymanxyz »

Holloweye wrote:
jaymanxyz wrote: Wow, impressive work :)

Will these units be close to life? As in, will the tanks be very slow and etc.?
Indeed they are extremely slow. They also boosts nearby friendly infantry. This is to give them the purpose to break a stalemate. But at the moment I am very much working on only the models. I want to create all the tanks that participated in WWI before I move on.
Infantry boosts is a pretty intuitive and interesting mechanic. Nice thinking.

Evgeniy
Posts: 6
Joined: Fri Sep 04, 2015 11:13 am

Post by Evgeniy »

Very Impressive

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Fahrrad wrote: will it include nukes?
No nukes, no superweapons (atleast that I can think of)

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Submarine:
Image

Tradeship:
Image

Tsar tank:
Image

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Countries special permanent abilities (v 0.1):

France:
25% faster moving units (Represents their stubbornness to not dig trenches).

United kingdom:
Units gain experience 50% faster than regular troops (Represents their high quality & trained troops).
Riflemen fire 50% faster (Represents their high quality & trained troops).
Navy build speed is 50% faster (Represents their superiority in the seas).

Italy:
40 minutes into the game the italian player can switch which side to fight for, with other words change team (Represents their indecisiveness to which side to fight for).
About 25% weaker units (To balance out their ability to switch side during the game).
Limited 1 italian player per game.

Russia:
About 50% cheaper infantry (Represents their huge assets to military infantry).

USA:
30% faster harvesters (Represents their good economy).

Germany:
Starts with 150% extra cash at beginning of the game (Represent their initial push in the beginning of the war).

Austria & Hungary:
Their main construction building starts with a special power to spawn a small army close to one of their buildings (Represents the help the germans gave Austria & Hungary during the war).

Ottoman empire:
Can build their buildings 100% further away from than the regular countries (Represents their broad empire).


Still in-progress..

Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

Austria & Hungary HQ (WIP):
Image

Country selection:
Image

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