WWI Mod [0.21A]

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

Post by Holloweye »

Shipyard + battleship:

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

Post by Holloweye »

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

Post by Holloweye »

Video showing some gameplay of the mod:
https://www.youtube.com/watch?v=A5tv2KB118s

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Graion Dilach
Posts: 277
Joined: Fri May 15, 2015 5:57 pm

Post by Graion Dilach »

Good work. I like the miner system - although I have no idea how you pulled that one off.
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AS Discord server: https://discord.gg/7aM7Hm2

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

Post by Holloweye »

Graion Dilach wrote: Good work. I like the miner system - although I have no idea how you pulled that one off.
Its a custom trait. Thanks :)

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Graion Dilach
Posts: 277
Joined: Fri May 15, 2015 5:57 pm

Post by Graion Dilach »

Yeah, tbh until the vid I was completely unaware you have such. Looks promising, regardless.
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AS Discord server: https://discord.gg/7aM7Hm2

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

Post by Holloweye »

Working on Ottoman empire.

What is new:
- Ottoman HQ
- Ottoman Tax Collector building
- 2 new arties
- 3 mounted units (Scout, Dragoon and Grenadier)
- 1 Stationary defensive structure

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

Post by Holloweye »

Several new units including:

- Chemical Soldier
Anti infantry unit. High-risk, high-reward unit. Similar to grenadier but throws gas grenades which does area damage over time to infantry only. If a chemical soldier dies he always explodes with a gas explosion.

- Bomber plane
Good vs stationary targets. Bombs drops slowly to the ground which can easily be avoided by troops. If hit the damage can be deadly.

- Krupp 355mm
Long range stationary gun. Slow fire-rate with good damage and splash.

- Anti air gun
Cheap anti air gun for ottoman empire. Can miss its targets if the planes are maneuvered correctly.

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

Post by Holloweye »

Added armored train + personell cart:
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Added swamp, not passable by vehicles, slow movement by foot:
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raymundo
Posts: 117
Joined: Mon Mar 30, 2015 10:39 am

Post by raymundo »

This is so cool! I am just beginning to learn about modeling and I am very impressed by your work and creativity. Looking forward to more!

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anjew
Posts: 552
Joined: Sat Nov 08, 2014 4:16 am

Post by anjew »

The more you add to your mod the more i'm interested, the train and swamps look really enticing
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Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

raymundo wrote: This is so cool! I am just beginning to learn about modeling and I am very impressed by your work and creativity. Looking forward to more!
Thank you very much!
The more you add to your mod the more i'm interested, the train and swamps look really enticing
Thank you. Was also working on a day / night system. Which would work as follows:
- During the day all units have normal line of sight.
- During the night all units have decreased line of sight with -2 cells, to a minimum of 4 cells.

This mechanic would make it easier to sneak attacks during the night. But I was not happy with the performance when adding it so I skipped it. But might be adding it in the future later

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

Post by Holloweye »

Re-made all icons in the game:
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Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

New building UK HQ:
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Holloweye
Posts: 100
Joined: Sun Nov 28, 2010 12:21 pm

Post by Holloweye »

New building french hq:
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