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 Post subject: Mods
PostPosted: Thu 16 Feb 2012 14:27 
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Joined: Thu 19 Jan 2012 16:53
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Location: Jackson, MS
Since we are at D-7 until release I was hoping we could get a little more information about the modding capabilities we will have. I know we had a post a few weeks ago that touched on it very briefly, but I and I am sure many others are interested in some more details.

If we can't get details, maybe we can get approximation of when we will get details? :D

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 15:03 
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Joined: Tue 20 Sep 2011 20:14
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22sec wrote:
Since we are at D-7 until release I was hoping we could get a little more information about the modding capabilities we will have. I know we had a post a few weeks ago that touched on it very briefly, but I and I am sure many others are interested in some more details.

If we can't get details, maybe we can get approximation of when we will get details? :D


I'll second that too.

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 15:06 
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Joined: Sun 6 Nov 2011 00:00
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I sense a major remodeling and hopefully changed so mechanics.

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 15:17 
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Joined: Thu 19 Jan 2012 16:53
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Location: Jackson, MS
I'm more of a map maker, and defintely want to introduce some real world terrain to WEE. Although I do think I may also look at modding units if needed to more closely match known, real world data. First. need a little better understanding of the under the hood mechanics of things like KE penetration, and how optics actually work.

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 15:30 
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Joined: Tue 14 Feb 2012 17:57
Posts: 73
I really just want to be able to change the hard to distinguish little pictures of the units that show up at the bottom of the screen after you box select a group, as is they are too difficult to tell apart sometimes and being able to just switch these little pics for Military Unit Counters like we have on the satellite view would make life a lot easier, trying to dodge arty and being able to quickly see which of a group are which would save me many a casualty by be able to tell at a glance.


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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 15:37 
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Joined: Sun 6 Nov 2011 00:00
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22sec wrote:
I'm more of a map maker, and defintely want to introduce some real world terrain to WEE. Although I do think I may also look at modding units if needed to more closely match known, real world data. First. need a little better understanding of the under the hood mechanics of things like KE penetration, and how optics actually work.

It would be nice to make a mod with amphibious/bridging mechanics. and do it on an open map, with tree lines and roads/fields (few villages as well).

Also it would be nice to have a hilly/foresty/swampy map for paratroopers :)

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 15:55 
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Joined: Sat 23 Jul 2011 10:10
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ikalugin wrote:
22sec wrote:
I'm more of a map maker, and defintely want to introduce some real world terrain to WEE. Although I do think I may also look at modding units if needed to more closely match known, real world data. First. need a little better understanding of the under the hood mechanics of things like KE penetration, and how optics actually work.

It would be nice to make a mod with amphibious/bridging mechanics. and do it on an open map, with tree lines and roads/fields (few villages as well).

Also it would be nice to have a hilly/foresty/swampy map for paratroopers :)


Or some nice "firemen" ? =3

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 16:26 
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Joined: Tue 20 Sep 2011 20:14
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Whoeoeooooo... Mod is a tweak of original game, but its a separate product. If you play a mod you will be able to play only against people who use the same mod (depending on the implementation ofc).

What you are talking here is changing skins. Just like in TF2 you can change skins/models of player/weapons without impacting game mechanics (for picky idiots, yes changing skins can impact a game mechanics if lets say you change walls to be transparent etc)

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 16:49 
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Joined: Sun 6 Nov 2011 00:00
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gottimw wrote:
Whoeoeooooo... Mod is a tweak of original game, but its a separate product. If you play a mod you will be able to play only against people who use the same mod (depending on the implementation ofc).

What you are talking here is changing skins. Just like in TF2 you can change skins/models of player/weapons without impacting game mechanics (for picky idiots, yes changing skins can impact a game mechanics if lets say you change walls to be transparent etc)

I would like to go further in the following directions though.

Simpler things

- Better models (some models like T80U need a change, certain other things)
- Better weapon effects
- Predictor firecontrol/flint missiles
- Minefields and other obstacles

Harder things

- Networking for arty and air/airdefence systems (both well in the time period)
- Company level AI

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 Post subject: Re: Mods
PostPosted: Thu 16 Feb 2012 16:53 
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Master Sergeant

Joined: Thu 19 Jan 2012 16:53
Posts: 169
Location: Jackson, MS
gottimw wrote:
Whoeoeooooo... Mod is a tweak of original game, but its a separate product. If you play a mod you will be able to play only against people who use the same mod (depending on the implementation ofc).

What you are talking here is changing skins. Just like in TF2 you can change skins/models of player/weapons without impacting game mechanics (for picky idiots, yes changing skins can impact a game mechanics if lets say you change walls to be transparent etc)



No, in an earlier post, it was disclosed we would have ability to modify more than just skins 8-)

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