AB1943 - World War II mod link/desc here [UPDATED 07/02/22] (Full Version)

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KarlTaco -> AB1943 - World War II mod link/desc here [UPDATED 07/02/22] (2/22/2021 4:36:42 AM)

https://drive.google.com/file/d/10Ovyb0XjDjhwK738Q7o9k20NHry36uMC/view?usp=sharing

Hotfix 7/2/22: Fixed US mortar unit typo causing crash

Update 27/1/22:
- Fixed a crash
- Fixed name of Japanese armoured car
- Brightened Japanese vehicle sprites

Note: Japanese tank crews have high morale, as do the infantry, however their tanks have notoriously poor armour thickness. Several Japanese tanks have thinner armour than German halftracks. Their guns are often almost as bad. I've added emplacements and pillboxes to try and compensate. Let me know how you go re balance.

Campaigns coming next.

To play the mod: unzip the file, and place it into your Armored Brigade 'data/database' folder (which also contains the folder labeled 'default'). When you boot up the game, select 'change settings' from the Armored Brigade launcher menu, then click AB 1943 in the dropdown box.
As always please let me know of any bugs or feedback.

From the recapture of Stalingrad in February 1943 until Germany's surrender in May 1945, the Wehrmacht, Waffen-SS, Red Army, Red Army Guards, Britain, the US, the USMC and Japan are the current playable factions. Future updates will aim to expand everything. In the long term I might expand the timeframe to begin earlier, depending on the popularity of the mod. Immediate goals include refining balance and sprites based on your constructive feedback. As every unit, weapon, formation etc must be researched and a sprite/s created, progress is slower than in my previous mod. That said, the mod currently contains a majority of units and is definitely playable.

General changes/features:
- More of a focus on infantry combat than the base game. Most infantry can move slightly faster
- More detailed infantry sprites
- Infantry weapons are more varied. E.g, instead of bolt-action rifle, there is the Kar98k and Mosin, etc
- Most heavy weapons, including crewed anti-tank guns, can now move (slowly!).
- Overall, weapon ranges have been somewhat changed, usually due to the timeframe of the mod
- SMGs and MGs are generally more lethal
- Formations are larger and often contain forced purchases for historical/balance reasons. This is an experimental change that I'm looking for feedback for,
especially regarding how well the AI uses them. E.g, Soviet rifle companies contain AT-rifle units and Fallschirmjaeger have light mortars in company formations
- Tanks have worse vision, with HQ tank units having comparatively better vision.
- Radios are less common, especially for Soviet and Japanese units. To compensate for the sake of the player, all order delays are slightly shorter
- Motorised units are almost always mounted in trucks
- And more..

Post in the comments section below, visit the Matrix AB forums or message me if there is anything well out of whack, the mod crashes or if you have any comments regarding balance or gameplay. I'm openly looking for constructive feedback, so there's your chance to influence the development of the mod.

Enjoy.




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (2/22/2021 7:20:06 AM)

What a nice way to start a day!




Af1352pasha -> RE: AB1943 - World War II mod link/desc here (2/22/2021 7:44:53 AM)

too many missing icons and sprites! did not playable until total overhaul!




KarlTaco -> RE: AB1943 - World War II mod link/desc here (2/22/2021 2:19:24 PM)

Ha, hope you enjoy it Nick. I hopefully haven't committed too many database sins.

@pasha: I don't quite follow. Which sprites/icons are missing?




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (2/22/2021 8:01:31 PM)

I took it for a spin and it is very impressive, beyond what I have expected for a first iteration. Roughly 450 units at the moment, you have really made an effort!

In the fixed version, I found only a single game crashing bug. When loading July 1943, there is a missing Panzer III turret, pnz3ng_ts3. There might be others as I play more, but it is still very good. Also, while playing summer 1944, I noticed that one of the Panther variations has an offset turret. On a quick glance in database editor, they seem to have same coordinates so it might be a different sprite dimension (easily fixable anyway) and ISU-122 and ISU-152 maybe could just use the same sprite with different cannons.

I have to say that historical TO&Es are refreshing, albeit I find lack of manageable formations a bit problematic for smaller battles (I tend to rarely micromanage if possible). Large companies are clumsy in current AB iteration. In the official database, truck-mounted units would have AI purchase at zero, but since this is a mode it would be interesting to play test them more.

Also, mortars should be separated from the formations as I think AI cannot use them if they are not part of the proper formation AI type. In the official database small mortars (for example 51mm) that could be seen as part of platoon HQ or weapons squad in several armies are modelled as direct fire weapons given their “short” range.

Again, I am very impressed.




woos1981 -> RE: AB1943 - World War II mod link/desc here (2/23/2021 1:37:54 AM)

Nice job well done!




Af1352pasha -> RE: AB1943 - World War II mod link/desc here (2/23/2021 4:36:24 AM)

flag of Russian guard is missing at first try. in second try in 1943 game crashed because of missing sprite in force selection screen and in third attempt missing flag in loading screen before game start.

All three attempt for start the game was not successful.




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (2/23/2021 5:05:16 PM)

It works on Steam, so I guess this is not an updated version or some extra files are missing.




z1812 -> RE: AB1943 - World War II mod link/desc here (2/23/2021 8:00:43 PM)

So installation would be unzipping into the main folder?




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (2/23/2021 9:15:11 PM)

Yes, unzip it to the Armored Brigade\data\database folder. When you start the game, select Change Settings, and on the next screen, on the left where it says Database: use the drop down menu and select AB1943.

(although I would recommend using Steam if possible until CarlTaco update his repository, if it it true that this version is missing flags).




z1812 -> RE: AB1943 - World War II mod link/desc here (2/23/2021 10:15:18 PM)


quote:

ORIGINAL: nikolas93TS

Yes, unzip it to the Armored Brigade\data\database folder. When you start the game, select Change Settings, and on the next screen, on the left where it says Database: use the drop down menu and select AB1943.

(although I would recommend using Steam if possible until CarlTaco update his repository, if it it true that this version is missing flags).


Thanks for your reply!




Perturabo -> RE: AB1943 - World War II mod link/desc here (2/25/2021 8:27:08 PM)

Whoa. Cool.

Isn't T-34s gun a bit too easy too shoot? From what I've read, due to the faulty construction interfering with tank operation (T-34 was basically a failed prototype pressed into production and kept in it for years because of the German invasion. After they tested the prototype they designed T-34M with a large 3 man turret but couldn't start producing it because they couldn't afford to stop producing T-34 organize production of a new model), German tanks could get 3 shoots per one shoot of T-34[source].

Also, T-34 have the same level of visibility as Panzers that are lavishly equipped with quality optics?




z1812 -> RE: AB1943 - World War II mod link/desc here (2/26/2021 3:34:37 PM)

quote:

ORIGINAL: Perturabo

Whoa. Cool.

Isn't T-34s gun a bit too easy too shoot? From what I've read, due to the faulty construction interfering with tank operation (T-34 was basically a failed prototype pressed into production and kept in it for years because of the German invasion. After they tested the prototype they designed T-34M with a large 3 man turret but couldn't start producing it because they couldn't afford to stop producing T-34 organize production of a new model), German tanks could get 3 shoots per one shoot of T-34[source].

Also, T-34 have the same level of visibility as Panzers that are lavishly equipped with quality optics?


The problems you describe are accurate.............however they only made a difference in later years. Early war the German tanks had great difficulty in penetrating the t-34's armour. Where as the German tanks at that time did not have armour to defeat the T-34's gun. By the time the Germans had improved their armour, generally it was too little too late, with too few veterans left to man the vehicles, and too few vehicles to make a difference.

So it depends what time frame the mod is representing.

However I am very glad to have this mod, many thanks to KarlTaco




budd -> RE: AB1943 - World War II mod link/desc here (2/27/2021 3:00:14 PM)

Question: Am i missing something, which is entirely possible but i don't see any shreks or fausts for the German infantry? No AT capability?




z1812 -> RE: AB1943 - World War II mod link/desc here (2/27/2021 9:47:06 PM)


quote:

ORIGINAL: budd

Question: Am i missing something, which is entirely possible but i don't see any shreks or fausts for the German infantry? No AT capability?


That would be a notable omission.




Perturabo -> RE: AB1943 - World War II mod link/desc here (2/28/2021 2:57:35 AM)

quote:

ORIGINAL: z1812

quote:

ORIGINAL: Perturabo

Whoa. Cool.

Isn't T-34s gun a bit too easy too shoot? From what I've read, due to the faulty construction interfering with tank operation (T-34 was basically a failed prototype pressed into production and kept in it for years because of the German invasion. After they tested the prototype they designed T-34M with a large 3 man turret but couldn't start producing it because they couldn't afford to stop producing T-34 organize production of a new model), German tanks could get 3 shoots per one shoot of T-34[source].

Also, T-34 have the same level of visibility as Panzers that are lavishly equipped with quality optics?


The problems you describe are accurate.............however they only made a difference in later years. Early war the German tanks had great difficulty in penetrating the t-34's armour. Where as the German tanks at that time did not have armour to defeat the T-34's gun. By the time the Germans had improved their armour, generally it was too little too late, with too few veterans left to man the vehicles, and too few vehicles to make a difference.

So it depends what time frame the mod is representing.

The mod covers 1943, from what I see, so the time when Germans had long-gunned Panzer IVs, not to mention Panthers and Tigers. Also, Germans still destroyed a lot of T-34 even before they got long-gunned tanks. They still had a 1:2 loss-kill ratio against T-34 in 1941 with weaker armour and weaker guns, so the design defects of T-34 crippled it even at the time it had advantage of long gun and thick sloped armour.
Though apparently model 1942 had larger turret, so maybe it was less cramped while still being 2 man.

quote:

ORIGINAL: budd

Question: Am i missing something, which is entirely possible but i don't see any shreks or fausts for the German infantry? No AT capability?

First Panzerfausts appeared in August, 1943. Some units have them in August in the mod.




budd -> RE: AB1943 - World War II mod link/desc here (2/28/2021 3:39:19 AM)

AAAA...i was playing in July, what about shreks time frame?

According to Wikipedia, shreks weren't available until spring 44.




KarlTaco -> RE: AB1943 - World War II mod link/desc here (3/3/2021 3:02:52 AM)

Thanks for the feedback guys. Yeah some units have panzerschrecks and panzerfausts. Some units have quite a few more/higher quality than others. Regarding optics, I've stuck with giving all tanks poor optics for the time being. Will change it if it doesn't work out. HQ tank units have better optics. About to upload the latest update now.




z1812 -> RE: AB1943 - World War II mod link/desc here (3/3/2021 3:17:07 AM)


quote:

ORIGINAL: KarlTaco

Thanks for the feedback guys. Yeah some units have panzerschrecks and panzerfausts. Some units have quite a few more/higher quality than others. Regarding optics, I've stuck with giving all tanks poor optics for the time being. Will change it if it doesn't work out. HQ tank units have better optics. About to upload the latest update now.


Thanks again for this great mod!




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (3/3/2021 9:05:27 AM)

Early Soviet gunsights (TOP m.telescope 1930 and PT-1 periscope) were developed with Germans and were decent quality. Problem was that TOP was not articulated, hence inferior to TZF-5 in Pz-2/3/4.

Pre-war optic quality was satisfactory, not great but not bad either.

Optics quality drastically worsened during 1942, but then improved in 1943.

Later articulated gunsights (TSh-1x) were quite good. Design of those were based on German gun sights, same as British done with 75mm Cromwell's gunsight.

What Soviets lacked until 1943 were wide-angle vision devices, which combined with lack of tank commander cupola and 2-men turret crew on T-34 created all sort of issues. Also periscopes such as those on sides of KV turret and T-34's driver hatch were often mirror-type with polished metal acting as mirror and hence gave picture of low quality.


Early T-34 had:

- gunner - telescope and periscope gunsight, vision slit on turret side

- loader/TC - sometimes PT-K periscope, most often just vision slit on turret side

- driver - two mirror periscopes

- bow MG gunner - nothing, just iron sights on MK (which combined with mounting gave 1.5deg FoV)



In comparison, and nothing worse than Germans, T-34-85 had:

-Gunner - articulated telescope gunsight (so he did not have to chase it when he changed elevation of gun) and rotating wide-angle MK-4 periscope

- TC - cupola with 5 vision slits and MK-4 periscope on rotating hatch on cupola

- Loader had rotating MK-4 periscope and side turret vision slit

- Driver's hatch used two improved periscopes with glass prisms

- bow MG gunner got optical sight for his MG with IIRC 26deg FoV




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (3/3/2021 9:17:44 AM)

And here is an interesting tidbit from post-war French trials on Panther, which came to similar conclusions as Soviets during the war.

The commander's cupola with its 7 periscopes provides a nearly perfect all -round visibility. Periscopes damaged by shells can be replaced very quickly.

A scissors periscope with large magnification power was affixed to a bracket in the commander's cupola.


Later model Sherman tanks also had commanders’ cupolas with 360-degree visibility. But this feature did not appear commonly in US tanks until 1944 production. Several allied reports give high credit to the visibility of German tank cupolas from as early as 1940.

Aside from his periscope gun sight ( which is excellent), the gunner has no other type of observation device. He is therefore practically blind, ­ one of the greatest shortcomings of the Panther.

The gunsight with two magnification stages is remarkably clear and has its field of view clear in the center. The gunsight enables observation of a target and shells out to over 3000 meters.

Once the commander has located a target, it takes between 20 and 30 seconds until the gunner can open fire. This data, which is significantly greater than that of the Sherman, stems from the absence of a periscope for the gunner.


The French have identified a key aspect that is missing from American comparisons and criticisms of the gunsights in Sherman tanks as compared to Panther (and other German) tanks. Yes the German optics were good. Clarity was excellent, and ranging reticles were more effective. Yet it was observed in combat reports that US gunners were able to find and get their sights on target faster.




Perturabo -> RE: AB1943 - World War II mod link/desc here (3/5/2021 2:45:23 AM)

How would you translate these to database terms?




nikolas93TS -> RE: AB1943 - World War II mod link/desc here (3/7/2021 6:21:53 PM)

Visibility parameter, ranked from worst to best vehicle visibility, and in case of Panther, probably a longer fire weapon time.




JoeMK -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/8/2021 4:46:25 PM)

Is any DLC subject to a proper start?

Edit: I only looked for new map(s) or scenario(s). I've learned: no scenarios or new maps at that moment.




Gunner98 -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/8/2021 10:09:10 PM)

Downloaded the AB1943 DB - looks great. Are there any maps or scenarios built to support it or do we generate battles on the standard AB maps?

Thanks




nikolas93TS -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/8/2021 10:54:41 PM)

For the time being, only standard maps.




Gunner98 -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/9/2021 12:45:46 AM)

OK thanks,

This mod is great for the learning curve, less lethality in the weapons makes it more fogiving then the modern game. Great work thanks.




altipueri -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/9/2021 2:47:15 PM)

Fantastic - thank you so much for this KarlTaco.

A double success:
1. I actually installed it without mucking files up as I am usually incompetent.
2. Played a quick scenario and my stuff didn't all get blown up in the first ten minutes.

I hope this develops well and gets more people trying Armored Brigade. This is sure more fun than WITE2 :)




OldSarge -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/9/2021 3:19:48 PM)

I haven't had the chance to dive into it yet, but I loaded it up an generated a quick scenario and it looks excellent!

Great job! [8D]




ghostronin -> RE: AB1943 - World War II mod link/desc here [UPDATED 13/3/21] (4/9/2021 11:48:57 PM)


Any updates regarding the latest version of the mod uploaded to original post? I also received a flag error, etc. similar to that described in the posts from 2/23 - when attempting the version in OP.




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