Wargame: Crimean Escalation (Alpha Release)

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jonas165
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Thu 13 Apr 2017 21:23

thatAC130 wrote:Hey there! I was wondering if you would know when you think the next update will come out. My anticipation for (hopefully) better naval combat with this mod is killing me! :D


I will be back from vacation tomorrow and then I will go on working on it. The gameplay content of the patch is about 40% done, I however still have to do the uninstaller. However, I can already say that some new features will be added. You can for example go Trump and fire loads of Tomahawks from your Arleigh Burke. Also, you will see a land-based anti-ship gun. CIWS ranges will also be cut down to make blobbing less effective. I can't say if it will make naval really enjoyable, though. The core gameplay will stay more or less the same. But a mod for Red Dragon would be kinda incomplete without naval :D
In a more distant future, I will look into the possibilities of playing around with model files. I hope I find a way to have units that use the same model, like the Su-27SM, Su-33 and Su-35S, to each have their own model, so they can have individual skins. My big dream would be to import AoA models, though I of course cannot promise any of this will certainly happen.
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Karlsson96
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby Karlsson96 » Fri 14 Apr 2017 01:42

Hey Jonas, I tried out the CE mod and I thought it was pretty damn good. However I did notice some things with the USA faction, mostly the Infantry, that I thought could use some more information as to their equipment, and even some suggestions for units as well, such as: the USMC Scout Snipers with the M40A5 (sniper unit), and Marine Force Recon (recon infantry). I did have more ideas but have since forgot whether or not you already have them. Reinstalling the mod would take time and reverting back to vanilla would as well so the Uninstaller/Switch feature would be totally welcomed to people interested in the mod.

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Re: Wargame: Crimean Escalation (Alpha Release)

Postby thefury » Fri 14 Apr 2017 09:02

Karlsson96 wrote:Hey Jonas, I tried out the CE mod and I thought it was pretty damn good. However I did notice some things with the USA faction, mostly the Infantry, that I thought could use some more information as to their equipment, and even some suggestions for units as well, such as: the USMC Scout Snipers with the M40A5 (sniper unit), and Marine Force Recon (recon infantry). I did have more ideas but have since forgot whether or not you already have them. Reinstalling the mod would take time and reverting back to vanilla would as well so the Uninstaller/Switch feature would be totally welcomed to people interested in the mod.


As for the install and uninstall, mod manager is a great tool for mod play, it's easier than you thought and it's much more convenient (you don't need to recreate decks after uninstalling, all the original decks are still in place for vinilla etc.). So I would suggest to upload the mod in form of mod manager, it's just so much better.

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thatAC130
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby thatAC130 » Fri 14 Apr 2017 09:09

jonas165 wrote:
thatAC130 wrote:Hey there! I was wondering if you would know when you think the next update will come out. My anticipation for (hopefully) better naval combat with this mod is killing me! :D


I will be back from vacation tomorrow and then I will go on working on it. The gameplay content of the patch is about 40% done, I however still have to do the uninstaller. However, I can already say that some new features will be added. You can for example go Trump and fire loads of Tomahawks from your Arleigh Burke. Also, you will see a land-based anti-ship gun. CIWS ranges will also be cut down to make blobbing less effective. I can't say if it will make naval really enjoyable, though. The core gameplay will stay more or less the same. But a mod for Red Dragon would be kinda incomplete without naval :D
In a more distant future, I will look into the possibilities of playing around with model files. I hope I find a way to have units that use the same model, like the Su-27SM, Su-33 and Su-35S, to each have their own model, so they can have individual skins. My big dream would be to import AoA models, though I of course cannot promise any of this will certainly happen.



Alright! well, hopefully things go quick and smoothly on your end, and try not to work yourself too hard on this!

Also, how would you feel if we were to start making campaign scenarios based off of your mod?
Me: Wait, what? You mean to tell me that an AC-130 got shot down by a Strella-2? That's some real Bull-
Friend: NOOOOOOO

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jonas165
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Fri 14 Apr 2017 09:38

Karlsson96 wrote:Hey Jonas, I tried out the CE mod and I thought it was pretty damn good. However I did notice some things with the USA faction, mostly the Infantry, that I thought could use some more information as to their equipment, and even some suggestions for units as well, such as: the USMC Scout Snipers with the M40A5 (sniper unit), and Marine Force Recon (recon infantry). I did have more ideas but have since forgot whether or not you already have them. Reinstalling the mod would take time and reverting back to vanilla would as well so the Uninstaller/Switch feature would be totally welcomed to people interested in the mod.


Thank you! For your suggestions, Marine Force Recon are already in, and I will probably not give the US a new sniper unit. The USMC will get a new non-naval unit in the next patch.

For the mod manager, has anyone tried if it actually works with skins, the intro video and all that stuff?

thatAC130 wrote:Also, how would you feel if we were to start making campaign scenarios based off of your mod?


I already have some scenarios planned, but suggestions are welcome!
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby ardi223 » Fri 14 Apr 2017 16:04

Hi again,dude Mi-28 rockets wont fire maybe you can fix that in the coming patch.good job mate your mod by far is the best mod out there.And Also USA AA esp.anti heli aa needs a huge buff as they are compeletly incapable of engaging Akulas
I want Lena Katina :mrgreen: :D 8-)

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jonas165
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby jonas165 » Fri 14 Apr 2017 16:21

ardi223 wrote:Hi again,dude Mi-28 rockets wont fire maybe you can fix that in the coming patch.good job mate your mod by far is the best mod out there.And Also USA AA esp.anti heli aa needs a huge buff as they are compeletly incapable of engaging Akulas


Thanks. The Mi-28's rockets are HEAT, they only fire at vehicles. And the US anti-helo AA received some strong buffs recently. Check out the MML, HUMRAAM and C-RAM, they are quite capable against helos.
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thefury
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Re: Wargame: Crimean Escalation (Alpha Release)

Postby thefury » Fri 14 Apr 2017 18:04

Yes, I tried, the skin works perfectly fine.

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Re: Wargame: Crimean Escalation (Alpha Release)

Postby Karlsson96 » Fri 14 Apr 2017 22:14

Thank you! For your suggestions, Marine Force Recon are already in, and I will probably not give the US a new sniper unit. The USMC will get a new non-naval unit in the next patch.


Well is it possible for the Sniper teams already in the US faction able to be a part of a Marine Type Deck?

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Re: Wargame: Crimean Escalation (Alpha Release)

Postby Karlsson96 » Sat 15 Apr 2017 21:42

Balance Issues I have with the mod:

A lot of aircraft and helicopters have way too many weapons on them. This makes their roles less distinct and creates many "invincible units" especially with Russian helicopters. Right now Helos are able to multitask different targets simply by moving them to a target rich environment. The Ka-52 Alligator for example is able to fire off multiple atgms and air-air missiles at the same time in completely different directions, and their guided missiles are too accurate and powerful against Anti-air vehicles. Ka-52s just have to rush towards them and even if the enemy AA system has more range "on paper" the Ka-52 will always shoot first because of the AA system's very long aim time.

I think it would be better for game balance to only have 3 weapons maximum for vehicles such as planes and helos. Otherwise, should the mod become more popular, Russian Ka-52 and Mi-28 rushes will be the end all meta with no effective counter.

(admittedley, I am new to the game, but I am past the point of losing to Hard AI in the vanilla game. This game below was a defeat from easy AI)
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Corrections to equipment:

-The US Army Ranger actually use the Carl Gustav M3, and are well know for doing so. Only recently has the CG M3 been green'lighted for use with other branches.
-The LAV-AD from Support might actually have been removed from service in 1999. (I can't find a definitive source online as to its service status which is really weird)
-Prefer the Delta Force to use the M4A1
-A-10C Thunderbolt II: WAY too much armament... Maybe have multiple variations with different loadouts?
-Does the F-35 JSF have guns? I am certain IRL they have a 25mm Gatling gun.

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