Insurgency Mod (WiP)

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silverhaze
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Insurgency Mod (WiP)

Postby silverhaze » Tue 8 Jul 2014 22:07

Hey folks!
Spoiler : About :
This was my last Themed Deck project, and i figured that it would need to become a Mod. mostly for visual improvement, but not only...

Currently the project is going well, to be honnest it's going faster than I expected, thanks to the wonderful help i received from community members, and from tutorials and tools. I planned to use only what is known as 'doable' with the help of the community (based on what i've seen in the forum so far and because im new in wargame modding). It is working nicely so far, i learnt how to do most parts of the mod, the only unknown terrain remain the making of the custom IED unit. thanks a lot to all members that helped me, i won't forget it and you will be credited in the public release.

Also I'm still doing a lot of tests and researches for viable decks selection/modifications. It seems those are somehow balanced for now (see pics bellow). My goal was to find a believable deck equipement to each forces, with balance kept in mind. Also keep in mind that one side is weaker anyway for long range weaponry, so thats why they need asymetrical combat, and only in selected terrains.

If you have extra time, please report anycritics, bugs, ideas, historical mistakes in the following thread.
Wargame Red Dragon MOD
INSURGENCY


Spoiler : Alpha 0.3 (OUTDATED) download link :
updated to 0.3 to fix a folder mistake, but it seems i did an other little noob mistake, my bad :oops: (but i fixed it and it will be corrected in the next version). So you should wait for the -way better- incoming update.
For now it only contain Taliban units names instead of east germans names.

Insurgency Mod v0.3 alpha (sendspace)
- This early WiP open alpha 0.3 is only still online for testing purpose, debug and fun.

- Currently supported languages:
UK, USA, RUS, FRA, GER, CZ
(SPA, POL, ITA, JAP, KOR are done and will be in the next update, and CHI will be also soon supported)

- You can find additionnal HELP about Insurgency Mod's installation / usage / Rules in the file "Installation.txt" located in the archive.[/i]

Asymetrical Warfare, based on slightly smaller scale than a regular wargame deck.
Insurgents vs USA & Allies (can be UK, Ger, or Fr)

The following pics are Work in Progress and may change before public release.
Spoiler : WiP galerie :
Hat and belt need more work but other than that, it will do the deal.
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On the field (sry for bad placement of US icons)
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Taking a beating from US aircraft
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Taliban Strella-2 in action
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Time to run..
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Spoiler : WiP Unit Names & Icons :
Image
Spoiler : Decks Composition :
US Army

Code: Select all

BvAYwOwCcRgFkrAHJVJWS1OxqYAYuUBM0lSyhxT1L+pTUpI4khDqt2c7oSBJUTQpocA=

I'll probably increase Abrams to 3, or 4
Image

US Marines

Code: Select all

BnAhwSwDgmZZoLATJDlmSHNMkqaDVMpgephi6TtIYjiSEStpdEupSgqYKAlSzNSQNG+l/RvA

I'll probably increase Abrams to 3, or 4
Image

Insurgents

Code: Select all

hhAszafaQU+kgp9JBT6RFH0iKPokk3LJ8+mT59shz7ZDn2JpJIFQioSJFkYzeZvMG2DaBpnkigA=

(original number of T-55 is 28 or 22 but in the mod it is reduced to 11 (vet 2) or 8 (vet 3)
Image
Keep in mind that some IED are planned too, and should be considered for balance purpose.
Spoiler : example of what IED stats can look like :
bomber car
Cost : 35 pts
Avaliability : plenty
model * : UAZ (reco?)
Death AoE : mi26 blow
weapon * : 1 small caliber (7.62) as ak47 placeholder (* will that prevent it to be capturable?)


bomber truck
Cost : 75 pts
Avaliability : rare
model * : truck
Death AoE : capital ship blow
weapon * : 1 small caliber (7.62) as ak47 placeholder (* will that prevent it to be capturable?)

* = Optionnal, not sure if its possible / needed
Spoiler : Modding Needs :
Modding Needs:[/list]
* = Optionnal.

NATION name changes:
- East germany -> Insurgents.
* Can we change the flag ?

Units names changes (done):

Code: Select all

Hash            Original Value      Modded Value   Aval.   Instance
------------------------------------------------------------------------
CB87B3B37EB73A04   #command FÜHRUNGS UAZ   #command TALIBAN WARLORD
A66EE3CED52C0E07   #command FÜHRUNGSTRUPP   #command TRIBAL WARLORD
0642C4E6FD99E90D   LKV URAL         URAL
01126A1D00000000   SPW-70            BTR-70
8C161CA1D6010000   SPW-60PB         BTR-60PB
D560000000000000   SPW-152K         BTR-152K
CF6008A1D6450000   Fla-MG SPW-152E      BTR-152E ZPTU-2
2D8AABFBADE22A07   RESERVESCHÜTZEN      FOREIGN JIHADISTS
B3FAE77A8B760000   MOT.-SCHÜTZEN      TALIBAN FIGHTERS
EA9D77B0C9993104   Fla-Kom STRELA-2   TALIBAN STRELA-2
F2EDB6281EC72604   FJB-40            MUJAHIDEEN '80
B7FACFEA1D010000   GRENZER #reco2      TRIBAL FIGHTERS #reco2
FA42A7B329CB7405   SPEZIALAUFKLÄRER    #reco2   MUJAHIDEEN #reco2
A05691CBF743310C   AufklFz UAZ KPV    #reco1   TECHNICAL HMG #reco1
E4F2FD500CAFFA02   AufklFz UAZ #reco2   TECHNICAL #reco2
4AA475E4F251A406   PzJ UAZ SPG-9      TECHNICAL SPG-9
B21C0C8205756104   GW-SFL TUNDSCHA      MORTAR 120mm
8490780000000000   V-LKV T813         T813
8B61787F5D010000   KPz T-55A         T-55A         11-8   13256
???               any modded unit      IED(placeholder)
------------------------------------------------------------------------
?               M1A2 Abrams         -            4-3      13373
?               M1A1 (HA) Abrams   -            4-3      13370


* Texture Changes :
    - Inf HQ -> done
    - Reservschutzen -> can be white cloths
    - Motoschutzen -> done
    - Strella 2M -> done
    - Grenzer -> traditionnal tribal cloths colors
    - SpezialAufklarer -> maybe a more fighter-style variation of tribal cloths colors
    - UAZ * -> white or light blue paint or handmade light green camo
    - UAZ HMG * -> white paint or handmade light green camo
    - UAZ SPG-9 * -> white paint or handmade light green camo

Men per squad changes:
    unknown unit : xx -> 1 (IED carrier)
    T-55 : from 28-22 to 11-8 (a more realistic amount)

Transport vehicle changes:
    - URAL
    - Technical HMG* (if i manage to change that unit from reco to a transport)
    - olds BTR are reported to be used by insurgents too. so they might keep a couple of those.

* Weapon / squad stats changes:
- IED: ? SF infantry, need to be as stealth as a sniper squad.
if IED can be a rocket (1 ammo only) with the biggest AoE possible, it would be a good placeholder for IED.
Suitable Maps
    - (3v3) CliffHanger (best Afghan-lookalike terrain)
    - (3v3) Bloody Ridge
    - (4v4) Cold War Z (despite its not the correct vegetation type, relief still absolutly match to afghan valleys)
    - (2v2) Hop and Glory
    - (2v2) Gunboat Diplomacy


Let me know what you think about it, if you can help or not, if you think there will be problems or anything..
Mod is intented to be mainly PvP but can be played in SP or Coop, but:
I already did a couple of tests, as far as i know, AI cant play talibans, they all go suicide in line in crap transports. but AI can perfectly play USA if set at least on medium (best is to set em in hard).
Last edited by silverhaze on Thu 17 Jul 2014 09:45, edited 60 times in total.
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horsman
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Re: Insurgency Mod (early wip)

Postby horsman » Tue 8 Jul 2014 23:24

Don't hold your breath but i may have been working something that's very similar to this, with a special unit that's great at clearing city blocks.
Don't mind my spelling I'm just dyslexic
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silverhaze
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Re: Insurgency Mod (early wip)

Postby silverhaze » Tue 8 Jul 2014 23:47

horsman wrote:Don't hold your breath but i may have been working something that's very similar to this, with a special unit that's great at clearing city blocks.

:shock: :o
It sounds very interresting !

Oh, about gamemodes, T-destr & conquest are ok(but siege would have been awesome on cliffhanger)
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The W:AB Noob
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Re: Insurgency Mod (early wip)

Postby The W:AB Noob » Wed 9 Jul 2014 00:56

horsman wrote:Don't hold your breath but i may have been working something that's very similar to this, with a special unit that's great at clearing city blocks.

Woah, horsman working on a mod means some serious biz. Did I mention that I worked on an insurgency mod too? (Specifically British Army in Basra)

So I might be able to help, your requests looks pretty simple for the most part. Again, don't be too excited, I am busy nowadays and probably will only get busier. Modders can also renames things (ie East-Germany to Taliban) but I don't really know French....

As for my suggestions for your temporary decks, I think they are mostly accurate, but I might change a bit. No Light Riflemen, no I-HAWK PIP III, no Longbow, No navy on both sides (Afghanistan is a land-locked country :? ).
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silverhaze
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Re: Insurgency Mod (early wip)

Postby silverhaze » Wed 9 Jul 2014 01:11

Ay!
Well, then things may go beyond on-paper project state ! :roll:

For now, I do what i can to gather modding infos here and there. Despite i have experience in other game's modding (mostly 2D/3D stuff, but not only), i start nearly from scrath in wargame modding.
About a potencial texture change, i can make soldier look like some tribal warrior with a few tricks, that wont be perfect but will do the deal from STR view.
From that, i know that the mod concept has to stay simple, and its important to avoid endless additions/modifications.. Thats why i excluded to change models, and that's why texture change is optionnal. mod download/install need to be user friendly, so ill probably have to sacrifice some details to that.

Also i previously wrote a small batch file that can toggle ON or OFF a wargame mod, to be able to play the vanilla game or the modded game in a single shortcut clic. That can help people not familiar with modding to enable/disable the mod in one clic.
edit: nevermind, i just saw Vasto's mod installer -_-

edit²: Ay for i-hawk & light-riflemen.
Should longbow be replaced by some scout cobra ?
Ah yes about naval part, i knew this was going to be droped, no way insurgents get anything else than rivering ramboesque fisher boat.
Last edited by silverhaze on Wed 9 Jul 2014 01:50, edited 1 time in total.
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The W:AB Noob
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Re: Insurgency Mod (early wip)

Postby The W:AB Noob » Wed 9 Jul 2014 01:47

silverhaze wrote:Also i previously wrote a small batch file that can toggle ON or OFF a wargame mod, to be able to play the vanilla game or the modded game in a single shortcut clic. That can help people not familiar with modding to enable/disable the mod in one clic.

Wait, I never saw Vasto's installer toggle On and Off the mods, only install...

Also, maybe I could just give a modding tutorial someday so you could do it yourself.
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silverhaze
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Re: Insurgency Mod (early wip)

Postby silverhaze » Wed 9 Jul 2014 02:50

Ok about the installer. My batch file was tested on relativly simple mods, so it got to be tested yet on more complex mods. but it may work too.

You'll be very welcome for any help you can provide, and no worries if you are too busy for ;)

About potencial texture replacement, here is a quick (photoshop) draft of the kind of skin i have in mind:
Image
(edit: pic updated a bit)
Well for now i dont have hands on the texture files but at least you have an idea of how we can skip model changes to trick with texture
Last edited by silverhaze on Wed 9 Jul 2014 04:51, edited 2 times in total.
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Re: Insurgency Mod (early wip)

Postby Mikeboy » Wed 9 Jul 2014 04:10

The W:AB Noob wrote:Woah, horsman working on a mod means some serious biz. Did I mention that I worked on an insurgency mod too? (Specifically British Army in Basra)


I modded in almost all of the modern British Army (though what it's most lacking is the COIN stuff as that doesn't have models), if you want I could post it.

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Re: Insurgency Mod (early wip)

Postby Darkmil » Wed 9 Jul 2014 04:15

silverhaze wrote:Image

God this reskin is good !!
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Re: Insurgency Mod (early wip)

Postby jonas165 » Wed 9 Jul 2014 08:36

Mikeboy wrote:
The W:AB Noob wrote:Woah, horsman working on a mod means some serious biz. Did I mention that I worked on an insurgency mod too? (Specifically British Army in Basra)


I modded in almost all of the modern British Army (though what it's most lacking is the COIN stuff as that doesn't have models), if you want I could post it.


I´d like to see that.
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