Wargame: Airland Dragon

Karlsson96
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Re: Wargame: Airland Dragon

Postby Karlsson96 » Sat 17 Feb 2018 23:35

First Off: I downloaded the February 1st, 2018 update but I am unable to PLAY the game. I am able to go in and modify decks with the new balancing but every time I start a game to play, I can not deploy any units. Its as if I went into a game with a blank deck. Did I either install it wrong or is this a bug? I downloaded the file and extracted the contents to the correct folder, while making backups of what I know are the correct files because I was able to manually revert back to vanilla by re-introducing them in their spots. Any help on this?

Second: Is it possible for the USMC to get Scout Snipers with M40A5s (or M40A3s depending on what time period you are focusing on) and a cross branch long range ATGM for the USA (especially USMC since fanboy lolz :p) as well? (Preferably infantry deployed TOWs or the Cav Scout '90 's pre-Javelin ATGM, in the form of a generic ATGM team)

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Sun 18 Feb 2018 00:52

First Off: I downloaded the February 1st, 2018 update but I am unable to PLAY the game. I am able to go in and modify decks with the new balancing but every time I start a game to play, I can not deploy any units. Its as if I went into a game with a blank deck. Did I either install it wrong or is this a bug?


What kind of deck is having this issue? I was encountering this with my custom USSR deck types (which is why I have not released it) and when using decks from before I disabled unspecialized decks. Try building a deck from scratch and let me know if the issue persists.

Second: Is it possible for the USMC to get Scout Snipers with M40A5s (or M40A3s depending on what time period you are focusing on) and a cross branch long range ATGM for the USA (especially USMC since fanboy lolz :p) as well? (Preferably infantry deployed TOWs or the Cav Scout '90 's pre-Javelin ATGM, in the form of a generic ATGM team)


As the US is already fitted with a large variety of recon, I would be more inclined to reequip an existing scout unit. I would consider the M40A1 for Navy Seals, though they would then be roughly equivalent to Delta Force. I'll take a look at it.

I've found it difficult to find a way to implement an ATGM team for the US. The Dragon has very poor performance while the TOW is not man-portable. When I added the pre-Javelin I had considered creating a standalone team, but felt that giving it to Cav Scouts better represents doctrine and how a prototype weapon would be tested in the field, as well benefiting game balance.

Even thought the M109A6 is exclusive to the US Army, the Marines IRL have a very effective and well trained Artillery arm with the M777 Howitzers. Maybe add the M109A6 to USMC deck as a psuedo-M777?


I'll throw my response to this here. I have given a lot of attention towards the accurate representation of unit models. I have made certain exceptions when gameplay demanded it and it was something that Eugen might have been expected to get away with anyway. I also chose to apply the same standards to all nations whenever I made a change - if I gave representative towed artillery to US Marines, I would be obligated to do the same for all nations.

I do appreciate the suggestions and your interest in this mod.

Karlsson96
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Re: Wargame: Airland Dragon

Postby Karlsson96 » Sun 18 Feb 2018 03:43

It did not really matter which deck I was trying to use but maybe check on US Marines/Armored or Russian Tank Regiment.Considering that the USMC is more famous for having snipers I would hope that the sniper team you might add would be for them. Any possibility of adding MARSOC or First Recon? jonas165 and his Crimean Escalation mod have a massive selection of US and even Russian Special Forces but with a much more modern emphasis. Also he hasn't updated his mod in a while.

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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Sun 18 Feb 2018 05:18

It did not really matter which deck I was trying to use but maybe check on US Marines/Armored or Russian Tank Regiment.


I have created multiple variations of each of those decks and have been unable to recreate the issue. My best guess is that you are trying to reuse decks created prior to updating the mod. To be certain, I am uploading my current version of the mod (which includes Starburst MANPADS teams for the UK). If your issue persists after this update then there will be a curious puzzle for us to solve.

Considering that the USMC is more famous for having snipers I would hope that the sniper team you might add would be for them. Any possibility of adding MARSOC or First Recon?


I am not opposed to the idea of a Marine-specific recon infantry, only I would like something reasonably within timeframe (1975-1995/1996) and balanced against other nation's options.

By "First Recon" do you mean "Force Recon"? It could be an interesting analog to US Army Rangers, but I will need to do some research as far as their doctrinal usage, transport options, and equipment.

jonas165 and his Crimean Escalation mod have a massive selection of US and even Russian Special Forces but with a much more modern emphasis. Also he hasn't updated his mod in a while.


I am unfamiliar with the details of most other mods, but if anything, I would prefer to lessen the proliferation of special forces in a Wargame style battlefield. Within the limitations of deck creation, it would be difficult to include a large variety of SF without increasing the proportion of SF on the battlefield. I focus on expanding (creating depth to existing mechanics) and polishing (gameplay balance and historical authenticity) the vanilla game while attempting to maintain its look and feel (appropriate unit models and arcade-style abstractions).

Unfortunately, Red Dragon is well past its prime and most players, let alone modders, have moved on.

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Re: Wargame: Airland Dragon

Postby ivan dracov » Sun 1 Apr 2018 16:00

Sireyn wrote:--------------Latest Version: February 17, 2018
Download: https://drive.google.com/open?id=0B31b3sRWJAeielh3RlhVZVplN0U
Extract contents of download into your base Wargame folder (\Steam\SteamApps\common\Wargame Red Dragon)


(Four files are replaced. Consider making backups)
NDF_Win: ...\Wargame Red Dragon\Data\WARGAME\PC\510064564
ZZ_Win : ...\WARGAME\PC\510061340\510064564
Interface ZZ_Win : ...\WARGAME\PC\430000564\430000574
Battlegroup ZZ_Win : ...\WARGAME\PC\430000587\430000609 (For use with the BGManager tool)


Working Spreadsheet : https://docs.google.com/spreadsheets/d/1fxHId2GicAj8ENVRWQ8lLiQQ0cPcG__EAM3IPjGloYM/edit?usp=sharing
Technical Notes : https://docs.google.com/spreadsheets/d/1Jf-E1cab3qp5r7PuZfCB_BCt5nh8fz80L7mEzPF9RPs/edit?usp=sharing



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This is an ongoing personal project that started as an attempt to bring back the fun of Wargame:ALB's combat while incorporating the newer systems in Red Dragon. Years and several overhauled systems later, the scope has far exceeded the original intent, but I'm extremely happy with how it turned out.

This was designed primarily with Coop PvE in mind and considerations towards the campaign, focusing on "believability" as opposed to "realism". Gameplay takes priority, though it should still feel authentic.

I'm always looking for cool ideas and feedback, even if you don't plan on using a mod like this

--------------A Few Highlights
- (All) All decks now require a National/Coalition and Specialization. No general decks.
- (All) Unit Availability and Pricing Rebalance (see below)
- (All) ATGM Rebalance (see below)
- (All) Anti-Air and SEAD Rebalance (see below)
- (All) MANPAD Rebalance
- (All) Infantry/SF size and ammo Adjustments (see below)
- (All) Command unit repricing
- (Red Dragons) Implemented core suggestions from "Fine-tuning NK/China" thread
- (Yugoslavia) Implemented several suggestions from "Fine tuning Yugoslavia" thread
- Replaced Dutch-German Corps with British-Dutch Corps

--------------New Units (Not rerolls)
- (USA) F/A-18E Super Hornet superiority fighter for Marines
- (USA) LAV-L supply truck for Marines
- (USA) MH-6 Little bird transport
- (USA) M270 MLRS (HE)
- (USA) Cavalry Scouts in '75 and '90 versions
- (USA) US Airborne in '75 and '90 versions
- (USA) Mountaineers
- (USA) CMD M1A1 Abrams
- (UK) CMD Challenger 1 Mk.1
- (UK) LAAD Starburst
- (W. Germany) FRR Roland 2
- (W. Germany) Gebirgsjager shock recon infantry
- (W. Germany) Jaguar 2 TOW-2
- (Sweden) Prickskytte Spanare recon sniper team
- (Israel) AMX-13 Nimda

- (USSR) T-55AK command tank
- (USSR) T-72B1K command tank
- (USSR) Mi-8T supply helicopter
- (USSR) Granatometa Pekhota AGL infantry
- (USSR) Strela-10M3 with 9M333 missile
- (USSR) Buk-M1-2 as analog to Patriot
- (USSR) T-72AV
- (USSR) BRM-3K Rys exceptional reconnaissance IFV
- (USSR) Mig-29K ATGM plane for Marines
- (USSR) Su-27K cluster bomber for Marines
- (Yugoslavia) M53/85 Praga LRU antiaircraft vehicle (https://translate.google.com/translate?hl=en&sl=sr&u=http://www.paluba.info/smf/index.php%3Ftopic%3D20149.60&prev=search)
- (Yugoslavia) Nora-B ERFB long range artillery
- (China) Z-9A good optics recon helicopter
- (China) Fang Hua Bing '90 engineer team


--------------Unit Changes
- (USA) Added A-10 Rocket Pods
- (USA) A-7E Corsair II loadout changed to two AGM-62 Walleye II's
- (USA) Added .50cal for Avenger
- (USA) Delta Force reequipped for anti-infantry; lacks anti-tank weapons
- (USA) Cav Scout '90 reequipped with AAWS-M (ford-aerospace pre-javelin)
- (W. Germany) Jager training set as shock
- (W. Germany) Wiesel vehicles air transportable through CH-53G
- (W. Germany) Leopard 1A1 Recon improved to Leopard 1A4 standard
- (Sweden) Hemvarnsmen loadout changed to AK4, M203, and Kg M/37
- (Sweden) STRV 121 given LAHAT missile
- (Israel) Added Merkava Mortars
- (Israel) Air unit names appended with Identifier (Ra'am becomes F-15I Ra'am)

- (All) T-55 recons adjusted to T-55A standard (except North Korea, for now)
- (USSR) Tank lines reworked: USSR now has two armored deck types focusing on T-72's or T-64/T-80
- (USSR) VDV's reequipped with proper lightweight RPG's
- (USSR) Gornostrelki properly adjusted to represent mountainized VDV's. (BTR-D's and shock)
- (USSR) Added AGL to BMD-3
- (USSR) KA-50's had their Iglas replaced with S-80 rocket pods
- (USSR) Fixed inconsistent armor values on tanks with ERA
- (USSR) Mig-21SMT rerolled to Mig-31F as SEAD
- (E. Germany) Added T-90S from North Korea
- (E. Germany) Added BTR-80A from North Korea
- (Finland) F-18C replaced with Mig-25PDS
- (Finland) Mig-29 loadout changed to 2x R27T and 2x R-27R
- (Yugoslavia) Bumbar ATGM replaced with Drug-M



--------------Core Changes

Tank Availability
Spoiler : :
Goals
- Encourage large scale battles, using formations instead of single units
- Properly balance tank pricing and deployment numbers, maintaining asymmetrical balance as often as possible
- Reassess each nation's tank selection for Gameplay and Realism, in that order

Changes
1. Tank availability has been generally increased, while availability bonuses during deck creation are removed
2. Tank cards are available in multiples of their doctrinal platoon sizes
3. Removed or rerolled many obsolete tanks into fire support units within the Vehicle tab
4. Updated ammunition for many tanks depending on historical and gameplay concerns
5. Smoke ammo added to guns of fire support units that are not meant to fight tanks (Scorpion, V-150, etc)

This is the core of the mod and still very much ongoing. Here's an example from my spreadsheet to get an idea.

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Anti-Air
Spoiler : :
Goals
- Deter proliferation of air power and reduce micro-intensity of maintaining a useful AA net
- Achieve a healthy compromise between Eugen's abstracted system and realistic map-wide radar coverage
- Allow AAA to adequately perform a secondary role of fire support without marginalizing IFV's
- Reduce general effectiveness of MANPADS against aircraft without limiting anti-helo capabilities

Changes
1. Radar Missile AA and SEAD range increased proportionally to a maximum 7km range
2. AA cannon ground range increased based on caliber, generally less than IFV autocannons
3. MANPADS effectiveness rebalanced according to real characteristics (MI-24 hitpoints reduced to 8)

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ATGM's
Spoiler : :
Goals
- Represent ATGM's on the battlefield in its intended role as a tank killer without exaggerating their capabilities
- Add granularity to existing ATGM mechanics using a technological basis

Changes
1. Noise has been significantly decreased, generally slightly quieter than autocannons. (Helo missile noise is not modified)
2. Critical chance has been dramatically increased, as high as 84%
3. Accuracy has been somewhat increased, usually 5-10%

ATGM dynamics have been vastly improved taking into account unique technological characteristics of individual missiles. I'm extremely satisfied with the result in gameplay.

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Infantry Size
Spoiler : :
Goals
- Increase survivability of small teams
- Reduce the "clown car" effect with some transport units
- Reduce apparent number of SF members on the battlefield

Changes
1. Infantry size bonus, number of men, and ammo count adjusted according to a set of rules I created.
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Ground Unit Speeds
Spoiler : :
Goals
- Strongly distinguish the differences between tracked and wheeled vehicles
- Reduce the "convoy" effect of tanks when fast-moving
- Add strategic variety to unit selection, pronouncing the benefits of speed (Air Assault > Wheels > Tracks)

Changes
1. Tracked vehicles road speed set to +10km/h over off-road speed
2. "Autonomy" was replaced with "Mean Time Between Maintenance". Ground units will be able to go twice as long before refueling.

Because of the way the routing system works, the closer road speeds are to off-road speeds the more often a unit will off-road. This results in units spreading out when fast-moving if there isn't a direct road route, which is far more visually appealing, tactically sound, and enemy AI even become a little less predictable.
A drawback is that the fuel system in the game is based on time, not distance, so faster units are more fuel efficient. I've decided to replace "Autonomy" with "Mean Time Between Maintenance", which considers any kind of non-combat related maintenance, to justify doubling ground unit autonomies.

Vasily Krysov wrote:We want this:
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over this
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CONCEPT : Artillery
Rework of artillery
Spoiler : :
Goals
- Reassess artillery to fit strongly into distinctive roles through firing pattern, cost, and supply consumption (Each unit should be a specific tool for a specific problem, not a set of linear upgrades)
- Balance for use of batteries of artillery instead of one or two units
- Use a technological basis for denoting unit characteristics


CONCEPT : Tank Cannons
Rescaling of aim time, accuracy, and stabilization
Spoiler : :
Goals
- Create long range and short range weapons for tanks, just like infantry rifles
- Use a technological basis for assigning tanks an aim time, accuracy, and stabilizer value


CONCEPT : Infantry RPG's
Rescaling of all infantry RPG's damage, range, and accuracy
Spoiler : :
Goals
- Create a new range scale, generally shorter
- Use a technological basis for assigning RPG stats


--------------Game Setting Changes

- Game Settings
Spoiler : :
  • 10v10 Maps Unlocked for created lobbies (Gjoll is bugged)
  • AP damage scales by one per 227.5m, resulting in +10 AP at point blank for 2275m range guns
  • Helos have a takeoff and landing time of a 8 seconds
  • FOB supply capacity to 40k and hitpoints set to 50
  • WIP: AI stats adjusted for attacking in small waves, instead of one big opening wave


- Command Unit Repricing
Every command unit has had its price reassessed based on a set of rules I created.
Spoiler : :
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- Camera Freedom
Ability to zoom in close to the ground, close to units, and look upwards a high degree
Spoiler : :
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--------------Nation Specific Changes
Not intended to be a comprehensive changelog, only highlights. Its been two years since I started this project and I can't remember what vanilla stats are nowadays.

USA
Spoiler : :
Overview
US in vanilla Wargame felt very stale. Many units were intentionally left outdated while others seemingly tried to compensate as powerful superweapons with controversial gameplay effects. The focus of my attention here is to rework the infantry, armor, and air tabs, removing or updating units to distinguish each unit's role, represent national doctrine, and remove the clutter.

Changes
+ Added US Airborne and US Airborne '90...(air assault with good AT weapons)
- Removed Light Riflemen and Light Riflemen '90
+ Added Mountaineers ...(15-hitpoint regulars with Super Dragons)
+ Updated Delta Force...(M4A1, M203, and suppressed SR-25)
+ Added Cavalry Scouts '90...(AAWS-M instead of Super Dragon. Ford-Aerospace pre-Javelin.
+ Added LAV-25 transport to US Marine '90's

+ M1097 Avenger given M3P .50cal
+ Added M270 MLRS with HE rockets

+ Rerolled AH-6C Little Bird as good optics recon helo
+ M113 ACAV had one of its machineguns replaced with the M40 106mm recoilless rifle
+ M1025 humvees (Mk19 and minigun recons) set as recon infantry transports

+ Added CMD M1A1 Abrams
- Removed Super M60
- Removed M60A2E2 Starship (the one with the autocannon)
+ M60A1 AOS and RISE : Armor standardized to 10/5/2/2
+ M60A3 : 1979 standard; 13 pen, 2275 range, 55/30 accuracy
+ M60A3 (TTS) : 1983 standard; 15 pen, 2275 range, 60/40 accuracy
+ M60A1 ERA : 65 points, 16 pen, 2100 range, 50/25 accuracy
+ M1 Abrams : 2275 range, 60/50 accuracy
+ MBT-70 RoF set to 6, speed increased
+ M60A2E1 given Shillelagh-C
+ M48A5 USMC and M60A1 USMC moved to vehicle tab as fire support vehicles

+ A-10 given Hydra rocket pods no rocket pod model unfortunately
+ A7E Corsair II rerolled with 2x AGM-62 Walleyes and 2x AIM-9 instead of napalm bombs
+ F-16A rerolled to iron bomber with 6x 227kg Mk82's
+ F/A-18A rerolled to iron bomber with 2x 1000kg Mk84's
+ Added F/A-18E Super Hornet as a Marine air superiority fighter


France
Spoiler : :
Overview
France has one of the strongest motorized decks in the game, however it suffered due to the meta game of armored/mechanized pushes. While I don't believe I can resolve this entirely, I did make some small changes for balance and consistency. Combined with my ATGM changes, I find them usable again.

Changes
+ Tank pricing was looked on favorably due to the lack of stabilizers and armor
+ Marines standardized to 15 hitpoints, like all other marines
+ AMX-10RC SB rerolled as a good optics recon
+ AMX-13/90 rerolled as cavalry tank
- Removed AMX-30

+ ERC-90 rate of fire and accuracy increased
+ AMX-10 variants rate of fire and accuracy increased


Germany
Spoiler : :
Overview
Germany has one of the strongest mechanized decks in the game but still feels very incomplete on its own. Many units were holdovers all the way back to European Escalation, never being updated to the Red Dragon timeframe. My goal was to fill in some of the gaps and relieve the disparity between German unit selection and more recent national additions.

Changes
+ Armbrust added as replacement for RL-100 Blindcide...(stats are slightly better than M72 LAW)

+ Jager, Heimatshutzen, BGS, and Fernspaher are reequipped with Armbrust
+ Jager training increased to shock
+ Panzergrenadier and Panzergrenadier '90 training reduced to regular and price reduced by 5 pts
+ Added Gebirgsjager...(shock recon with PzF44 and I.MG3)

- M48A2G removed
+ M48A2G2 moved to vehicle tab as fire support
+ KPz 70 Keiler ap increased to 16, speed increased

+ German Roland 2 set as non-radar
+ Added FRR Roland 2

+ PAH-2 Tigre fitted with Hot-3 missiles (considering replacing with Hellfires)

- Raketenjagdpanzer 1 removed
+ Jaguar 2 Tow-2 added

+ Alpha Jet A refitted with long range CRV7 rocket pods


Blue Minors
Spoiler : :
Overview
Most individual nation's changes are too short for their own section so the highlights are compiled here. All nations follow a similar pattern- Unstabilized obsolete MBT's removed or moved to vehicle tab, units repriced, a loadout change here and there, all small steps to making the game a little better.

United Kingdom
- UK 120mm HE (HESH/HEP) damage reduced to 3
+ Added CMD Challenger 1 Mk.1
+ Added LAAD Starburst MANPADS team
+ Challenger 1 Mk.3 added to mechanized
- Removed Chieftain Mk.2

Sweden
+ Strv 121 given Lahat
+ Hemvarnsman loadout changed...(AK4, M203, and Kg M/37)
+ Added Prickskytte Spanare (Sniper recon with Barrett M82)...(AK4, Ag 90)

South Korea
I gave South Korean tanks the best possible ammo for their timeframes. This is a consideration towards the campaign and gives them the flavor of good firepower on less optimal chassis.

+ M48A5K ap to 15
+ K1 ap to 17
+ K1A1 added to mechanized

Israel
I find Israel to be an exceptionally interesting mix of equipment, but I feel like Eugen made some questionable balance decisions and missed a few opportunities.

+ Helicopters and aircraft renamed with equipment identifiers...("Peten" becomes "AH-64A Peten", "Ra'am" becomes "F-15I Ra'am")
+ Merkavas have access to their 60mm C-06 mortars
+ Shayetet 13 and Maglan traded roles
+ Merkava IIA and IIB traded roles
+ Added AMX-13 Nimda
+ Tiran-5 Blazer moved to tank tab
+ Machbet radar removed and range decreased


USSR
Spoiler : :
I feel like I've spent more time researching Soviet technology and doctrine than anything else since I began this project. That said, the USSR in Wargame is very poorly represented, as if it were forced into NATO doctrinal ideas and then forgotten about after Airland Battle. I've attempted to revitalize its unit selection, deck compositions, its equipment, and to resolve inconsistencies; thereby better reflecting the fully mechanized, firepower doctrine of Cold War Russia.

WIP : Deck Specializations
- Replacement deck specializations (Motor Rifle Regiment, Independent Naval Infantry Brigade, etc)
This is currently finished except for a bug which is yet to be resolved. Certain units will not appear when entering a match, even though the units appear in the created deck and the armory - only for new decks except "Tank Regiment".
-For now, vanilla decks (armored, motorized, etc) reflect my new decks in unit selection.

New Units
- T-72B1K (command tank)
- T-55AK (command tank)
- Granatometa Pekhota (AGS-17 infantry)
- Mi-8T supply helicopter
- Su-27K cluster bomber
- Mig-29K ATGM plane
- 9K37 Buk-M1-2 (Buk-M1 with extended range)
- MT-LB Strela-10M3 (Copy of Yugo M90 Sava)
- T-72AV (1985 update with Kontact-1)
- BRM-3K Rys (exceptional optics recon)

Unit Changes
- Gornostrelki made shock and given BTR-D transports (represents mountainized VDV)
- BRDM-3 set as recon infantry transport
- Reworked Tank Lines
T-72 : T-72 Ural, T-72A, T-72AV, T-72B1, T-72B, T-72BM, T-72BU
T-80 : T-80B, T-80BV, T-80A, T-80U, T-80UM

- All T-72B's have ERA reflected in their stats and model
- T-72BM model changed to T-72BU's
- A variety of tanks did not have consistent side, rear, and top armor values
  • T-80U and T-80UM : +2 Side Armor, +1 Rear and Top Armor
  • T-64BV and T-64BV1 : +1 Top Armor
- T-72BU given Refleks Missile
- VDV '85 given RPG-26
- Spetznaz GRU given AKS-74U and RPG-27 to compliment Dragunov SVD
- Spetznaz VMF given AS Val and RPG-26 to compliment VSS Vintorez
- BMD-3 given AGS-17
- KA-50 given S-80 rocket pods instead of Iglas


Still working on updating this page. Sometimes it seems to take a longer time to update this page than to mod the game.

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--------------Plausible Ideas
- Helicopter ECM/Flares
- Recon Aircraft
- New units (Sprut-SD, LAV-AD, Bradley Linebacker, etc...)
- Coaxial MG's
- ECM pod weapon
- Infantry smoke grenades
- FOB's as command units
- Split AA vehicle weapons into radar/nonradar capability

- ANZAC into Blue Dragon coalition

--------------A Few Interesting References, for those who may be interested
Spoiler : :
Doctrine
CIA Analysis on anti-armor capabilities : https://www.cia.gov/library/readingroom/docs/DOC_0001066239.pdf
Snippet regarding Mechanized Doctrine : https://books.google.com/books?id=KAk9d2GCFOwC&printsec=frontcover#v=onepage&q&f=false
Soviet Troops, Organization, and Equipment : https://fas.org/irp/doddir/army/fm100-2-3.pdf
North Korean Military Doctrine : http://www.faoa.org/resources/Documents/NorthKoreanMilitaryTactics.pdf
North Korean Order of Battle : https://fas.org/nuke/guide/dprk/agency/kpa-guide/part01.htm
Problems with Higher Caliber Tank Guns : http://z4.invisionfree.com/NSDraftroom/ar/t1482.htm


Weapons and Ammunition
AAWS-M : http://www.armyrecognition.com/forum/vi ... .php?t=551
Swedish Missiles : http://www.robotmuseum.se/Mappar/0E/Robothistorik/13_Summary/ARM_sammanst.htm
Russian 2A46 Munitions : https://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http%3A%2F%2Fwww.kotsch88.de%2Fm_125_mm_d-81.htm
9K119 Refleks : https://translate.google.com/translate?sl=de&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.kotsch88.de%2Ff_9k119.htm&edit-text=&act=url

Armor
Leopard 2 Armor Analysis : http://btvt.narod.ru/raznoe/leopard2/Leo2a4.htm
Early M1 Abrams Composites : http://below-the-turret-ring.blogspot.ca/2017/01/early-m1-abrams-composite-armor.html
Russian Composites : https://translate.google.com/translate?sl=ru&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fbtvt.narod.ru%2F4%2Farmor.htm&edit-text=&act=url
Polish ERA : http://btvt.narod.ru/raznoe/erawa/ERAWA.htm

Vehicles
Inside and Outside M60's : http://afvdb.50megs.com/usa/pics/m60.html
M113A3 : http://www.combatreform.org/contingencym113a3gavins.htm
T-90 vs Abrams : https://translate.google.com/translate?sl=ru&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fbtvt.narod.ru%2F4%2Ft-90vsabrams.htm&edit-text=&act=url
T-62 Variants : https://thesovietarmourblog.blogspot.my/2015/12/t-62.html
T-72 Variants : http://www.kampfpanzer.de/vehicles/t-72
T-72 Variants : https://thesovietarmourblog.blogspot.com/2015/05/t-72-soviet-progeny.html
T-80 Variants : https://thesovietarmourblog.blogspot.com/2016/02/t-80-gambol.html

Useful for Cross-Referencing
Huge Equipment PDF : https://rsadf.gov.sa/Pub/Articles_10.pdf
Another Equipment Compilation : http://weaponsystems.net/menu/menu.html


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This is still being worked on regularly. Please comment with any ideas or constructive feedback. Thanks to the community for providing so many awesome guides and tools!

This is all pretty incredible I will be sure to take a look.
I really need some advise if you can help.
I just wish to change ranges on WG RD I have the modding suite and I am at the stage where i can simply change availability and pricing.
I read and carefully followed a modding guide from this forum but it seems to be referencing WAR GAME ALB.
Is there any such detailed guides for RED Dragon since the instances and classes do not match the instructions.
this makes it very very difficult for me to learn on the task.
I currently can not seem to fathom how to change a units weapon or range or ammo etc.
I am aware that some weapons likely are shared by more than one unit thats ok I do not expect to just be able to script in an entirely unique turret etc.
but just a clear route to change range of RD units would be amazing

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Halfbodied Jish
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Re: Wargame: Airland Dragon

Postby Halfbodied Jish » Mon 2 Apr 2018 21:56

I think the gameplay is pretty solid and this mod. I especially like the AI not using Rhodes as much and actually being able to hide atgms. :D

I would suggested you consider making an installer for the mod. I know there are some other mods like the Ash and Shadows or Sandbox that use and installer instead of manually having to replace the files. This would make it a lot easier for some of my other less tech savvy friends to install.

My pipe dream wish is to add maps from AirLand Battle to the game at but I'm pretty sure that's impossible. :roll:
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Sireyn
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Re: Wargame: Airland Dragon

Postby Sireyn » Tue 3 Apr 2018 02:38

ivan dracov wrote:This is all pretty incredible I will be sure to take a look.
I really need some advise if you can help.
I just wish to change ranges on WG RD I have the modding suite and I am at the stage where i can simply change availability and pricing.
I read and carefully followed a modding guide from this forum but it seems to be referencing WAR GAME ALB.
Is there any such detailed guides for RED Dragon since the instances and classes do not match the instructions.
this makes it very very difficult for me to learn on the task.
I currently can not seem to fathom how to change a units weapon or range or ammo etc.
I am aware that some weapons likely are shared by more than one unit thats ok I do not expect to just be able to script in an entirely unique turret etc.
but just a clear route to change range of RD units would be amazing


Thank you for your interest! There is a modding questions thread for these kinds of questions, but I will answer you here. Feel free to PM me or post your question there if you need more detailed instructions.

1. Make sure you are opening the correct NDF_Win located in ...\Wargame Red Dragon\Data\WARGAME\PC\510064564
2. Use the search bar and type "everything", then open the result
3. Use the search bar on the left and type "TUniteAuSol" and open the result
4. Use the filter button on the far right and filter by "Factory" and "MotherCountry" to find the unit you want to edit
Spoiler : :
Factory
3 = Logistics
10 = Recon
9 = Armor
6 = Infantry
13 = Support
8 = Vehicle
11 = Helicopter
7 = Plane
12 = Navy

Mother Country
USA : US
Britain : UK
France : FR
Germany : RFA
Austrailia : ANZ
Norway : NOR
Denmark : DAN
Sweden : SWE
Canada : CAN
Japan : JAP
South Korea : ROK
Netherlands : HOL
Israel : ISR

Russia : URSS
East Germany : : RDA
Czechoslovakia : TCH
Poland : POL
North Korea : NK
China : CHI
Yugoslavia : YUG
Finland : FIN

5. Open the unit's Modules list and open WeaponManager > Default > TurretDescriptorList
6. Select whichever turret contains the weapon you want, as well it the TMountedWeapon, until you reach the TAmmunition
7. Within the TAmmunition, the ranges are as follows...
Spoiler : :
PorteeMaximale : Max Range vs Ground
PorteeMaximaleBateaux : Max Range vs Ship
PorteeMaximaleTBA : Max Range vs Helicopter
PorteeMaximaleHA : Max Range vs Plane

The value uses the formula : (desired range/175) * 13000
1 meter = 74.28571428571429 units
2275 meters = 169000



Halfbodied Jish wrote:I would suggested you consider making an installer for the mod. I know there are some other mods like the Ash and Shadows or Sandbox that use and installer instead of manually having to replace the files. This would make it a lot easier for some of my other less tech savvy friends to install.


A good suggestion and one that I have considered. I simply have not sat down the put it together.
Last edited by Sireyn on Tue 3 Apr 2018 13:20, edited 1 time in total.

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molnibalage
General
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Re: Wargame: Airland Dragon

Postby molnibalage » Tue 3 Apr 2018 11:28

How many players use this MOD? How can I find them?

Do you plan any changes for helos? I made some observations and recommendations long time ago.
viewtopic.php?p=955084#p955084

Do you plan changes for med range SAMs regarding ACC and range? I think here about Osa, Neva and Kub.

First of all, Neva never was army air defense system, should not be in the game at all.

Neva should not be more accurate than Osa or Kub. The kinematics of the missiles of Neva always was weaker (~10-12 G, I have diagram about it) comparing 15G or Kub or ~20-25G of Osa. This is just the kinematics.

The CW + SARH or Kub was much more jam resistant that Newa in fact made it immune against many type of jamming what strongly degradated the Neva.

The Kub-M has larger eng. range than Neva.
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Antiflagellum
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Re: Wargame: Airland Dragon

Postby Antiflagellum » Wed 4 Apr 2018 16:28

I'm loving this mod. It has made me actually excited to play wargame again. I do have a few constructive points however, all for U.S.

Firstly, the Navy seals seem like they should be restricted to Marines decks since their purpose is conducting operations from and to a body of water. This would also help clean up recon infantry a bit.

Second, with limiting the harrier and hornet to Marines deck, the other U.S. decks no longer have a fast multirole fighter with atgms. Maybe consider rerolling or adding a falcon or eagle variant with atgms.

Lastly, the mh6 for Delta force has no pros over the other helo options. Maybe make the mh6 the only helo option for deltas, or up it's stealth to give it an advantage over the others, or even make it a recon unit and up the price. Also it would be nice if you had the option to bring both cards in with mh6 instead of just one.

Other than that the balance seems great so far and i love the gameplay changes. Thanks for your work and time to make this!

Edit: also is there any way you could remove"evac winchester" from the a-10 after it fires all of its atgms? Eugen added that in one of their last patches and half the reason i use the a-10 is for the cannon so having it evac automatically sort of defeats the purpose.

Sixt
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Re: Wargame: Airland Dragon

Postby Sixt » Fri 6 Apr 2018 10:46

Best mod for wargame i have played :-)

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