xAGx host it.
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Nice !
................. Meanwhile On Omaha Beach .... Server Hack !
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I lol'd.
First one reminded me so much of Company of Heroes, I'm definitely saving that.
"Tru_m4n has joined the game" "I got nukes!" lol...
You cannot create water transports without manually coding because the game cannot distinguish between shallow water and deep water. Or so I've been told. So, it is simply impossible; Unless there are no sea transports in WiF. (Didn't play yet, will do so when I have time and people to play with.)
The game can indeed distinguish between shallow and deep water. You just test a point for both naval and ground pathing.
the indexer simply cannot keep up with the ammount of units on the map,
No, things are just going slow.
I have done a couple of updates though, that i posted in the official changelog:
*Normalized fog to be consistent on all zoom levels, i.e., you can now see stuff on the farthest zoom.
*Further strengthened the italian positions in North Africa
*Added unique ship classes for all factions, like Kirov-class cruiser instead of Northampton for USSR, Dido class cruiser and King George V-class battleaship for UK, Scarnhorst-class battleship for Germany, Vittorio Veneto-class battleship and Trento-class cruiser for Italy. Theese ships still use the same models as before, but now have unique names and stats.
Here are the names and characteristics of the different new ships:
DESTROYERS:
Fubuki-class (Japan)
The best destroyer in the game, both fast, well armoured and hard-hitting. Slightly longer build time than other ships of it's class.
Zerstörer-class (Germany)
Mediocre destroyer, slightly higher health and cost but otherwise at the average.
Fletcher-class (US)
The current destroyer that is considered to be the average.
Folgore-class (Italy)
Weaker than other ships in most regards, but also slightly cheaper and faster.
CRUISERS:
Dido-class (UK)
Among the weakest in terms of damage, but has a good bulk and average speed.
Kirov-class (USSR)
The weakest cruiser in all regards, but also cheap and relatively fast to produce. Overall not cost efficient though.
Trento-class (Italy)
A fast cruiser specialized in chasing down destroyers. Has excellent speed and damage, but weak hull.
Tone-class (japan)
Very strong hull, mediocre cannons and poor speed. Generally above average of it's class.
Northampton-class (US)
The current allied cruiser. Extra strong against air, and also faster than japanese equivalents.
Deutschland-class (Germany)
Without doubt the most heavily armed cruiser in the game. Boosts excellent damage and armor at the cost of very low speed.
BATTLESHIPS:
Scharnhorst class (Germany)
A very fast and versatile battleship, with smaller but more fast-hitting guns. Very good for patroling the atlantic and chasing down trade ships, but will have a hard time against royal navy battleships. It is also less effective at shore bombardment.
Iowa-class (US)
The current standard allied ship. Very fast for a battleship good in shore bombardment, and also fast to produce. Weaker than japanese equivalents, however.
King George V-class (UK)
Lightly armed, but otherwise strong and resiliant.
Kongō-class (Japan)
Very strong battleship with powerful arnament, although very slow and somewhat expensive.
Vittorio Veneto-class (Italy)
Mediocre battleships that is placed somewhere between King George and Kongō in the terms of damage. High speed, but otherwise low health.
Actually, i didn't do any texturing for this model, lol.. it's just the american soldier texture, and as for the mortar tube itself, it is for the stuka bomb.
However, polycount is much more efficient. This model is only 54kb in size, despite being two models, while the standard soldier is close to 117 polies :S
Portrait on the face would look terrible though, lol.
New unit: the Mortar Team!
The mortar team was a unit i had planned for long to implement due to concerns about the way infantry suffers in certain combat situations. It will replace the flamethrower for USA and Britain. Contrary to what some would believe, the mortar team will not be a siege unit, infact, it does explosive damage and is another part of the infantry combat line that is intended to give supporting fire of a kind that lies between the infantry and the AT-gun. Firstly, it does light splash damage to infantry units which makes it decent as an anti-infantry unit. Second, despite having just barely higher damage than normal infantry, the explosive damage type allows it to deal acceptable damage to light armoured targets, such as AT-guns and light tanks. And finally, it has a range that just barely surpasses that of bunkers, which can allow it to slowly wittle theese down when in larger number to a cheaper cost than that of artillery. Another advantage it has above other artillery is that it can be loaded into transports for quick transportation.
Here are the cons though:
- It does neither of the above roles effective enough to be used on it's own.
- It has only barely more hit points and damage than infantry, and slower attack speed, and hence is best used to hold bridges, harass bunkers, or behind your infantry line as fire support.
- It's minimum attack range is shorter than the maximum range of infantry.
- It is not cost-effective to use in larger numbers.
One of the main supportive features that the mortar team delivers though, is the ability to fire smoke rounds. It is a ground-target, long cooldown ability that gives all friendly units within the target area a chance to dodge enemy attacks, and can be very useful when facing units that outgun or outrange your infantry, such as light tanks or bunkers.
Finally, i want to clearify what i meant earlier about "infantry combat line" - apart from obviously your battle line, there are two main lines of production that you can follow in WiF, the oil line and the cash line. Oil is a very trasured and elusive resource in WiF that you often have to prioritize between your airforce, navy, ground armor and research. You will often find yourself in situations where you run out of oil, and for this, there is a complementary line of units that can fulfill the same roles. The two lines look something like this:
Oil: Light tanks (anti-infantry), Medium tanks (all round), Tank Destroyers (anti-tank), Artillery (anti-structure)
Currency: Infantry (anti-infantry, all round), AT-guns (anti-tank), Flamethrowers/Mortars (anti-structure).
Now for some pictures!!
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