 Modname: |
 Gundug mini mod - unit tweaks |
| Author: |
Gundug http://www.massgate.net/read.php?39454,134395 |
| Status: |
released |
| Description: |
This little mod adjusts the stats for all of the available units and includes a few "new" units with capabilities previously unavailable to the player. While the changes have been implemented with a nod to the real world capabilities and functions of the various weapons and vehicles, this is not intended in any way to be a realism mod. The adjustments were made for my own enjoyment, and hopefully others will have fun playing it as well.
Be sure to install this into your all users documents folder. In my case, under Vista, that is called "Public/Public Documents/World in Conflict/Mods". I left part of the directory structure intact in my zip file in case you don't have the World in Conflict/Mods folder. |
| Features: |
General changes:
All vehicles can now carry at least one infantry unit. This enables any of my newly created "Specialist" units to load aboard any vehicle. While not particularly realistic, I think it adds an element of fun and strategy to the game. What this amounts to, is any vehicle equipped with a mechanic, for instance immediately becomes a repair vehicle. While this may sound like it could lead to invincible units on the battlefield, in practice, I have not seen this to be the case (against the AI, which doesn't make use of my special units - OK, so it has to be tested against real players). The extra cost limits the ability to purchase useful fighting vehicles, and any vehicle destroyed loses its rider as well. One side effect of this is that larger units can be ordered to load aboard, but will quickly become stalled, since there is no room left. If the vehicle or infantry moves off in this case, the loaded infantry will automatically disembark. The autoload feature seems to be OK with finding the right vehicles, but be careful in case it has problems. Another annoying problem is that if a repair specialist riding a vehicle is repairing another vehicle that then moves out of range before completion, it will not attempt to repair anything else until it is either finished, or unloaded from its carrying vehicle - it can then be reloaded normally and will fix the next nearest unit. If your specialist seems to be doing nothing, this is why.
Armor:
All heavy tanks, which I am calling MBTs now have a highly capable main armament designed to destroy all ground vehicles. This weapon does not engage infantry by default, but NATO and US tanks can still use their HEAT capability. The Soviet T-80 instead can fire an AT missile with greater range (the tank commander will still claim that he is firing a HEAT - just ignore him). The T-80 and Abrams have a reasonably effective .50 cal AAMG, the Leopard II, a 7.62mm AAMG, all of which can attack helicopters and infantry, and a coaxial 7.62mm MG for use against infantry only. Frontal armor for all of the tanks is considerable, so side, rear, or top attacks are best. These tanks also are typically among the better armor, in terms of speed and maneuverability.
The medium tanks (also MBTs, but with a close-support focus) are significantly cheaper, but reasonably well-armed. They are best against light armor, vehicles and infantry. These tanks are also slower than the more expensive variety, and have decent armor, but will not last long against the next generation of MBTs. These tanks are also equipped with similar AAMG and CMG weapons as above.
The light tanks all have amphibious capabilities and are inexpensive. The Soviet and EU versions are relatively lightly armed, while the US Sheridan carries a large but slow firing gun, mostly good against infantry. The US and Soviet AT missiles can be effective against most armor. All of these tanks carry a 7.62mm coaxial MG. The Sheridan also has a .50 cal AAMG. The Scorpion is very fast, the Sheridan fairly quick, and the PT-76 is pretty sad - I made it cheaper to help make of for this (when the tank commander asks "Need a fast tank?" you can assume he is being sarcastic).
Armored transports are now much cheaper, and with the exception of the EU Warrior, all are amphibious. Their main armament is effective against light vehicles, decent against troops, and damaging to nearby helicopters. All have a coaxial 7.62mm MG. Infantry commanders will find that the cost to acquire these is reduced, but this unit type is still cheapest for armor.
Amphibious transports are also cheaper for armor and infantry use. Since I could not find any data showing a Luchs that carries troops (anyone who can prove otherwise, let me know), this unit type can no longer hold a squad of infantry and is simply an amphibious scout vehicle. These vehicles really only have speed over the above mentioned units. Armament varies greatly.
Air:
All air attack units are now significantly more expensive, but more capable. The heavy air types have a long-ranged AT missile (with the exception of the EU Mangusta, which simply has a ton of rocket pods) and improved rockets. At range, these helicopters are deadly, but fragile against enemy fire. Rear attacks are highly effective, so care should be taken to avoid exposing the tail rotor to attack. Since anti-air missiles are a major threat, these helicopters have a much quicker flare refire rate. The various guns quipped are longer ranged and more effective. The Soviet Mi-24 can transport a small squad if desired. All have an improved viewing range.
Medium air units are now equipped with rocket pods, similar to the dedicated ground attack types, but with slower reloading and firing fewer rounds. All maintain their AA missile capability. These have a similar viewing range to the above. Flare capability is also improved similarly.
Scout helicopters have improved rocket capability, but can never claim any true capability against tanks. They are vulnerable against ground fire and should keep their distance as much as possible. All of these class can carry a small infantry squad (like snipers). Viewing range has been increased. These helicopters have a low cost. These craft have improved flares.
Transport helicopters are now equipped with a 7.62mm MG to help the air or infantry player feel a little better sending them into danger. They are not gunships, and should not be used for any serious ground attack. This unit can carry a full-sized infantry squad. Flares are improved. Another inexpensive air unit, the infantry commander will find these a bit cheaper as well.
Infantry:
Snipers are now a sniper team, consisting of the main sniper with a long ranged rifle, and a spotter, with a shorter ranged and faster firing rifle. The soviet sniper fires quicker than his US and EU counterparts but has a bit less range and kill power. For all snipers, kill power is greatly reduced, but they no longer show a large tracer advertising their location when firing. These units have a quicker than normal sprint recharge and run just a little bit faster than regular infantry. Snipers are a little cheaper.
A new unit, the Specialist Medic, is probably the most useless, but doesn't cost as much as others, and can heal infantry much quicker than the squad medics can. They also run a bit faster and recharge their sprint ability quicker. Being a specialist, they can ride on any vehicle, turning it into an ambulance of sorts.
Airdropped infantry now has an AT and AA capability, along with the direct artillery ability. Direct artillery now works out to the unit's LOS, which is 90 units greater than default. Not a huge gain, but definitely noticeable. These units are slightly more accurate than normal infantry, and their sprint recharge time is reduced.
Another new unit Rangers, is a sneakier, cheaper infantry type, with no AT or AA capability. They are quick moving and have a quick sprint recharge.
Light infantry transports now have improved AAMGs and a quicker, as well as being cheaper. This unit can no longer repair vehicles, but can be combined with a mechanic to perform the same task for, I think, around the same cost (excepting airdropped types).
Light trucks are quicker and cheaper.
Support:
Heavy artillery now can strike anywhere on the battlefield, and with increased power. On the minus side, reload times are long, and due to travel time, hitting anything that can move on the other side of a battlefield is highly unlikely.
Medium artillery now has a similar range to the original heavy types, and slightly increased damage. Reload times are moderate. The Soviet 2S9 mortar/howitzer also has an amphibious capability.
Heavy AA carries an effective long ranged missile with a longish reload time. Helicopters should be able to escape most of the time if they are attacked a maximum range, but closer up, they will probably not, especially if more than one unit is attacking. The US Chaparral and Soviet 9K35 are also amphibious.
Medium AA can chew helicopters up at a closer range, and have a decent ground attack capability. Probably not a whole lot different from the current patch (I modified these some time ago).
All ARVs now have an AAMG useful against infantry and helicopters. Their repair capability is also somewhat enhanced (you can load a Specialist Mechanic aboard for quicker repairs). In practice, they are still highly vulnerable to determined attack.
The engineer unit has been increased to a small squad, including the demo engineer, a medic and an AT specialist. While this gives the support player a limited infantry capability, they will not replace dedicated infantry. This squad can also perform slow repairs on vehicles.
A new unit, the Specialist Mechanic, can perform moderately fast repairs on vehicles, and as mentioned before, can be loaded into any vehicle to perform repairs, both on the transporting vehicle and other friendlies. While this unit is quite cheap for support players, it can be purchased at a reasonable cost by the other branches.
Another new unit, the Electronic Warfare Specialist, is basically like cheating, except at a high cost for a single infantryman. This specialist enables you to see the various enemy TA drops, heavy artillery strikes and the like within a decent range from wherever this unit is placed. While useful, this high cost unit will severely limit the ability to purchase fighting units, and is virtually helpless when discovered and attacked. Like other specialists, this type can be loaded into any vehicle. This specialist also makes very slow repairs to nearby vehicles. All branches can purchase this type, but support gets the cheapest price.
|
|
| Version: |
1.00 |
| Added by: |
Kithaitaa |
| Added: |
2008-01-09 08:38:58 |
| Hits: |
4364 |
| User Rating: |
Not yet rated. Rate now!
|
| |
|
|
 |
To install the mod, copy it into your:
...\Documents and Settings\All Users\Documents\World in Conflict\Mods\ folder. (create new folder for each mod)
...\Dokumente und Einstellungen\All Users\Dokumente\World in Conflict\Mods\ Verzeichnis. (erstelle ein neues Unterverzeichnis für jeden Mod)
Please also read the readme files if included.
|
|
|

|