Introducing a MASSIVE World War 2 Era for Wesnoth!
(Inspired by WWIIOL: Battleground Europe, a FPS MMO with the world's largest online gameworld and an obsession with realism that is taken too far.)
Includes 85+ unique units most with custom wml and animations from Germany, Western Allies and Russia. The most historically produced tanks, aircraft, and naval units were selected to be a part of the mod. Every unit can level to veteran, and most can level to elite or more.
~30 units are available for recruit by each nation, with several more unlocked via the Tier 2 Factory.
Includes a massive campaign map of Western Europe designed true to life. Shorelines are accurate to the hex, cities have real population ratios, village density is based on a population density map from 1940. Forests and Hills are based on forestation and topography maps also measured by the hex and placed. Games take 50-120 turns.
Also includes Battle of Sedan and the 3 year Battle of Leningrad with preset units based on actual division composition and strength.
Custom AI made for each map type: Small, Medium, Huge, Ocean
Every variable (hp,mm of penetration , upkeep, etc) is mathematically derived based on researched WWII performance statistics and schematics.
Value = Formula
1 turn = 1 Week
xx Cost = Dollars(1942) / 160
xx Upkeep = Dollars(1942) / 160
xx Level = (Cost+Upkeep*10)/40
xx EXP to level = Level*24
xx HP = (mm_of_armour^2)/5
xx AP Damage = mm_of_penetration@750m^2 / 6
xx ground movement = kmph / 5
xx aircraft movement = kmph / 19
An infantryman on screen is a squad. All other units represent single units.
The historic production cost of every unit was researched and converted to 1942 dollars. Every 1 gold in game is 160 dollars from 1940. This was the hardest part of researching the game was finding records of how many reichsmarks or dollars something costed to build and upkeep weekly. (For example a Flying Fortress has the same cost as 2 King Tigers)
There are great custom coded features such as: Exp from capturing villages, Carpet bombing 6 hexes, Conscripts spawning out of villages, lowered attack while swimming, aircraft unable to capture villages, Tier 2 factories unlock units after 1942, aircraft can continue to move after attacking, vehicles can skirmish but only past infantry, supply trucks can tow ATG guns and infantry, and finally an invisible spy unit called the Operator that can actually steal opponent's units and cause havoc behind the front line.
Some notes: It has undergone hundreds of hours of playtesting during the 6 months it was developed. For over 95% of the units the real life stats just happened to be balanced. This is a release candidate version, it is not a beta, this is past alpha and beta. I waited until I had a completed project before revealing. At this point what little remains is adding neat features like paratroopers and artillery, adding elite level to every unit, and other realism things that are harder to code like giving a tank on a hill first strike.
Village gold should be set to 5 on all maps.
It has passed the WMLLINT tools tests. The only errors remaining is code that is intentionally unusual.
The AI is quite good at smaller maps. With very large maps the AI has a hard time handling the larger maps despite all of the testing and tweaking due to the AIs shortcomings with large scale strategy across ground air and sea. If you do want a challenge on the Campaign map play as France. When I play France I usually lose Paris and barely hang on almost losing.
Here are some tips for those new to the mod: Build supply trucks on the first turn. Get a fighter plane up somewhat early because the intel is very valuable, Build an airfield (find a village good for your aircraft to retreat/rearm/heal at and put a few AA guns in the area to shoot down enemy fighters that chase), Conscripts appear to be cheap but they are terrible at combat and cost the same upkeep as trained units..don't build more than a few conscripts, Rifleman is the strongest infantry and should be about half of your infantry, flank when using aircraft or tanks so they hit the weakspots of enemies and deal double damage, keep your fighter aircraft together and in formation, keep infantry in forests or villages for cover, hide a few ATG guns spread out behind your lines in case an enemy tank breaks your front lines, When playing as Russia aim for quantity not quality when it comes to tanks. You have 2 leaders to choose between, 5 star general and Factory. Factories can survive bombings and assassinations, but the General will refund the entire cost of building the T2 factory when you build it.
Credit due to Ruglud for the graphics in Westfront, many of which were used outright or graphically modified to become needed units. Also the the developer of Modern Combat from which a few units sprites were also used or modified.
If you want to do multiplayer, ill be available for it whenever I can. I also have some friends that occasionally play the mod. The AI is pretty good as an opponent otherwise.
Last edited by Kharn
on June 29th, 2015, 11:17 am, edited 4 times in total.
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 85+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.