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Dima

Rep: 87.3
votes: 16


PostPosted: Sun Apr 05, 2009 12:52 pm Post subject: Utah v2 is announced (once again) Reply with quote

Playing TRSM for so long with Stalky (and other able CC players), we’ve got pretty bored of those tanks heavy battles on basically same maps again and again so we started to think about something new.
For some time Stalk continuously kept pushing on me (as I lost all the work I did for U2 couple of years ago) and finally he managed persuading me – Utah 2 (by me and Stalk) is planned to be released on June 6th.

Utah 2 will be a major remake of Utah 1.3.

It will sport:
-reworked GC.
-many new maps.
-all the old maps will be checked for coding mistakes, etc.
-all the data will be revised.
-virtually all the infantry teams for both sides will be revised to be more historical.
-infantry teams will be organized as close to their historical training manuals and tactical employment as possible in CC5.
-many new teams.
-most of the team names will be changed to be more historical.
-all the vehicles and guns will be revisited.
- new vehicles and guns added.
-all the FPs will be revised and reorganized.
-new BGs for both sides.
- medium mortars will be grouped in pairs.
-etc.

Thinking of 12cm/4.2inch mortars. Making them as powerful as they were ruins gameplay (IMO), especially against ATGs. So I can see 2 options for them:

1) remove them from mod.
2) making them not able to KO guns - which is unrealistic but will help to balance things a little bit.

Any questions, comments and ideas are welcomed.
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mooxe

Rep: 221.1
votes: 25


PostPosted: Sun Apr 05, 2009 1:14 pm Post subject: Reply with quote

Option two is better, but consider limiting them more than they are now. One or two per those battalions. Limiting ammo and making the mortar static are some more ideas...


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7A_Woulf

Rep: 22.1
votes: 2


PostPosted: Sun Apr 05, 2009 2:10 pm Post subject: Reply with quote

Great news guys! :ok2 Already looking forward to this update mod, but it means that I need a weeks vacation this summer! Wink

Can only agree with mooxe about the mortars. Smile


"When the tough gets going, I run to live to run another day..."

"Is this trip really necessary?"
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Pzt_Mac

Rep: 3.4


PostPosted: Sun Apr 05, 2009 5:49 pm Post subject: Reply with quote

Great news! Utah has always been one of my favorites.

I like Mooxe's suggestion - lesson their effects and ammo.
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Mon Apr 06, 2009 12:57 am Post subject: Reply with quote

Great news and great to see CC5 modding is still alive and kicking! Very Happy
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Polemarchos

Rep: 27.3


PostPosted: Tue Apr 07, 2009 2:08 pm Post subject: Reply with quote

great now i will have the dilemma to choose between TRSM and Utah v2 as my favorite mod... hehe Smile


To brave men few words are as good as many
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Hetser

Rep: 23.7


PostPosted: Wed Apr 08, 2009 8:26 pm Post subject: Utah Mod Reply with quote

Wow! What a project, when do you sleep...at work like the rest of us?

How close to actual reality are the existing maps? Would it be possible to "massage" the new mod in that direction? (I must Google-Earth the region).

Let me know if there is some help needed in the art department or whatever.
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DAK_Von_Manteuffel

Rep: 17.9


PostPosted: Wed Apr 08, 2009 10:49 pm Post subject: Reply with quote

Great news! :ok1

Greetings


El general que vence , siempre tiene razón.
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Dima

Rep: 87.3
votes: 16


PostPosted: Thu Apr 09, 2009 8:37 am Post subject: Reply with quote

wiliam,
Quote:
How close to actual reality are the existing maps?

some are v close some are not.

Quote:
Would it be possible to "massage" the new mod in that direction?

that was the initial idea, but we only had 2 new "historical" maps for now. So other will be custom made just for enchancing gameplay.

Quote:
Let me know if there is some help needed in the art department or whatever.

if you could make maps or vehicles - that would be really great!
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7A_Bjorn

Rep: 24.2


PostPosted: Thu Apr 09, 2009 4:26 pm Post subject: Reply with quote

historical FJ (weapons, team composition) would be good cause I like SAS but the FJ are ridiculous almost every guy has an auto weapon and they are close to invincible Smile

I like the data in TRSM - in Utah I didn't like the 88's data very much but the 88's in TRSM seem good.


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Dima

Rep: 87.3
votes: 16


PostPosted: Thu Apr 09, 2009 5:27 pm Post subject: Reply with quote

Quote:
historical FJ (weapons, team composition)

they are pretty realistic in current Utah - thinking of minor polishing.

Quote:
I like the data in TRSM

initially TRSM received Utah data - now it will be vice versa Smile.

Quote:
- in Utah I didn't like the 88's data very much but the 88's in TRSM seem good.

yeah, 88 in current Utah is too powerfull vs infantry IIRC.
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7A_Bjorn

Rep: 24.2


PostPosted: Fri May 08, 2009 8:12 pm Post subject: Reply with quote

Dima,

very cool - I like the comment that Utah v2 will get TRSM data.

My main problems with SAS were the FJ weapons, shrek long range accuracy and power, but I liked the maps. Sounds like Utah v2 will be just what I've been hoping for!

Bjorn


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Dima

Rep: 87.3
votes: 16


PostPosted: Thu Jun 04, 2009 10:40 pm Post subject: Re: Utah v2 is announced (once again) Reply with quote

Sorry guys,

it will take more than expected.
First of all i got my first baby so dont have same amount of free time.
Second we decided to take some TLD maps for U2 and although we expected the mistakes, we thought we could fix them rather quick, but it appears that Stalky needs huge amount of time recoding these cool painted maps - looks like all should be recoded from stratch.

Anyway, new BGs and FPs are finished. Weapons and vehicles are finished. Teams and graphics is almost finished.

Will show some pics following days.
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squadleader_id

Rep: 53.2
votes: 7


PostPosted: Thu Jun 04, 2009 11:18 pm Post subject: Re: Utah v2 is announced (once again) Reply with quote

Great news, Dima!
Looking forward to the pics...and the final product!
BTW, how about that VetMod (VAI mod) you promised? Wink
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Troger

Rep: 17.5
votes: 2


PostPosted: Tue Jun 09, 2009 6:04 am Post subject: Re: Utah v2 is announced (once again) Reply with quote

Sounds good Dima, hoping you finish this project up. Show some pictures! I'm interested in a re-worked strat map.

Cheers.
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Dima

Rep: 87.3
votes: 16


PostPosted: Tue Jun 09, 2009 7:02 pm Post subject: Re: Utah v2 is announced (once again) Reply with quote

im pretty sure stratmap won;t be reworked for this version.
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Dima

Rep: 87.3
votes: 16


PostPosted: Tue Jun 09, 2009 8:01 pm Post subject: Re: Utah v2 is announced (once again) Reply with quote

btw, 12cm/4.2inch are represented as FO in U2.
Each side has different features for FO Smile.
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SenSei

Rep: 0.1


PostPosted: Wed Jun 10, 2009 11:30 pm Post subject: Re: Utah v2 is announced (once again) Reply with quote

Quick note, moving a 4.2 is a bugger.  (think stationary target)
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kweniston

Rep: 57.9
votes: 1


PostPosted: Sat Jun 13, 2009 9:27 pm Post subject: Re: Utah v2 is announced (once again) Reply with quote

Looking forward to V2, and congrats with your first kid!
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Ost_KinsK

Rep: 11.6


PostPosted: Sun Feb 21, 2010 10:29 am Post subject: Re: Utah v2 is announced (once again) Reply with quote

I love Utah mod, and for me as the new maps of Bloody Omaha Mod would be welcome. But please, decrease the power of flaks 36 and 37, and 150mm tank, and leave the most vulnerable ATguns to  mortar fire and against infantry Smile
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