Soviet Army Units

AnthonyBoscia

Emperor
Joined
Feb 7, 2010
Messages
1,900
OTR-21 Tochka (SS-21 SCARAB) short range ballistic missile Originally developed by the Soviet Union and still found in the forces of the Russian Army and several other nations.

otr_21_vf9-jpg.449714
otr_21_p82-gif.449715


Thanks to Ares for sounds and Wyrmshadow for his great effects once more.

2S7 Pion Long Range Artillery 203 mm self-propelled howitzer. This has been resized and this new version will appear in the updated WWIII game.

2s7_pion_2j4-png.452450
2s7_pion_rov-gif.452451


2S5 Giatsint Includes sounds from Ares de Borg. Thanks to Delta Strife for helping with the model.

2s5-giatsint-png.629464
2s5-gif.629465


 
Last edited:
Last edited:
Well, Wyrmshadow provided us with a mass of superb soviet vehicles. Trusting, like in case of the Brits, that you will find your special gaps for additional excellent units - including Infantry etc. - that one here is hell of an appetizer... :drool:
 
And the usual question. What role do SSM's like this or Scud play in your WWIII scenario?

Each type of mobile missile fills a different function. The Scuds are artillery units. Their range is slightly exaggerated (currently 8), but with a buffer like that the computer will use them with the artillery flag. The Tochka is used for chemical attacks, and so has a short range of 4 with the Charm flag, and the AI is using it. The monster Topol and OTR-23 Oka (which I have to use the Iskander graphics for) are nuclear missiles. They have to be integrated with nuke graphics, otherwise the whole vehicle will be launched and fly across the screen like a Monty Python movie and explode in a huge mushroom cloud. Funny enough, the Topol has to use the Nuke flag instead of the ICBM flag: since the ICBM flag requires the unit to be immobile and the whole point of the Topol is to be not immobile.
 
That unit looking very good indeed.

Now, can you confirm that one desperate way to get the AI to use artillery flags units is too give them a longer range ???
I have believed this to be one trick, but like to hear from as many as possible how it works. Still move +2 and perhaps some decent defense will help too. Assuming that artillery crews will not give up directly when attacked but to but up a small fight would be very realistic.

Now this might be a reality if Antal could fix the Artillery bug.
I think we got most of the units too. So it´s truly sad not to be able to use them correctly.
http://www.youtube.com/watch?v=i_9rbGA4Tog
 
Katyusha or bust!

Congratulations, comrade. You shall be given a medal on the Order of the CivGrad Soviet.
 
The monster Topol and OTR-23 Oka (which I have to use the Iskander graphics for) are nuclear missiles. They have to be integrated with nuke graphics, otherwise the whole vehicle will be launched and fly across the screen like a Monty Python movie and explode in a huge mushroom cloud. Funny enough, the Topol has to use the Nuke flag instead of the ICBM flag: since the ICBM flag requires the unit to be immobile and the whole point of the Topol is to be not immobile.

Say again? What do you mean by integrated? Can you show me your config settings?
I saw a Scud flying by... :sad:
 
Say again? What do you mean by integrated? Can you show me your config settings?
I saw a Scud flying by... :sad:

Nuclear missiles use the Run animation to show the missile launch in Civ 3. So we have two bad options to choose from: either have the whole vehicle fly through the air, or use the Firaxis nuclear missile animation as the run animation. So for instance, using Wyrmshadow's Topol unit is fine as long as it is standing still, but it must be combined with the Firaxis missile to make any sense in the game.
 
Back
Top Bottom