[MOD] Snail Orchestra: Volokolamsk and Pacific (20v20)

SO VOLOKOLAMSK TITLE SMALL
URL: https://sandbox.enlisted.net/post/9QQJe9vIW9P4OuDl/manifest/26/

SO PACIFIC TITLE SMALL
URL: https://sandbox.enlisted.net/post/4I2ZsdAwAM4NIxVo/

What is Snail Orchestra?
I decided it’s about time I make a post on the forum about these mods I’ve been working on. Originally when I started playing Enlisted, it was because I enjoyed how the game felt similar to semi-tactical shooters like the Red Orchestra and Rising Storm series of shooters. As Enlisted evolved, it moved away from those things I enjoyed about it. Snail Orchestra is a mod series I’ve been working on for a little while now, to bring that semi-tactical gameplay back to Enlisted in 20v20 lobbies. Currently there are two Snail Orchestra mods, Snail Orchestra: Pacific and Snail Orchestra: Volokolamsk.

What are some features?
Key gameplay changes in Snail Orchestra are:

  • Similar to Lone Fighters, each life is only one soldier. This slows the game down a lot, as your life actually means something.
  • Multiple unique maps on rotation using the New Georgia (for Pacific) and Volokolamsk campaigns.
  • Increased lethality of weapons, if you get shot, you’re probably going to die.
  • Custom soldiers, where you spend in-game points to purchase better equipment in your next life. Each time you purchase an equipment, it gets cheaper by 10% until it’s half price!
  • Custom Artillery Strikes

What types of soldier can I play?
When spawning, you’ll notice a lot of options to choose from. These options are arranged into “classes” of sorts. These classes are Rifleman, Assaulter, Engineer, Machinegunner, Anti-tank, Sniper, Radioman and Tanker. Each class has its own role on the battlefield, and if your team doesn’t work together, using a good mix of classes, you’re doomed to fail.

Rifleman: The Rifleman is the basic soldier in Snail Orchestra. You have a rifle, some fragmentation or smoke grenades and a bayonet. Your job is to get into the objective zone and protect it for the enemy.

Assault: The Assault class is to close in with the enemy. You have a sub-machine gun and some grenades. Your job is to clear the point of enemies, or to raid the enemy’s rear line, clearing away rallypoints.

Engineer: The Engineer is the single most important class in Snail Orchestra. You are armed with a rifle and a construction hammer. Your job is to build rallypoints for your team, build ammo boxes for your machine gunners, build barbed wire to force the enemy into preferrable directions and to build fortifications.

Machinegunner: The Machinegunner is required to protect your infantry’s advance or to block a route to the enemy. You have a machinegun and a pistol. You may notice you have to line down or brace the weapon with the bipod to fire, this adds some weight and consideration to the employment of your machinegun. Don’t use your ammo too quickly, because you’ll need an engineer’s help if you want to sustain fire.

Anti-tank: Self explanatory. You have an anti-tank weapon of some description and an important duty. When an enemy tank gets too bold, it’s your job to destroy it. Your anti-tank weapon could be a panzerfaust, an anti-tank rifle or maybe even an anti-tank mine on a stick.

Sniper: A Sniper does exactly what you’d expect it to. You wield a scoped rifle and your job is to destroy enemy high value targets. These could be Machinegunners, Engineers, or Radiomen. You can also call in a short, highly precise mortar strike on a location, or obscure the enemy by calling in a smoke mortar strike.

Radioman: The most expensive class in Snail Orchestra, you are the commander in charge of co-ordinating the team’s artillery strikes. The artillery strikes available to you differ depending on what team you’re on but they are generally categories as these three:

  • Smoke Barrage to allow your team access into the Objective Zone.
  • Rocket Artillery or other wide-reading strike to clear an Objective Zone of enemies.
  • Artillery Barrage which is a prolonged artillery strike used to keep enemies out of an area or from approaching the Objective Zone.

Tanker: A number of tanks are available in Snail Orchestra, some better than others. Your team only has one tank available at any given time, so don’t waste it.

Thanks for having a read, I’d really love for you to check out Snail Orchestra, or if not, some of my older, less thought out, mods your can find on the Enlisted Sandbox Page. Once again, here are the links:
Snail Orchestra: Volokolamsk
https://sandbox.enlisted.net/post/9QQJe9vIW9P4OuDl/
Snail Orchestra: Pacific
https://sandbox.enlisted.net/post/4I2ZsdAwAM4NIxVo/

If you’d like to get in contact with me about this mod, or any other mods, come talk to me on our Enlisted Modding Discord Server. We talk about what we’re working on, hold events, help each other and often playtest each others’ mods. URL: https://discord.gg/uUMNJ7TAaP

9 Likes

Rotation? Like when you can play on multiple maps in one mod? I didn’t know that was possible.

3 Likes

Jeeeeez… It really works. But how? Is it possible to have different custom profiles on different maps?

2 Likes

sort of :wink:

different type of objectives in different areas.

which op should have more appropriately said, different missions.

kinda like currently some of the guardal canal missions are, selows, and stalingrad.
but instead of being separated, all in one!.

yes, it is possible to have different custom profiles that changes each time ( but primarily relies on weather ).

but in op case, kinda no need for it.

he might consider it though :wink:

3 Likes

Uh-huh. So it’s possible to make levels in different places of one big map within one mod. For example, within one mod a monastery, an estate, a fortified area and other maps of winter Volokolamsk. Or within another mod different places of Stalingrad. Within a third different places of Berlin. But it’s impossible to make it so that within one mod you could get to autumn and winter Volokolamsk, Stalingrad, the Stalingrad Tractor Plant, Rzhev and both maps of Berlin? Did I get it right?

And how is this implemented then? I know that one point can be assigned a random location. Is this implemented using a random location of a group of points? (However, I couldn’t even manage to create a group of points in the invasion mode on my own. All I could do was independently (with outside help) implement the conquest mode. Perhaps it would be easier for me if the damn links to the guides from the developers worked).

I mean custom profiles of soldier and their weapons. Although it doesn’t make sense to me if I can’t use different sections of different “Big Maps” in one mod.

1 Like

And it probably won’t work to change machine guns on one section of the map for different defending and attacking teams. For example, MG-34 for the defending Germans and Maxim for the defending Soviets.

you can? That’s super interesting. So If I had it snowing, I could have a profile set of them wearing cold weather gear, or if it’s sunny they wear summer gear?

yes

pretty much.

you can make multiple missions within a map and be different each time.

well, you make different missions and link them accordingly, and through the group activator, enable the starter point of each as real,

and place 0.5

meaning that, upon those “points” ( which are tied to different missions ) will begin.

only " problem " is that it’s time consuming but it can be done.

no.

it’s tied to the weather:

here is an example:


entity{
  _template:t="level"
  level__blk:t="%ugm/customLevel.blk"
  level__timeRange:p2=5, 19.2
  level__day:i=21
  level__month:i=6
  level__patchNavMeshPath:t="%ugm/patch_nav_mesh.bin"

  "level__weatherChoice:object"{
    "weather_clear_feather_a:object"{
      weight:r=1

      "entities:array"{
        "entities:object"{
          template:t="custom_profile"

          "components:object"{
            customProfile:t="%ugm/ger_90_HA_profiles.json"
          }
        }
      }
    }

    "weather_clear_feather_b:object"{
      weight:r=1

      "entities:array"{
        "entities:object"{
          template:t="custom_profile"

          "components:object"{
            customProfile:t="%ugm/ita_Regi_HA_profiles.json"
          }
        }
      }
    }

    "weather_clear_a:object"{
      weight:r=1

      "entities:array"{
        "entities:object"{
          template:t="custom_profile"

          "components:object"{
            customProfile:t="%ugm/ger_21st_HA_profiles.json"
          }
        }
      }
    }

    "weather_clear_b:object"{
      weight:r=1

      "entities:array"{
        "entities:object"{
          template:t="custom_profile"

          "components:object"{
            customProfile:t="%ugm/ita_Bers_HA_profiles.json"
          }
        }
      }
    }
  }

  "level__timeVec:array"{
    level__timeVec:r=12
  }
}

each time the mission starts, the weather gets randomly generated, and with each, “i” ( devenddar ) made so that the profile will change with the weather.

and since you have different missions, it should work flawlessly.

4 Likes

That’s absolutely right. It’s all done with group_activator. You can set it up like:

entity{
  _template:t="group_activator"

  "activator__activateChoice:object"{
    group_a:r=1.0
    group_b:r=1.0
    group_c:r=1.0
    group_d:r=1.0
    group_e:r=1.0
  }
}

That way it has an even chance to choose whichever group you have at the start of each mission.

3 Likes

I still have a lot to learn. (If I find the time and energy for it)

2 Likes

I’m now probably going to waste 10 hours of my life messing around on this. Thank you heaps for this!

1 Like