platoon_michael
Rep: 56.2 votes: 25
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Posted: Thu Dec 22, 2011 3:54 pm Post subject: Re: VETBoB Beta |
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After months of not working on the Mod I've finally got the time/itch to make more adjustments.
I don't know if anyone has played the Beta except me so im assuming no one is experiencing any errors?
Currently I've still been working on the BG_Unit Icons as the Winter Camo for most Allied tanks just looks too ghostly.
2nd is the Force Pools playing the Counter Offensive Campaign and the GC I see they need massive editing currently there's just too much and BG's don't ever get whittled down.
I need help from any German speaking fans too.
I need to know whats the best translation for a Rifle squad a Recon Squad and a Command Jeep to add to the 150 Panzer Brigade.
Currently the BG is pretty boring.
When I use a translator I come up with Schützeneinheit for Rifle squad.
I'm not sure about the other 2 as the translation is almost the same.
I'm just curious if it fits in with the other names TT has for the Op. Grief like....
Jägertrupp
BeutePSW amerik. M8 Greyhound
Beute-HalbkettenFzg amerik. M-3
BeutePz 748(a) amerik. M4A3 Sherman
Beute-Jagdpanzer amerik. M10
The other problem I don't like is that Tanks get destroyed by hand grenades despite the fact that I've never edited them.
I'm not sure where to look for the solution.
Is it?
A) The grenades have somehow been edited to be too powerful
or
B) The Top Armor values are set too low?
I didn't change any armor values either.
Is this something that people see when playing the Stock game? I don't know haven't played a stock WAR game in eons.
Thanks for any/all help you can provide.
Edit:
Need a translation for a Rifle Half Squad.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Thu Jan 05, 2012 10:50 pm Post subject: Re: VETBoB Beta |
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12 hours of steady playing.
I suggest setting the GC to have every AI BG on the map from Day 1 turn 1.
Otherwise you just don't fight enough of them.
I seen many cases through the save game editor that the Allies only had 4 maybe 5 BG's on the map.
Also suggest having Recycle Disbanded BGs return on (Shame it couldnt work for just the AI only)
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Tejszd
Rep: 133.6 votes: 19
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Posted: Fri Jan 06, 2012 1:45 am Post subject: Re: VETBoB Beta |
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Great suggestion on recycling BG's just applying to the AI !!!
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Mon Jan 16, 2012 7:09 pm Post subject: Re: VETBoB Beta |
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Updated Link in original post.
The new link gives you the most up to date version of the Mod.
I still consider it to be a Beta but other then the Matrix bug that when crashes removes your save game file I have seen no issues.
You can get around that until they fix it by saving and renaming after every battle during your Grand Campaign.
(I.E. 1,2,3,4,5,etc etc )
You will just have to load play the last saved game file before the crash over until the game will let you progress.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Tue Jan 17, 2012 2:49 pm Post subject: Re: VETBoB Beta |
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I can't recall the thread but is there still an issue on Game Ranger if one changes the Main Screen?
And was this due to using bernards Mod Installer or Mod Swap?
Thanks
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Tejszd
Rep: 133.6 votes: 19
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Posted: Tue Jan 17, 2012 6:20 pm Post subject: Re: VETBoB Beta |
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Yes, Game Ranger has a problem if the main screen is changed as it seems to use a 4 pixel square as it is starting point for hitting some buttons for the players and if the color does not match it does not work.
The problem is with Game Ranger.
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johnsilver
Rep: 61.3 votes: 4
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Posted: Fri Jan 27, 2012 11:12 am Post subject: Re: VETBoB Beta |
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This Vetmod is really nice and apologize for not posting on it sooner, though have been constantly reading all the topics about it over the last few months...
I have had a bug the last version and happened 2x.. The "no troops" for a battle group, 424/106 ID both times have been cut off and come back, yet show no units and of course this always seems to crash a campaign.. Have seen this with other campaigns in WAR also.. Anyone know the cause? Was really into this vetmod 2x, before having to restart.
Thx
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Fri Jan 27, 2012 11:54 am Post subject: Re: VETBoB Beta |
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That almost sounds like an old WAR Matrix bug when the game first came out.
Have u updated ur WAR to the latest patch?
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johnsilver
Rep: 61.3 votes: 4
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Posted: Fri Jan 27, 2012 12:47 pm Post subject: Re: VETBoB Beta |
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platoon_michael wrote (View Post):
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That almost sounds like an old WAR Matrix bug when the game first came out.
Have u updated ur WAR to the latest patch?
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Hi,
That is the oddest thing. My disk even came with 4.50.14 already installed. I went ahead, installed the patch again on one of Nomada's campaigns this happened on but ran into it and here it is again. The only one never see it on i e boring stock GC's
Edit:
My disk is a legal one also if "other" ones have problems.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Fri Jan 27, 2012 6:17 pm Post subject: Re: VETBoB Beta |
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This is not a Nomada mod.
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johnsilver
Rep: 61.3 votes: 4
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Posted: Sat Jan 28, 2012 2:58 am Post subject: Re: VETBoB Beta |
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platoon_michael wrote (View Post):
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This is not a Nomada mod.
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Apologies for the confusion. Just meant to say that had the issue with his WAR 1.04B mod also with the 4.50.14 patch.
Had it with the latest TTVetbob also from the link in this topic.
Thx. I understand nothing is perfect in this world and I reapplied the patch and am trying Vetbob again.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Sat Jan 28, 2012 3:23 am Post subject: Re: VETBoB Beta |
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No problem,
Just thought maybe it got confused.
Thank-you very much for the input.
I've played a lot and haven't seen that bug.
You said you played many other Campaigns,Were those with this Mod,Stock WAR,other Mods when you seen this?
I didn't understand if it meant other Mods or other Campaigns within this Mod.
I'm currently redoing the Force Pools which are currently way too heavy inmho so this concerns me.
I also can't go back and see what the 424/106 had,how many days were you into the GC when the crash occurred?
Please let me know if this error continues.
Thank-You for the help.
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pvt_Grunt
Rep: 99.7 votes: 5
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Posted: Sun Jan 29, 2012 8:43 am Post subject: Re: VETBoB Beta |
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platoon_michael wrote (View Post):
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This is not a Nomada mod.
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OUCH - That's gotta hurt!
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johnsilver
Rep: 61.3 votes: 4
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Posted: Sun Jan 29, 2012 1:53 pm Post subject: Re: VETBoB Beta |
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That no units in FP bug have only encountered in Nomada's 1.04B, his 1.1B and in this VeTBob.
It happens early on in his (Nomada) 1,1B, generally very late in the 1.4B and the last go around in vetBob was on day 5 of the 16 day GC.
Have never seen it in the Utah mod, stock GC's etc..
Occasionally have tried to go back a few days (saves) to get around the no units bug, but that does not seem to work either. Not sure what causes it. many here probably do and have been gone from CC community for so many years anyway that all these after CC5 are new to me and just getting reaquanted with the fine work of everyone again as it is.
Edit:
Latest attempt am past day 5 and no crash yet..
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Sun Jan 29, 2012 7:20 pm Post subject: Re: VETBoB Beta |
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Hmmm,
Currently I have no idea why that happened.
But I will look into it.
Thanks again.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Wed Feb 01, 2012 12:10 pm Post subject: Re: VETBoB Beta |
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So much to do,so little time.
And yes the strategic map is going to get done as well.
(work in progress)
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johnsilver
Rep: 61.3 votes: 4
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Posted: Wed Feb 01, 2012 10:51 pm Post subject: Re: VETBoB Beta |
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Campaign completed and no more crashes after reapplying the patch.
TY for an outstanding campaign.
One little thing.. Was wondering (as probably some do) about lowering the "killability" of both the allied and axis artillery. As it is, both are really nasty and hitting a grouped force is enough to wipe out anything.
For instance (just mentioning this) nomada lowered the lethality in his and it seemed to help some in this area.
Not picking on this campaign any, just mentioning.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Thu Feb 02, 2012 2:27 am Post subject: Re: VETBoB Beta |
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I'm pretty sure I didn't touch that but I'll look into it.
Thanks
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johnsilver
Rep: 61.3 votes: 4
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Posted: Thu Feb 02, 2012 5:23 am Post subject: Re: VETBoB Beta |
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platoon_michael wrote (View Post):
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I'm pretty sure I didn't touch that but I'll look into it.
Thanks
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By this am mentioning the off board artillery and not the forward observer called in artillery. The nebelwerfer artillery (for example) was pretty weak and much appreciated after some of the extreme blasts of the assigned ones.
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platoon_michael
Rep: 56.2 votes: 25
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Posted: Thu Feb 02, 2012 1:15 pm Post subject: Re: VETBoB Beta |
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I still don't like the overwhelming power of Grenades either,
What's your experience with those and Tanks been like?
That's why I went ahead and called this a Beta.
1)It gets it out there in hopes that someone like you will play and offer advice.
2)Provides a means of a Back-Up so heaven forbid my PC goes Poof.
I have so many things I would like to see done,and I find it difficult to work on 1 thing constantly.
I move from chore to chore just to try and keep the interest there so it's not so boring.
I.E.
Icons,
What a mess,I have a TON of hours in finding and editing,re-editing,still re-editing,And still need to re-edit.Currently I can't stand the Winter Camo on Tanks on some of the Icons.And 2 I don't want to see the same Icon used twice.
Data,
UG,the most boring of all but considered the make or break of a Mod.
I still have hundreds of hours before I consider that to be done.
Not only do I need the Data to be good for H2H but I want all new Data for each setting,Not just a Force Pool change.
So that's the equivalent of doing the Data 5 times over,On top of what's already been done.
The Goal when done is to have the extreme settings (Recruit vs. Elite play as TT's Vet-Sub Mods )plus a H2H all in one download.
I don't have the answer right in front of me but I seem to recall the amount of Teams in both the AlsTeams and the AxsTeams can be increased quite a lot.(Maybe I should find that)
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