Pete
Rep: 118.1 votes: 12
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Posted: Sun Mar 16, 2014 3:09 pm Post subject: Working towards update |
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A heads up for those who are interested: an update of the Ortona mod is being worked on and now that I am able to test multiplayer games again I will be able to speed up the process.
Improvements so far:
Somewhat increased strength of battle groups.
Changed medium mortars group to a single mortar group in setting Line vs. Line.
Decreased accuracy of guns and machine guns.
Decreased speed paratrooper battle groups.
Canadian and German armour are now equal in terms of morale, experience and command to improve H2H play.
Minor changes in teams and soldiers files.
Minor changes in interface screens.
Intromusic before deployment mode improved.
Decreased volume of some MG sounds.
Removed click at end of some MG sounds.
Added victory locations on maps.
Moved some victory locations on maps.
Increased cover of some elements.
Increased armour speed of 'mud' element.
Unblocked LOS for stone fence element.
Map coding on some maps improved.
Still looking for a solution for the stratmap bug.
Don't expect this to be released within the next month though because I am tied up in work and home improvement.
Cheers,
Pete |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
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Pete
Rep: 118.1 votes: 12
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Posted: Sun Mar 16, 2014 3:28 pm Post subject: Re: Working towards update |
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PT and I were able to play an operation last night in order to test balance and gameplay. Battles are extremely tough and can go either way. He managed to stop my 2 allied battle groups with just one paratrooper battle group, although I managed to knock out all his armour and heavy guns. When I realized this I was hoping to finally crush his defenses but his clever use of panzerschrecks and flamethrowers prevented me from gaining ground. (Note to self: must look into infantry survivability) . Oddly enough tank vs tank combat is still in favor of the Sherman even though they are coded equally. (must check weapons data again). |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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ke_mechial
Rep: 89.1 votes: 2
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Posted: Sun Mar 16, 2014 3:38 pm Post subject: Re: Working towards update |
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Wish Success and looking forward to the update. By the way, I find DeathDealer's Sound mod for GJS pretty good. I hope many sounds came default from it... |
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dj
Rep: 157.5 votes: 9
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Posted: Sun Mar 16, 2014 4:15 pm Post subject: Re: Working towards update |
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Thanks Pete for the update. Any chance you guys can port this over to one of the new re-writes, LSA, TLD or PitF? |
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sun Mar 16, 2014 4:41 pm Post subject: Re: Working towards update |
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Thanks for the update! Looking forward to its eventual release.... |
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Pete
Rep: 118.1 votes: 12
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Posted: Sun Mar 16, 2014 5:12 pm Post subject: Re: Working towards update |
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Hey DJ, porting to LSA or TLD is becoming an option since there seems to be an increasing demand for mods for these 2 platforms. Less so for PitF because I don't like the forcepool system and the map scale does not match.
However, all depends on the availability of time. Rhineland may take until the end of this year. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sun Mar 16, 2014 7:42 pm Post subject: Re: Working towards update |
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TLD and WAR (with the latest patch is compatible for mods) and is CC5 with bug fixes and a few new features thus is the easiest to convert CC5 mods to.
LSA has some good new features on top of TLD/WAR but requires a lot of changes/work.
PiTF has even more changes than LSA. |
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pt11070
Rep: 15.6 votes: 1
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Posted: Sun Mar 16, 2014 8:48 pm Post subject: Re: Working towards update |
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It is coming along. The beauty of Ortona is limited batlefield and some dedicated units on both sides. I think we are very close to achieving that thanks to the work that Pete and Buck have put in. The mod should feel and play very differently because of the limited scope. By the time you are done with a GC, on both sides, you should feel victorious but exhausted by the ferocity of quick bloody battles on small battlefields/maps with very difficult terrain.
Pt |
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Dima
Rep: 87.3 votes: 16
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Posted: Sun Mar 16, 2014 8:59 pm Post subject: Re: Working towards update |
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Quote:
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When I realized this I was hoping to finally crush his defenses but his clever use of panzerschrecks
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have they really got RPzB that time? |
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Pete
Rep: 118.1 votes: 12
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Posted: Sun Mar 16, 2014 9:14 pm Post subject: Re: Working towards update |
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Dima, in a translated German report I saw one reference to the use of the "Ofenrohr" as a new weapon. It surprised me too. I did not come across references to tank losses due to the use of this weapon.
The quantities in the forcepools are subject to change though . I am tempted to leave them in in order to offer a little more anti-tank capability. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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pt11070
Rep: 15.6 votes: 1
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Posted: Sun Mar 16, 2014 9:58 pm Post subject: Re: Working towards update |
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Pete wrote (View Post):
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Oddly enough tank vs tank combat is still in favor of the Sherman even though they are coded equally. (must check weapons data again).
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That was the first thing I noticed that Shermans are invincible. I don't think it's a issue with morale, but weapons data like you are suspecting.
Panzershreks are useful, and currently not very accurate, even though they were accurate enough to make a difference in couple of games Pete and I played. My estimate: one out three made a hit, one out of five made a kill.
Is it possible to slow tanks down on the mud even more? venturing off roads should be very difficult for any vehicle.
Pt |
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ke_mechial
Rep: 89.1 votes: 2
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Posted: Wed Aug 27, 2014 7:20 pm Post subject: Re: Working towards update |
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any updates? |
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Pete
Rep: 118.1 votes: 12
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Posted: Thu Oct 02, 2014 7:21 pm Post subject: Re: Working towards update |
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Yes, sorry for taking so long to reply.
The update is that I am looking for help with updating the plugin file so that I can release version 1.0. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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mooxe
Rep: 221.7 votes: 25
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Posted: Fri Oct 03, 2014 12:26 am Post subject: Re: Working towards update |
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Send me the updated files with patch notes and I will modify the plugin. |
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Pete
Rep: 118.1 votes: 12
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Posted: Fri Oct 03, 2014 5:51 pm Post subject: Re: Working towards update |
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Thanks Mooxe. I am going to add a few last changes and will then send the files this weekend. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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Pete
Rep: 118.1 votes: 12
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Posted: Sat Oct 04, 2014 8:13 pm Post subject: Re: Working towards update |
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There is something about this mod... I keep getting into trouble when working on it. Someday this will be known as "Pete's Law" . Now all of a sudden Qclone won't let me repack the adb's.
Error message reads: "Error creating D:\long file path name\Revised Qclone for CC2 to CC5\Temp\FPools.adb, unable to find output from repack.exe " .
Ideas anyone? |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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tripwire
Rep: 37.5 votes: 2
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Posted: Sat Oct 04, 2014 10:36 pm Post subject: Re: Working towards update |
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Pete, try moving the files that you are trying to pack "closer to the root directory".....
c:\temp\[FILES YOU WANT TO PACK] |
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Pete
Rep: 118.1 votes: 12
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Posted: Sat Oct 04, 2014 11:12 pm Post subject: Re: Working towards update |
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I created a new Qclone folder from scratch in the same directory as the game installation and also extracted the file in that same directory but the error message remains the same. I need to point out that earlier this week I did manage to repack the fpools without problems and the game runs fine with that file. Still, I can not exclude the possibility I made an error in that file. Will have to doublecheck it for errors. If I can't find a solution I am just going to have to manually update from within Qclone. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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mooxe
Rep: 221.7 votes: 25
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Posted: Sat Oct 04, 2014 11:47 pm Post subject: Re: Working towards update |
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Taking the error message literally.... does QClone have permission to the view the folder where the output is? Theres only two other things I can suggest aside from Tripwire's. Put QClone on the C:\ and give it administrator permissions to run. I say the C:\ only because the program was made before multiple harddrives were popular, but I know you have had it working on your D:\ anyways... its a long shot but could be the answer. |
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Pete
Rep: 118.1 votes: 12
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Posted: Sun Oct 05, 2014 12:38 pm Post subject: Re: Working towards update |
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Thanks for your suggestions guys but the error was something completely different: The fpools.csv file I was working in contained an error: I left 1 value blank. Quite easy to find and solve. |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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