Stock Mod for WAR
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#1: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Apr 10, 2013 11:27 am
    —
Hello,
I got to messing around with WAR and it eventually lead me to this.
I know I get tired of playing TT's VETBoB so I assume everyone else does.

There are two different methods for installing this Mod.
A) Bernard's Mod Installer version=1 file. Can not play through GameRanger
B) ModSwap version=2 files (1 tool,1 plugin) Can play through GameRanger

Bernards Mod Installer Version
This is a self-extracting file that installs Stock Mod using the new/D switch Matrix created for WaR.
This will install the Mod into its own sub-folder inside your original WaR game and creates its own shortcut.This allows you to have two shortcuts on your desktop.
1 for the original WaR game
And one for Stock Mod.
The drawback to this is you can NOT play through GameRanger with the type of installation.
You will have to obtain your opponents I.P. address.Load the game using the new Stock Mod Icon then Go to the Stock Mod Multiplayer screen.Then host a game.


ModSwap Plugin Version
This version needs to be used in conjunction with ModSwap.It installs the plugin file over your original game and allows you play directly through GameRanger.


ModSwap Utility
This is the tool you need to install the ModSwap Plugin Version.
It is a self-extracting file that installs ModSwap.
After it is finished create a new folder and name it (plugins)
Place the Stock Mod plugin inside the new plugin folder you just created.
Double click the ModSwap Icon to run the program.
From there click.File then Install.
(You may have to find the correct path the first time you use Modswap.After the first time it will always find that path)
When prompted to install say yes.
This will install the plugin.
Now you can play directly through Gameranger and use the original WaR Icon when you want to play the AI.
When you want to go back to the original game of WaR just open ModSwap.
Ht File.then Un-Install.





Made when WAR was Patched at 4.50.15b

In some cases to get the new desktop Icon to display properly it may be necessary to right click the desktop Icon,click properties,change Icon,then select the new Icon when using Stock Mod Link.
ModSwap Version does not use the above feature.

WAR will at times give you the 00:00 CTD made famous from CCV.
I believe it to happen mostly on the Last Battle of a GC.
I.E. The one before your upcoming Strat moves.
Your file will still be useable but it is sometimes possible that you may have to fight that last Battle.
It is very rare that happens,but I suggest you always be prepared.

I strongly suggest when playing to offer/accept a Truce around the 5 second mark.



KG Peiper,
Added King Tiger to all setting for 1 day (you'll have to watch your Force Pool in order to use it)
Changed SS Zugtrupp 4 man team to SS Zugtrupp 2 man team during GC

KG Knittel,
Changed Team Class's 7,8 to be SS teams,these were not SS Teams in the Stock Game.

KG Hansen,
Changed Team Class 11 to SS,these were not SS Teams in the Stock Game.

295th/18th VG,
Added (1) 251/1 Rocket Half-Track to Dec.16th.
Changed PG Zugtrupp 4man Team to PG Zugtrupp 2 man Team during GC
Changed Volksgrenadiere (MG) to VG - Ersatz during GC
Changed schweres MG42 to leichtes MG42 Ersatz during GC

KG Cochenhausen / 2nd Pz,
Added (1) 251/1 Rocket Half-Track to Dec.16th.

KG Bayer / 116th Pz,
Added (1) 251/1 Rocket Half-Track to Dec.16th.

KG Kullman / 12.SS,
Reduced amount of JadgPanther.
Added King Tiger,amount based upon difficulty settings.

KG Bremer / 12.SS,
Changed Team Class's 8,9 to SS Half-Tracks,these were not SS Teams in the Stock Game.

KG Krag / 2.SS,
Changed Team Class's 8,9 to SS Half-Tracks,these were not SS Teams in the Stock Game.

KG Telkamp / 9.SS,
Changed SS Zugtrupp 4 man Team to SS Zugtrupp 2 man Team during GC.
Changed SS Panzergrenadiere to SS - Ersatz during GC

115th / 15th PzG,
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

104th / 15th PzG,
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

77th / 26th VG,
Added Heavy Mortar Team to Day 1.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

78th / 26th VG,
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

14th / 5th FJ,
Same as above just using FJ Teams.

15th / 5th FJ
Same as above just using FJ teams.

48th / 12th VG,
Added (1) 251/1 Rocket Half-Track to Dec.16th.
Added SdKfz 250/8,Light HT Inf Gun.But it changes to 7.5cm PaK 40 During GC.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

89th / 12th VG,
Added SdKfz 251/16,Half Track Flame but changes to 7.5cm leIG18 during GC.
One team gets removed and replaced with a VG Scharfschütze (K98) during GC.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

190th / 62nd VG,
Added (1) 251/1 Rocket Half-Track to Dec.16th.
Added SdKfz 251/16,Half Track Flame but changes to 7.5cm leIG18 during GC.
Added Stug III G but it changes to 7.5cm PaK 40 during GC.
One team gets removed and replaced with a VG Scharfschütze (K98) during GC.
Changed PG Zugtrupp 4 man Team to PG Zugtrupp to 2 man Team during GC.
Changed Panzergrenadiere to PG - Ersatz during GC.
Changed schweres MG42 to leichtes MG42 during GC.
Changed Panzerschreck Team to PG Panzerjäger Team during GC.

14th Armored Cavalry Group,
Added Command M-3 Halftrack.

109th / 28th Infantry,
Added Command M-3 Halftrack.

110th / 28th Infantry,
Added Command M-3 Halftrack.

112th / 28th Infantry,
Added Command M-3 Halftrack.

334th / 84th Infantry,
Added Command M-3 Halftrack.

117 / 30th ID,
Added Command M-3 Halftrack.

CCA 2nd Armored,
Changed M5A1 to Vet-Light Tank M5A1.
Changed M36 Jackson to Vet-M36.
Changed M3A1 Half-track to Vet-M3A1.
Changed 57mm AT Gun to Calliope.
Changed M8A1 Scott to Vet M7 Priest.
Changed M4A3(76) Sherman to Vet-Medium Tank M4A3(76).
Changed M4A3(75) to Vet M4A3E2 Sherman.

104 / 26th ID,
Changed M10 Wolverine to Vet M10 Wolverine.
Changed M4A3(75) Sherman to Vet M4A3E2 Sherman.
Added Vet M3 Half-track.

318 / 80th ID,
Changed M4A3(75) Sherman to Vet M4A3E2 Sherman.
Changed M36 Jackson to Vet M36 Jackson.
Added Vet-M3A1.

CCA / 4th Armored,
Changed 57mm AT Gun to Calliope.
Changed M8A1 Scott to Vet M7 Priest.
Changed .30Cal to .50 Cal.

CCR / 4th Armored,
Same as above.

291st Engineering Combat Battalion,
Added Command Halftrack.
Added Sherman Mine Roller.
Added M20 Scout Car.
Added Willys MB .50 Cal Jeep.
Added Tank Dozer.

424nd / 106th Infantry,
Added M3 Half-track.
Added M20 Scout car.

394th / 99th Infantry,
Added M3 Half-track.
Added M20 Scout car.

422nd / 106th Infantry,
Added M3 Half-track.
Added M20 Scout car.

423rd / 106th Infantry,
Added M3 Half-track.
Added M20 Scout car.

38th / 2nd Infantry,
Added M3 Half-track.
Added M20 Scout car.

26th / 1st Infantry,
Added M3 Half-track.
Added M20 Scout car.

Expanded Campaign Text includes:
Auto-refresh FPs (ala stock CC4)
Base cohesion cost for movement
Base cohesion cost for combat
Base fatigue cost for movement
Base fatigue cost for combat
Night Battles
Differential support option based on setting.
Auto-add/remove teams to/from FPs on team type change
BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
Maximum distance from starting map a BG can look for a supply depot to reform on


ScrnGadg,
Changed graphics to display the Dates of Dec. rather than # of Turns.
Added the Heavy Tank Icons from CCIV.
Added the Winter Camo Icons.
Corrected the Graphics for Fatigue/Cohesion and rest battlegroup on the Strategic Screen.
Corrected the COMSIDESELECT_006.This was the best I could do to fix the Sherman Tank displaying the German Halftrack wheels on the Saved Game file for Op's./GC when playing as Allies.But it works.
Created the DBCOHESION_000.This is the one needed on the Campaign Debrief screen.
Corrected the Strategic Map Icon for KG Krag from VG to SS STRBGICONS14_000
Corrected the Strategic Map Icon for KG Telkamp from VG to SS STRBGICONS15_000

Images.
Changed Splash Screen.
Changes Scenario editor Screen to display Dates rather than Turns.
Added Medals to the Soldier Screen.
Added "Stock Mod" text to the multiplayer Main and Command Screens.Otherwise it could be little difficult to determine the differences.

Maps.
Replaced Schonburg with Original map that came with Disk.
Swapped North and South Eifel Maps.
Replaced Dasburg with the Forrieres map from CCIV.
Relocated VL's on South Eifel.
Relocated VL's on Habscheid.
Added new .MMM and OVM's that display Trees.

Effects.
Use's Sapa's Effects file.
No change in game play but is a huge enhancement by having Vehicles/Tanks burn through out the Battle.

Tanks.azp
Increased the Vehicles.txt to include different tanks/Half-tracks.
I.E.
Most VG Battle groups now use the Stock Tanks/Vehicles from CCIV.Still a work in progress.
All SS Battle Groups are the only one's using Camouflage Patterns on Tanks/Vehicles.(Still a work in progress)
Created Tank Dozer.
Created Willy's MB 50.Cal Jeep.

Campaign File.
Added Night Battle to Dec.16th.
Reduced Fuel Supply for Axis to Limited.
# Auto-refresh FPs (ala stock CC4) 1 (0=No,1=YES)

Data:
Motar HE Base Accuracy changed from 331 (75%) to to 256 (50%)
Wurfgerat 40 Changed reload time from 9000 to 200.Now has 12 rounds.
Changed Accuracy from 36 (1%) to 256 (50%)
Half Tracks:
Changed Integrity from 40-50 to 100
Changed set up time from 600 to 200 for Schweres MG42 and Schweres MG34
Created Vehicle Crew US BZ (Bazooka) and added them to all M3 Half-Tracks. But Not Command HT's.
Changed Turret Crew Cover Top on all HT's from 0 to 140 (from 0 to 15%) in hopes of better protecting them
from Mortars until Mortar Data has been better adjusted.
Added Captured PzF60 to both AB Command Teams and AB Recon Teams.

Elements:
Changed Elements 95,96,120,121,174-178 Vehicle Moved Push to 0 to prevent the AI from placing AT_Guns deep in the woods.(Element #'s based on workbook not actual Element #'s).

StratMap.txt
Corrected the displaying of a Road Connection issue between Champs and Senonchamps.
There is no connection.


Workbook.
New workbook created and broken down by BG's and all Images/Icons used.



Any input/suggestion/likes/dislikes about the Mod good or bad is appreciated.


Last edited by platoon_michael on Wed Feb 25, 2015 3:57 pm; edited 21 times in total

#2: Re: Stock Mod for WAR Author: squadleader_idLocation: Soerabaja PostPosted: Wed Apr 10, 2013 6:11 pm
    —
Looks great, PM!
Haven't touched WAR in ages...might reinstall for this.

I'm guessing the amateurish map coding glitches are kept intact?  Smile

#3: Re: Stock Mod for WAR Author: salhexe PostPosted: Wed Apr 10, 2013 8:28 pm
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Thanx Smile

#4: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Apr 11, 2013 10:08 am
    —
Updated changes made to the Allied Battle Group base plans in first post.



In order to get the new desktop Icon to appear you will have to right click properties,change Icon then choose the Icon pictured,then hit apply.

I did not recode any of the maps,I've considered it but I'm not so sue you would get anything better.
I believe the issue with Tanks shooting through houses and that Tree's now block LOS (Not just the Trunk as was the case) was addressed with the various patches from Matrix but I can't say the same for LOS,especially on open/level ground.
At times the LOS just doesn't make sense.
I can't remember who it was either AT_Zappi or AT_Stalky who did about 10 maps when WAR first came out but I don't seem to have those anymore.

In addition to LOS issues is that WAR will at times give you the 00:00 CTD made famous from CCV.
I believe it to happen mostly on the Last Battle of a GC.
I.E.
The one before your upcoming Strat moves.
Your file will still be useable but it is sometimes possible that you may have to fight that last Battle.
It is very rare that happens,but I suggest you always be prepared.

I suggest when playing to offer/accept a Truce around the 5 second mark.


If your an A.I. only player such as myself I suggest changing the amount of support to the Maximum (10) as the A.I. does not always supply BG's that need support,instead it will sometimes supply BG's that will never see Battle and in some instances supply them with 2/3 support options.
I also suggest to always accept a Truce from the A.I.
This is your best case scenario to keep as many Allied BG's on the strategic map during a GC as possible.
Or add more Fuel Depots to allow the Allied BG's more chances to enter the game.


Last edited by platoon_michael on Sat Jun 08, 2013 3:19 am; edited 1 time in total

#5: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Apr 11, 2013 3:20 pm
    —
You can view every map from this Mod here without VL's

WAR Maps

#6: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Fri Apr 12, 2013 1:08 am
    —
Dec.17th 1944 and things are progressing as planned.

Rather than the typical AAR I've decided to name/follow each squad and see how well they do or don't do during the GC.
I've resorted to renaming the squad based on Day/Turn
I.E. Zugtrupp D1T1  
Should D1T1 perish and a new squad is needed they are named Zugtrupp D1T2
And so on and so on.

Here you can see that Winterbach has managed to keep his Team alive on DEC 16th
Will they make it till the end?

Or die a Horrible death due to Winterbach's heavy drinking?



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#7: Re: Stock Mod for WAR Author: BungarraLocation: Murchison region, West Australia PostPosted: Sat Apr 13, 2013 10:34 pm
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Much appreciated PM

Thanks for the hard work involved

#8: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Apr 14, 2013 12:29 am
    —
Thanks,
The list of changes looks more impressive than what it really is.
The graphics for correcting the Dates was the most time consuming.


I still need to correct a few Vehicles like the Hetzer but the one from CCIV really doesn't look that good to me.

And then the Workbook.

#9: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 01, 2013 12:12 pm
    —
Update first post with complete changes and new file.
the 3 most glaring are.
Replaced Dasburg with original Forrieres map from CCIV,added a Train and several Tanker,Rail Cars.
New Elements file to help prevent the AI from placing AT_Guns deep inside wooded area's
Changed Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES) to 1 in hopes that the Tiger Tanks show up on date expected.(Still needs testing to be sure if this works properly)
Also fixed the issue with one of the Wrecks not being properly applied in the vehicle.txt

Still a work in progress with the most needed being new vehicles that match the original CCIV Vehicles and not have the WAR Camo applied.

#10: Re: Stock Mod for WAR Author: Stwa PostPosted: Wed May 01, 2013 2:08 pm
    —
MUHAHAHAHA  Exclamation

I created a StwaClassic in WAR, and then I move just my tanks.azp file to it, and then the WAR Vehicle.txt and modified the vehicle names to match what was in my tanks file.

Now WAR gets all the stock CC5 and CC4 vehicles.  Arrow

#11: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu May 09, 2013 6:55 pm
    —
platoon_michael wrote (View Post):
Update first post with complete changes and new file.
the 3 most glaring are.
Replaced Dasburg with original Forrieres map from CCIV,added a Train and several Tanker,Rail Cars.
New Elements file to help prevent the AI from placing AT_Guns deep inside wooded area's
Changed Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES) to 1 in hopes that the Tiger Tanks show up on date expected.(Still needs testing to be sure if this works properly)
Also fixed the issue with one of the Wrecks not being properly applied in the vehicle.txt

Still a work in progress with the most needed being new vehicles that match the original CCIV Vehicles and not have the WAR Camo applied.


Forrieres map always was a fun one and much better than stock Dasbburg in this Mod. Thanks for the switch. Seems like it's also in another WAR mod as well, but forget whose it is.

Am glad that you take interest in improving maps when improvements are available.

Just now getting restarted on the stock campaign and will run it through until the end this time around.

#12: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu May 09, 2013 10:39 pm
    —
Question for those playing this mode: How many have noticed/remembered the H/Mortar lethality vs gun emplacements? Started keeping track. 1st shot kills last 5 of 6 targeted, the lone 3" gun not outright destroyed on 1st shot, was damaged and then destroyed on shot #2.

#13: Re: Stock Mod for WAR Author: Stwa PostPosted: Thu May 09, 2013 10:48 pm
    —
Use AT guns on larger maps if possible so it is harder for the mortar's to hit them.  Or don't give the enemey a mortar. Or give the enemy mortar crew crummy training and experience. Or mess with the weapon data for the mortars.  Idea

#14: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Fri May 10, 2013 12:23 am
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I'll try the data from GJS.
I've tried a few things and yes I see that so far it has no effect.I don't have a good understanding how to correct it.
Just lost my M36 Jackson to the 2nd Mortar round.

#15: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Fri May 10, 2013 3:29 am
    —
platoon_michael wrote (View Post):
I'll try the data from GJS.
I've tried a few things and yes I see that so far it has no effect.I don't have a good understanding how to correct it.
Just lost my M36 Jackson to the 2nd Mortar round.


It's really odd. 8CM fires in wide patterns, the 12cm is the one that seems to instantly acquire a target right away. Maybe you fixed the 8cm?

#16: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sun May 19, 2013 12:47 am
    —
Quote:
WAR will at times give you the 00:00 CTD made famous from CCV.
I believe it to happen mostly on the Last Battle of a GC.


Finally ran into this (Dasburg) on Day 4 and was really sticking it to the Axis here. Weird that on the Vetmod that bug hardly ever came around.

BTW: If this helps on the mortar thing was being discussed earlier. Targert the 12cm teams.. At all costs and eliminate them.. Axis only has one per unit for the BG that has 'em anyway. That is easier than yourself editing and it's a fun game for us to watch, track and eliminate the threat.

#17: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Mon May 20, 2013 11:45 am
    —
johnsilver wrote (View Post):
[quote]
Finally ran into this (Dasburg) on Day 4 and was really sticking it to the Axis here. Weird that on the Vetmod that bug hardly ever came around.

BTW: If this helps on the mortar thing was being discussed earlier. Targert the 12cm teams.. At all costs and eliminate them.. Axis only has one per unit for the BG that has 'em anyway. That is easier than yourself editing and it's a fun game for us to watch, track and eliminate the threat.


Ran into what?
And what bug?

I did not edit the 12cm Mortars.
I wanted those to be devastating.

#18: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Tue May 21, 2013 2:02 am
    —
platoon_michael wrote (View Post):
johnsilver wrote (View Post):
[quote]
Finally ran into this (Dasburg) on Day 4 and was really sticking it to the Axis here. Weird that on the Vetmod that bug hardly ever came around.

BTW: If this helps on the mortar thing was being discussed earlier. Targert the 12cm teams.. At all costs and eliminate them.. Axis only has one per unit for the BG that has 'em anyway. That is easier than yourself editing and it's a fun game for us to watch, track and eliminate the threat.


Ran into what?
And what bug?

I did not edit the 12cm Mortars.
I wanted those to be devastating.


The CTD bug if don't agree to a cease fire.

I thought was going to do something on the 12cm mortars, still? It is fun to have a mission to do nothing but seek & destroy those pesky 12cm.

The 12cm (throwing this out there) were awful at targeting anything and had very wide patterns in Nomada's Ardennes FF mod. I am going to use his data and give it a quick run shortly in your mod, probably his 8cm also as they were horrid at hitting anything targeted also. When I use mortars also, pair them up and get a better idea of how far apart the targeting pattern is.

Just asking before go in and modify your work here.

#19: Re: Stock Mod for WAR Author: Stwa PostPosted: Tue May 21, 2013 11:56 am
    —
johnsilver wrote (View Post):
It is fun to have a mission to do nothing but seek & destroy those pesky 12cm.


You almost sound like a CCMT type.  Laughing

I too, would think that it would be fun to have a mission to do nothing but seek & destroy those pesky 12cm mortars.

#20: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Tue May 21, 2013 4:22 pm
    —
Hi STWA,

Some maps it's easier said than done on. Hosingen can be a bear playing as the Axis, but taking out the 12cm team on that map in the Stock mod is a fun target.. Sweeping down from the woods in the far NE corner of the deploy zone.

Assenios (as you have in the picture) would be a good one. Manhay and Winterspelt would be a couple of difficult maps also.

#21: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Wed May 22, 2013 9:34 am
    —
If anyone is even interested. I did a little bit of comparing weapons data between various mods for mortars. As thought would find, Firefox's weapons data had several differences in Blast and accuracy for 8cm, 4.2 and 12cm.

I guess the WAR data workbook is yours PM? Think remember you mentioning it long ago. Sure makes it easy to open these up.

#22: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 22, 2013 1:43 pm
    —
I had hoped to do some more this week,but that doesn't appear possible now.
I'm looking into comparing Blast Radius and the Blast Rating data from various Mods based on this info from Senior _Drill.
Any data you want to post here would be very helpful.


Answer by Senior Drill
TDeacon, modding the armor of open top vehicles to increase survivability against mortars is the wrong approach.
You will get unintended consequences by doing so.
Sure, they will resist mortars better, but they would then become impervious to Molotov or grenades.
You need to adjust the weapon, not the target.

You should try adjusting the Weapons.txt values for Reload Time Clip, Reload Time Chamber, Time to Fire, Base Accuracy, Blast Radius and the Blast Rating columns.
(The Kill Rating columns are for direct fire ammunition, the Blast Rating columns are for indirect fire ammunition.)


Last edited by platoon_michael on Mon May 27, 2013 11:56 am; edited 1 time in total


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#23: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu May 23, 2013 12:07 am
    —
Thanks PM, should have figured that long ago you would have worked on this. There is a mod that the open topped armor is not as susceptible to light weapons fire. Without going into issues, I have problems remembering things over a period myself and don't recall which one(s) it is. Perhaps it is even a CC5 mod for the Ardenne, though was thinking a WAR one has the open topped vehicle susceptibility fixed.

I don't mind tracking down issues like those if you are busy and have a target that want looked at and needs fixed. It keeps me busy Smile

#24: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Tue May 28, 2013 11:35 am
    —
*removed

Last edited by platoon_michael on Wed Mar 05, 2014 3:07 pm; edited 1 time in total

#25: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Aug 14, 2013 1:38 pm
    —
Finally got it working.
Tiger II showed up on the correct Date.

While the weaker setting of Green,Recruit provides the game with multiple Tiger II's early on and then reduces that amount to 1,
the other settings will only give you 1 on a certain date.

Use it wisely.

I'm fairly confident now that the other changes within the Force Pools will work correctly with the campaign text having the following settings:
I'm assuming the
# Auto-refresh FPs (ala stock CC4) 1 was the setting needed in the Campaign text but I also have the
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 =YES) 1

I know I don't want start all over another GC to find out. Laughing
I think this is my 4th try at it. Embarassed
It's no fun starting a GC over and over and over looking for results for one day

I'm just gonna stick with this for now and continue my current GC till the end.

It does seem difficult to get the game to remove the Rocket Half Track for certain Bg's,In some cases several days but I assume people will follow the rules and only use it for Day 1 (Dec 16th) and willingly remove it from the BG as intended.

It's a shame that the Scenario Editor limits the amount of BG's that can be placed on the strategic map after day 1,otherwise I could have 1 Battle on Turn 1 then use the 17th as the actual starting date for the GC and just change the graphics to properly display the dates.
It could have been a nice little cheat thus allowing the opening Grand campaign to have the Night Battle depict the early am Attack of the Germans and have all the off board support.

If anyone knows how to hex edit the game it would be a huge addition to WAR.if it's even possible.
Just thinking out loud is it possible to hex edit a GC file and make the changes there for support?
I'm not one who is comfortable with hex editing nor do I have knowledge on how to do so.

Currently the game uses the Night battle as being the last battle,that's why there is no support for the first round of Night Battles that I'm trying to use to depict the early am attack of the Germans because of the night battle being the first battle you play there was no previous day battles to carry over the support.

following me so far?

Anyways,
I don't see any update coming soon as there is still more I would like to correct. It's a hobby,sometimes I can spend hours on end editing,sometimes like now I never touch it.maybe hopefully sometime next year.



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#26: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Aug 28, 2013 3:44 pm
    —
I'm just curious,
Is anyone playing this Mod?

Does it need a ModSwap version?

Any feedback positive or negative for improvements would be greatly appreciated.

#27: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Aug 31, 2013 1:02 pm
    —
Went thru it 1 time all the way PM as the Axis. Trying to avoid CC burnout so taking it easy for a bit and not playing hardly any lately before getting back to it, or any other mods for the CC games that I have for awhile longer.

You made changes after completed it and it will be interesting to see how much improved it is on next sweep thru.

Thanks (as usual) for the great work.

#28: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Sep 25, 2013 2:26 pm
    —
With the next update you will no longer know what BG's will receive the Tiger until it shows up on that given day.
Unfortunately the current release spoils this.
Same will be Applied to the Allies for some of their Heavy Tanks.

Adding one new Vehicle to the US today with the hopes of creating two more.
And still experimenting with Data for better game play.

I'm also gonna create a ModSwap version in hopes that it will play through Game Ranger.



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#29: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Sep 25, 2013 4:43 pm
    —
Trying my luck with 2 new Icons and yet still stay with the CC style of art.
The HT is just for comparison.
Does the Jeep need a soldier or two to be complete?
Does it need a gun to depict the .30 or .50 Cal  or maybe I'll do both that's gonna be on it?
Edit:Added a Soldier=Jeep Icon2,also added a very down and dirty example of what they would look like in game.
Adding a Weapon just didn't work,I'm gonna go with the Info Bar in game being enough to know what Weapons the Jeep and it's Soldiers have.

While many may consider it worthless it's just a shame they never put a Jeep in the game and the M4 Tank Dozer will look good combined with the Sherman Mine Roller that the 291st Eng. Cbt. Bn. already has (inmho)

The M4 Tank Dozer does provide stronger front armor.
Hull Armor low,med,high for a normal M4 A1(75) is 120,87,70

The Dozer is currently set at 138,110,88



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#30: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Oct 02, 2013 3:28 pm
    —
Now to see how well they work.
And unfortunately they still need there own wreck.

And I believe the Icons still have that CC art style to it.



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#31: Re: Stock Mod for WAR Author: Ivan_Zaitzev PostPosted: Wed Oct 02, 2013 9:08 pm
    —
Looks good!
Do mine tanks have any real effect on minefields in Close Combat?

#32: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Oct 02, 2013 10:19 pm
    —
Both the Mine Roller Tank and the Tank Dozer can clear mines.

#33: Re: Stock Mod for WAR Author: Ivan_Zaitzev PostPosted: Thu Oct 03, 2013 12:22 am
    —
Thats an awesome feature. I don't remember seeing them in CC5 tough.

#34: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Oct 03, 2013 12:59 am
    —
The Mine Roller Tank was in CCIV,not sure about CCV.

The Tank Dozer and the Jeep were not stock vehicles in WAR or CCIV,it just seems uncharacteristic for the game to not have them.

I'm looking into possibly creating a Cargo Truck for the Airborne Troops.
Something along the lines of how TT did with being able to use the Troops after the vehicle was destroyed.
The vehicle would hold 7 men due to that being the limit CC can use on certain aspects of the game.
I'm not sure what type of truck to use yet but I'm kinda leaning towards the CCKW 352 2 1/2 Ton Cargo Truck,more commonly known as the "Deuce and a Half" or "Jimmy"


After that I think I'd be done with any New vehicles otherwise it kinda looses face with the name for the Mod.



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#35: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu Oct 03, 2013 8:33 pm
    —
There was also a dump model built on the 2 1/2 ton chassis if are interested in adding that unit. Engineers used it up through 'Nam.

#36: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Oct 06, 2013 3:20 pm
    —
Why didn't I take the Truce when it was offered?

Having destroyed 4 Tanks at Recht (A map I hate so F#*&ing Bad because I always get my Butt kicked)
Rather than take the Truce I just had to push him a little further believing he could destroy the Allies Moral and either push them into Retreating/Disbanding and get off this Map from Hell..

But No,
Not me,I want Medals,I want more,
Once he climbed over the Hill......................Poof ---- Up in smoke he goes.
And unfortunately never to return



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#37: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Oct 23, 2013 2:01 pm
    —
Updated first post.

Essentially nothing new just a Mod swap Version created this morning.

I'm looking for someone who is willing to try and connect through game ranger to see how it plays online.

#38: Re: Stock Mod for WAR Author: BungarraLocation: Murchison region, West Australia PostPosted: Wed Oct 23, 2013 2:28 pm
    —
Am enjoying Stock Mod for WAR Platoon Micheal...

Thankyou...

The efforts you peoplle put into these great Mods is much apreciated!

#39: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Oct 24, 2013 10:38 am
    —
Corrected file extension name and upload link in first post.
Added Stock Mod text to the multiplayer and Command Screen.

Played 2 battles online last night.


Any input/suggestion/likes/dislikes about the Mod good or bad is appreciated.

#40: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Fri Nov 15, 2013 1:18 am
    —
Keep meaning to get back to it Michael, just got sidetracked on Drizzt's excellent Kharkov mod he also ported to WAR.

#41: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Fri Nov 29, 2013 3:28 pm
    —
So currently I've been adding more Tanks to the .azp file.
Nothing special just basically trying to add some more variety.

The goal is to provide a more visual aspect between Command Tanks and non Command Tanks in-game.
Done either by varying camo for Axis Tanks and using Stars for Allied Tanks.
These changes will also apply to the BG_Unit Icons.

Beyond that I'm wondering if there's a need to correct the incorrect road connection on the Strategic map?
I.E.
Erase the ones that are wrong by displaying a road to a map that has no connection and if needed add roads to the ones that don't.
I know it was a huge debate back when WAR came out,but I cant say I've ever seen too many people want it fixed.

#42: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Nov 30, 2013 1:09 am
    —
Quote:
Beyond that I'm wondering if there's a need to correct the incorrect road connection on the Strategic map?
I.E.
Erase the ones that are wrong by displaying a road to a map that has no connection and if needed add roads to the ones that don't.
I know it was a huge debate back when WAR came out,but I cant say I've ever seen too many people want it fixed


I always wanted that new one added in that had the roads fixed that ??? made? I forget who it was and DID appreciate that one map you allowed to move into also that was incorrect stock from Matrix. Apologies for forgetting name of the map, Been awhile since played your 2 campaigns, been playing couple others, though intend to get back to both of them as have been missing the fun of some Ardennes action.

For myself? Don't really remember many not wanting the strat map fixed. it was horrible from the start. That one that (yeah I forgot who made it) cam out awhile back was an improvement and even that would be 100% better. Nothing is worse than either a map showing roads connecting, then finding out they don't between maps, or not showing roads at all and that is the stock strat map.

Your work on WAR really shouldn't be questioned at all is my 2c worth.. Just do it.

#43: Re: Stock Mod for WAR Author: Sapa PostPosted: Sat Nov 30, 2013 6:59 am
    —
Michael..about the truck..

I think that TT just coded the GI:s as tankcrew and ones that survived the  Very Happy [b]mortarhit[/b]  Very Happy just fought on...

cheers Mats

#44: Re: Stock Mod for WAR Author: BungarraLocation: Murchison region, West Australia PostPosted: Sun Dec 01, 2013 1:12 am
    —
Yep agree with Silver, Pl Ml please do it..  Very Happy

#45: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Dec 01, 2013 2:57 am
    —
Fatigue and Cohesion.

Image from Strategic Map showing how bad off the 394/99 ID are having.
The have NO Cohesion and almost nothing left in the tank as a fighting force.
After the Battle begins it can take quite a while set in Ambush to get them back to being healthy again.
And unfortunately I have a few others.
I switched over from Axis to Allies and have 6 Days to over turn what is currently a Major German Victory.



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#46: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Dec 08, 2013 1:56 pm
    —
Current situation for Dec. 26th Turn2 (5 Days left)
Trying to sweep around and capture German Supply Depots.



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#47: Re: Stock Mod for WAR Author: mooxe PostPosted: Sun Dec 08, 2013 5:23 pm
    —
Michael,

  Something that may open up WAR for me a mod to fix all the missing connections. Or a really good explanation to why the connections are not there. (even though there's road graphics connecting them)

#48: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Dec 08, 2013 5:48 pm
    —
I'm working on it.

How many bad connections do I fix to make some of the current errors correct?
Champlon to Nadrin remove/edit the road image or add a connection?

Do I correct any other obvious connections or just remove any trace of a connection visually?

#49: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Dec 08, 2013 9:43 pm
    —
Champlon to Nadrin with/without connection?
Theirs a lot of room for interpretation here.

And do I open up the Northern routes on the strategic map thus eliminating the original back jam of BG's waiting to fight?
While I didn't originally like the Northern part of the map and still don't to this day.it does indeed do a very good job of creating that difficult maneuvering the Germans had in the Bulge.

It's not hard to correct.
Just hard to decide.



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#50: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Mon Dec 09, 2013 1:21 am
    —
Quote:
.it does indeed do a very good job of creating that difficult maneuvering the Germans had in the Bulge.


You mentioned this earlier and it's really 2 parts.. 1st few times one plays WAR? It's a pain in the rear. Is it good for the game? Yeah.. Stock game? Grudgingly.. Got to admit those up north are, the 2 at the bottom, near Bastogne are not and i don't recall the name(s) of the 2 maps. Initial outbreak, think there should be as much slow down as possible, but as it goes on, probably not.

If there is some kind of vote, or want names of those maps I continue to mention will load the game again and chk.

#51: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Dec 11, 2013 1:25 am
    —
First MOH......Yea!
Then my 2nd.



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#52: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Fri Dec 27, 2013 8:29 pm
    —
Allowing allied AI player to only bring in 1 AT gun on some maps early on is a good way to stop them from throwing the Axis AI off the map time after time, even the weaker allied units on maps like South Eifel when KG Peiper appears there.

I have noticed the bazooka teams seem to be dead on in the stock mod. I have one team with 4 Panther kills already early on. The Bazooka teams have been the go to choice here over 3" guns (teamed with 57mm guns) to stop the Panthers thus far.

Thanks for all the work you did on this mod and continuing efforts on it. Going to finally complete it from the Allied perspective this time.

#53: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sat Dec 28, 2013 3:45 am
    —
Data:
Motar HE Base Accuracy changed from 331 (75%) to to 256 (50%)
Wurfgerat 40 Changed reload time from 9000 to 200.Now has 12 rounds.
Changed Accuracy from 36 (1%) to 256 (50%)
Half Tracks:
Changed Integrity from 40-50 to 100
Changed set up time from 600 to 200 for Schweres MG42 and Schweres MG34
Created Vehicle Crew US BZ (Bazooka) and added them to all M3 Half-Tracks. But Not Command HT's.
Changed Turret Crew Cover Top on all HT's from 0 to 140 (from 0 to 15%) in hopes of better protecting them
from Mortars until Mortar Data has been better adjusted.


The current version you are playing has only the above mentioned .
I have since changed the Mortars again and increased the Armor values for Allied Tanks with Sandbags (These were left the same as Tanks without any for some reason)
I'm kinda guessing on how much to increase the armor value. I didn't increase it much as I don't really know the sandbag to armor ratio   Laughing  but it just seemed to me those Tanks should offer a little more protection.Kinda like what I did for the Tank Dozer.

I did notice that my original statement about the Zooks not being in Command HT's to be wrong. That will be corrected.
Will get back to work on the strat map after the New Year.
And will also be editing LOS. You can pretty much expect an increase in LOS with most cases.The current LOS has been VERY Disappointing to me. How a MG Team in a 3/4 story house isn't commanding the map is beyond me.
The extra graphics for Vehicles and playing is currently taking up the most time preventing the next update.

Found a wrongly codded house on the map Vielsalm,basically it's a 3 story house with the current elevation set the same as the ground.

#54: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Dec 28, 2013 4:54 am
    —
Quote:
The current version you are playing has only the above mentioned .


Ok Michael. I didn't look at the data file difference (if any) between any other Mods to see if any existed even before posting that for the bazooka. I so far in the mod have had the things take side and rear shots at up to 100m range and mostly 1st or 2nd shot kills, not damage, but outright kills on Panthers. It didn't seem as it on the Vetmod they were that accurate, but must have been, or have been lucky so far.. There goes the kills for bazooka from now on Sad

#55: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Dec 28, 2013 7:43 pm
    —
Ha! KT TKO on a frontal shot (turret was traversed to 180 however) and 2 more Panthers by another Bazooka team on Krinket map.

I forget offhand it these teams could fire in the vetmod by yourself and TT. Know the Schreck teams couldn't, but don't remember about these teams.

Edit:

Fire from within buildings that is.

#56: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sat Dec 28, 2013 10:19 pm
    —
You can thank Matrix for that.
Not me.
I am glad you pointed it out and will look into them.
After I use them to win my current GC. :)

I'm not gonna apply the same changes from VetBoB to this Mod.
You can,I won't

#57: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Mon Dec 30, 2013 9:12 pm
    —
Finally get it on why you reworked the campaign into the stock mod.. It gives the US a fighting chance, at least over the Vetmod, where they are in deep doo-doo without someone playing them that pretty much is familiar with every map and stays away from the powerful German infantry with US armor as the US player.

Not sure about how far back your US forces have fallen, but I finally withdrew back some to "clear the maps of wreckage" and get a better field of fire Michael and it didn't go well on the sector(s) where pulled that stunt. Am trying to keep away from the campaign.txt to see how deep this bottomless pit truly seems to be of Panthers for some of the KG and it's getting exciting to say the least.

#58: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Tue Dec 31, 2013 10:39 pm
    —
You had a thread on here once awhile back where were showing "kill zones" for AT guns on the leidenborn map and how numerous they were. I think Reuland, as far as WAR goes is the ultimate destruction zone for the Allies. When played the US in the stock game, vetmod and now in this mod, have always tried to channel a strong armored unit to this map. It is the hardest for me (costliest) armor wise to cross and virtually impossible for the AI Germans to take there are so many hiding spots in the sparse woods with LOS thru the bridges and roadways all the way across the way for 3" guns.

If there is another thing you do to make it more difficult, other than work on the bazookas (I hope u don't do that lol) coding on some maps to make hiding the 3" guns in some areas of Reuland map might be it like I think you may have done on the Leidenborn one Michael where they no longer fit in some areas that they once did.

My 2c and will stop all this if you want.

#59: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Tue Dec 31, 2013 11:00 pm
    —
I just took 3 AB Bazooka teams based on your report on how powerful they were in hopes of knocking KG Cochenhausen off of Manhay.

That didn't happen,despite several hits on the Panthers none of em were killed or even immobile.
Thanks a lot. Laughing

The thread you thinking about is This one
Reuland is indeed a very hard map to attack on especially for the Germans.

My goal for the AT_Guns is/was to prevent the AI from placing them deep in the woods rendering them useless.
Still a work in progress.

Map codding is not my most enjoyable aspect of editing,so it takes me some time to get myself into it.

#60: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Wed Jan 01, 2014 2:02 am
    —
Quote:
I just took 3 AB Bazooka teams based on your report on how powerful they were in hopes of knocking KG Cochenhausen off of Manhay.

That didn't happen,despite several hits on the Panthers none of em were killed or even immobile.
Thanks a lot. Laughing


LOL OOPS Sad I have noticed that you let them take the shot at 75-100m and the accuracy is not as good for a "good" hit, but they generally will get a hit (damage) and if fired at closer to that? it's mostly a kill, as long as not scared/cowered. I HAVE ordered a cowered team to fire when they were not behaving properly (shooting on their own) and scored a hit (kill) and it just happened at Lomnesy (spelling) where had lost all 3 AT guns and the other bazooka team, just a few minutes ago in fact. A side shot.

75m< is the kill range, I probably should have mentioned that for sure earlier and keep them on "ambush" if you are stalking and have the time to watch them/one on the map, then change to "defend" when the Panther gets within range (sideways hopefully) and have a pair of 81mm mortars at hand to strip away the accompanying infantry before they get close alongside the tank and spot the bazooka.

Yeah.. Everybody plays CC different.. Just the way do here... Attempt to take a building on each map prior to time running out where can hide a bazooka that has potential clear LOS and tank will cross.. Infantry support it.

Germans with 'Fausts are so much easier aren't they Michael?

#61: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Jan 02, 2014 11:06 pm
    —
Here are my proposed changes to the Strategic Map in relation to the map showing/not showing connections.
The circled green at Trois Ponts to Stoumont will now have a connection,I had always felt that Stoumont was basically an unused map during a GC.
The Stock Mod Campaign uses a Supply Depot at Stoumont to help make better use of this map.
Other than the 1 connection added everything else was corrected by editing the Normandy.tgs to remove the road showing a connection and/or by adding trees to provide a visual blockage.

It may not be the perfect solution but I feel its not as deceiving as once was.
I think one needs to expect that the Heavily Wooded areas would not always have a crossing,just as an open plain doesn't always mean one would cross it especially if you factor in the Heavy Snow.
Please disregard the Black line through Recht.

If you have any suggestions (Other than redoing every single map overlay) please feel free to provide them.
There is still room to provide more connections,either 7 or 8. I'm not sure if the game is counting from 0 or 1 on that part yet.
Currently there are 120 connections out of 128 being used.



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#62: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu Jan 02, 2014 11:41 pm
    —
Quote:
I think one needs to expect that the Heavily Wooded areas would not always have a crossing,just as an open plain doesn't always mean one would cross it especially if you factor in the Heavy Snow.


Guess that makes sense. Snow drifts, trees blocking paths anyway.. The worst blockers will remain anyway, then it just keeps it a tad more difficult.. Meyrode and Recht, when units are all jumbled up is where I have the biggest obstacle in getting past a stubborn unit defensively many times with only one outlet and figured Matrix did that with the outlets on purpose, you left (or leaving it) this way on purpose to stall the german offensive some.

That Champs is a good one to fix you have proposed to Nadlin as is from Nadlin to Champlon. I wondered why there was no connection from Senonchamps to Champlon and probably, like many why Lutrebois was a near dead end map with movement only straight thru. I have been stuck there with action heated in the area as allies before.

All in all Michael.. It's fine not opening any to me. Learning to get around the bottlenecks adds to to difficulties adds to the gaming is my feeling.

#63: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Jan 02, 2014 11:53 pm
    —
I've also done a little Vehicle editing to provide some variations visually to the game.
FJ Sturmgeschütz 40 Ausf G is now Green and not Red and the SS Command PzKfw IV Ausf H is Green and not Red.
Also added Winter Camo to the Command Tanks for the VG Battle groups.

Nothing new for the Allies other than editing the Command Tanks to show stars and editing the fpools to change  some Allied Tanks from Green to Winter Camo on or about Dec.25th.
(Not exactly sure just yet)



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#64: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Jan 08, 2014 11:28 am
    —
So I got what I hope to be a pleasing correction of the Strategic map up and running.
I added a connection from Stoumont to Trois Ponts.
And removed the incorrect arrow depicting a move from Senonchamps to Champs.

I know some don't like how Maps like Reuland,Beho,Losheim,Recht for example have boundaries that butt up to other maps providing what one would imply as possibly having a connection but in reality don't and would love to see them re-worked to not butt up.

But personally I find that to be too much work for too little reward. In essence it'd be the equivalent of creating entirely new strategic map with new overlays,all new hot spots,possibly all new arrows re-editing the Normandy.tga and in all honesty you'd still have that Fog of War effect in many places.

I have used the Maps from the book The Ardennes Battle of the Bulge by Hugh M. Cole (The green books) from the Center of Military History as a reference and feel that maps connected/not connected to be pretty accurate.I did not however check every single one of them,should you feel otherwise please make your point and I'll look into changing whatever it is you don't like.


I've re-worked the Force Pools.
Removed the Tanks from the Allied AB BG's and added Half-Tracks and Jeeps.
Reduced again the amount of Panthers and have the Force Pools use more Pz IV H's in the later stages of the GC.

I'm currently working on a new Sound.sfx file.
Schrecken had pointed out to me awhile back that one can add more Weapon sounds by adding them to the end of the current wave's inside the .sfx file.
I'm not sure if this was possible in CCIV,CCV or something new added to the re-releases.But a cool feature none the less.


So what I've done so far is to give the Wurfgerat 40 it's own .wav rather than use the same .wav as the Panzerschreck
What I cant seem to find however is a .wav for the Calliope Rocket,Is there any chance someone here might have one?
Or know of a Mod and/or game version I could rob one from?
Currently it shares the same sound as the Bazooka.

And I'm gonna change some of the Ambient .wav's
I'd love to know if the amount of Ambient sounds can be increased just like the weapon sounds. Does anyone here know?

cheers

#65: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Wed Jan 08, 2014 5:19 pm
    —
Quote:
Removed the Tanks from the Allied AB BG's and added Half-Tracks and Jeeps."


Hehehe.. That is a dirty trick.. I'd rather see a few more 57mm.. Those units to me are cannon (tank?) fodder anyway IMHO, just have outstanding infantry, if you can keep them away from the German armor somehow. The US M3A1's and Jeep's (here at least) are rarely used. The 3 57mm's are just too few.

They DO have massive amounts of Bazookas.. 25-27 am thinking, but on a map AB units defend, that entails giving up most of it for them to have a chance without the M10's and M18's any longer, not that they lasted long anyway :)

Quote:
What I cant seem to find however is a .wav for the Calliope Rocket,Is there any chance someone here might have one?
Or know of a Mod and/or game version I could rob one from?


Trying to remember if any version of Combat Mission included the Calliope.. I have the 1st 2...Somewhere....

#66: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed Jan 08, 2014 6:08 pm
    —
It is difficult to fight the German Armor BG's with the Allied AB BG's.
I will increase the amount of 57mm AT Gun's
I can also keep the Mortar and Command Half track to include bazookas like they currently do.

When I played a few battles online a fella joined my current GC in progress and was shocked to see I had chosen 3 tanks.
He didn't complain,but it did make me wonder.
Originally I was trying to simulate a hook up which I assumed happened during the Bulge.
I've also considered some Captured PzF60's,but I don't think I'd want them to have those weapons till somewhere after Dec.28th/29th?
That's 12-13 days into ones GC.Not much use unless your gonna play the 25 day GC.  Sad


I think your best bet would be to use your support for these teams and possibly pick the best map for the AB to fight on.
Just because they can move forward,doesn't necessarily mean you should.


Sorry,
But no more Tanks for the AB BG's

#67: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Wed Jan 08, 2014 8:44 pm
    —
Quote:

Sorry,
But no more Tanks for the AB BG's


No complaints here on Shermans, or TD's for the AB units. 57mm's were used in airdrops and were feasible, as was the 37mm that was nearly phased out by that time of the war. you could throw in one of them with one of the AB units, even "stick" one of the units with nothing but those and bazookas if you like as not getting updated with equipment yet. I can research to see if that is correct on who had what, it's been years since done anything along those lines for this campaign. I don't mind.

(btw) I'll dig for those combat mission disks also if you don't have the games)

#68: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu Jan 09, 2014 7:38 am
    —
Michael,

I did some online research and several units at Bastogne of the 101st AB indeed were equipped with the M3 37mm AT gun if you don't want to give them more 57mm guns and just throw them a couple of those instead.

Just a thought.

Edit:

Just want to go into a bit more detail:

I flipped through some pages of "Bastogne: The 1st 8 days" as one of the sources of the 37mm gun being used, it was several times by AB units of the 101st and is mentioned.

Other than that, if you decide to take the time (I know it's a lot of work to add things like this) The weapons like the 37mm and even German 3.7cm PAK are not as bad as many think.

I have used especially the German 3.7cm to cripple armor before. It won't kill many, but has lots of ammunition, just like (as recall) the US 37mm does.

Shame is no way to just ensure AB units in the vicinity of Bastogne were equipped with these and  "cough" I have the book "cough" in pdf if interested..

#69: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Fri Jan 10, 2014 11:33 pm
    —
Most interesting, as well as irritating thing has just occurred on my Stock campaign.

I posted about a No Force Pool error way back here:
campaign bug

It was on the VetMod, where the opponent shows as having -0- forces. Even if you click to continue the skirmish? You cannot go into battle as the "next" battle is shaded out.

My disk is perfectly legal, purchased directly from Matrix and is patched to 4.15.15b. I save after every battle (2 times) and generally play only 2-3 battles at a time before stopping for some time, then continuing to play some more.

Am I the only one who has this? It's not a big deal really. I'd like to know if anyone else has it however. I played Drizzt's campaign from both sides (to completion) and it never happened and generally got through the Vetmod without it. It would happen on Nomada's quite often and it worked ok earlier (months back) from the German side with the Stock Mod.

Will wait until you finish with the data updates before retrying from the US side Michael, maybe it was meant to be. Was beginning to hit a wall anyway.

#70: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sat Jan 11, 2014 12:56 am
    —
Hi John
Can you please upload your last working saved game file please?

I have not seen this bug,I remember you posting that for VETBoB and am surprised your having that issue.
I've played quite a few GC's now and have yet to see that since Matrix corrected that issue. (Or did they?)

Of course I've never really tried to pound the death out of a Battle group either.
Maybe I need to.
I always take/offer a Truce but that's only cause of the 00:00 bug.
You could try posting or at Matrix,Steve's been a big help lately on the forums over there.
I dont see anyone ever posting this bug Mod or no Mod,so who knows?

If you can upload your last working file and tell me if your using the Bernard's Mod install version or ModSwap that would be a big help.(maybe)

I don't think it's a Mod issue
I'm thinking either a bad/corrupted install of WaR (read that somewhere here,I think it was suggested by Drizzt),or Matrix hasn't fully corrected the issue,but I'm just guessing on that.

As for the AT_Guns for the AB Battle groups I did increase them slightly,I'm curious as to how many of them are you using per battle? Laughing
There is no 37mm gun for the Allies in WaR (Matrix didn't create one)I have no real interest in creating one myself either sorry.

#71: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Jan 11, 2014 5:00 pm
    —
Quote:
I always take/offer a Truce but that's only cause of the 00:00 bug.


I never do this, even though I realize you recommend it and is why I 2x save every battle in case get the CTD at the end of a battle some times I have that 2nd save to rely on as a backup.

I deleted the saves.. Yes.. I was initially upset, at the game itself for ruining the campaign that far in, nothing else and certainly not at the designer.. I apologize or would send the things.. It occurred to me when I was posting that initial message that someone could have possibly wanted it, but it was already gone.

I *DO* pound the forces, play with 15 minutes and try to bust the morale of the opposition if possible. Sometimes I have a feeling it is the destruction of maps that cause crashes, but I moved off of maps with shell holes and littered early on. There were newer ones created like that, but i tried to stay back from those if possible even.

Quote:
I don't think it's a Mod issue
I'm thinking either a bad/corrupted install of WaR (read that somewhere here,I think it was suggested by Drizzt),or Matrix hasn't fully corrected the issue,but I'm just guessing on that.


I reinstalled the during the Kharkov to fix some issues you may have noticed crash related and will reinstall again before you release the next update of the stock update. Thanks for that :-)

Quote:
As for the AT_Guns for the AB Battle groups I did increase them slightly,I'm curious as to how many of them are you using per battle? Laughing
There is no 37mm gun for the Allies in WaR (Matrix didn't create one)I have no real interest in creating one myself either sorry.


Depends.. Fairly open map and vs armored KG? I'll bring out 3 AT guns. nasty and up close map vs a armored KG? Sometimes only 1 and 3-4 Bazookas. With the AB units however was having to ration the guns, take care not to lose too many at once. 2 was the most ever brought out and always had a couple of bazookas on hand, or an M10-M18.

Fine on the 37mm I thought last time looked at the data sheet thought saw it, but must have been from the 3.7cm German, too much trouble to add anything like that agreed.

Edit:

Mod installer is version 1.2

#72: Re: Stock Mod for WAR Author: mooxe PostPosted: Sat Jan 11, 2014 5:19 pm
    —
The connections are a good improvement.

#73: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Jan 11, 2014 6:32 pm
    —
In keeping with preference for "crushing the opposition" as you put it Michael. I made my somewhat normal change (for me) in the campaign.txt file:

Quote:
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1


Edit:

Reinstalled WAR. Also?, like Drizzt recommended for some with his mod and going to use the installer version rather than plugin version of the stock mod this time.. Might as well try multiple things Smile

#74: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sat Jan 11, 2014 8:06 pm
    —
Thanks Mooxe,
I see a few more editing of roads still need to be done though.

It will be in the next update.

#75: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Jan 11, 2014 10:39 pm
    —
You were asking about possible additions/changes earlier with regards to doorways/maps and I added a few too many Michael in other ways.. Apologies.. Went wild with that..

I will make one more that mentioned way back in the Vetmod with a map that always liked in the CC5 version and would like to see implemented.. "Siegried Line" over Loesham I think is the one it is supposed to be a larger scale of, or Siegfried line takes into account a larger part of the actual map.

Yes.. It would be a pretty much fictional map here, as it is so grand a scale in the place of Losheim, though it is an absolute grinder for the German, having to cross an open river, mine fields everywhere, open mountains with little cover.. Where the Losheim map (to me) is a walk in the park.

I understand you have a bundle of work to do, as well as have already done.  It's just another of my suggestions.

#76: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Jan 12, 2014 1:11 am
    —
No

#77: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Mar 27, 2014 3:58 pm
    —
I'm not sure whats going on but when I direct people to this page they are not able to download the Mod.
Some say they cant even register with the site.
Even when I give them a direct link they tell me they cant download it.

Is this something to do with their browser?

When I copy and paste the links I've sent them through GameRanger everything seems fine on my end,page loads or the download starts.

I've spent hours trying to help a few people with this and so far I think only one person has been able to install the Mod.

I'm not sure what else I can do to help people download/Install this Mod.

#78: Re: Stock Mod for WAR Author: mooxe PostPosted: Thu Mar 27, 2014 7:54 pm
    —
Its possible that the registration emails get filtered as spam. About every week or so people email me to manually create their account as they never get the email, which I do for them.

I make sure CCS works in Chrome and IE and I tried your downloads, they work.

The only thing I can suggest for you Michael is to make all your downloads ZIP files.

If they have technical troubles with the site please refer them to me, I'll get them sorted out.

#79: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu May 08, 2014 5:48 am
    —
Quote:
I'm not sure whats going on but when I direct people to this page they are not able to download the Mod.
Some say they cant even register with the site.
Even when I give them a direct link they tell me they cant download it.

Is this something to do with their browser?


Just an FYI:

A few months back, this site was on Malwarebyte's "nasty" list and blocked. Had to manually allow access to the site. Perhaps some other active malware softer is still blocking access to CCS.

JS

#80: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Wed May 14, 2014 11:12 am
    —
So I'm semi-sorta kinda leaning towards something like this.
What would happen is to correct the overlays to not be so goofy in understanding Map Connections yet still keep the way the road connections currently are depicted.
Hopefully I would be able to expand some of the overlays to the west so that the .tga more resembles the actual Bulge.(I.E. not the larger black dead space the game has now)
And slightly re arrange others to fit this image.
And yes there probably will be more graphic editing of roads/trees etc to meet the new needs.

Is this something you may be interested in?
Or does it too closely resemble CCIV which would just be a real bummer to play?
But like I said it would still keep the current connections minus the few I already corrected.

I'm also considering a name change for the .v2.0
Unfortunately I have no idea what to call it.
Never did.
Or should I leave the name of this Mod as-is?
With Spring slowly arriving fishing,work,grass cutting,beer drinking I'd say maybe next winter for the next available update....maybe Smile



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#81: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Thu May 15, 2014 2:44 am
    —
One way to keep interest in the mod and in WAR itself would be via the strat map by connections opened/blocked to the various maps.

so many of the maps to me at least around Bastogne are never fought over. Marvie, Neffie, Leifrange.

#82: Re: Stock Mod for WAR Author: RD_TG_JagerLocation: New Jersey PostPosted: Mon Jul 28, 2014 1:27 pm
    —
Looking forward to this mod and I know it's summer is slow. I am just curious what progress has been made up to this point.

#83: Re: Stock Mod for WAR Author: sod98 PostPosted: Wed Jul 30, 2014 11:48 am
    —
Hello, does anyone have a serial key number I can use. Brought my game from EBay to find parts of the disc badly scratched and can only guess the key and so far always wrongly. I live in NZ and disc came from GB. Cheers

#84: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sat Aug 16, 2014 10:40 pm
    —
RD_TG_Jager wrote (View Post):
Looking forward to this mod and I know it's summer is slow. I am just curious what progress has been made up to this point.


Hi,

PM's Stock mod is here:

WAR Stock Mod

He also has it linked on the 1st page of this topic, just mixed in with his information on the mod. It's a major improvement on the campaign that came with the game originally.

Make sure you read the read me on the first page here.

#85: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Tue Oct 21, 2014 5:44 pm
    —
Hello,
I've currently got the new Sounds working into what will be Stock Mod v2.0
Also some more Data changes.

I'd like to bring back the BG_Leader pics to be used in conjunction with the BG_Leader attributes but to be perfectly honest with you I would have difficulty in understanding said commanders uniform with the correct date of the Bulge.Or am I reading too much into that?
Anyone want to help with that?
If someone wanted to find the correct pictures to use I don't mind doing the editing.


I think from there I'll add the multilayer changes to the Battlegroups as done with VETBoB.
Not so much with the intensity  of a VetMod but something other than just a total amount change.
I like seeing a change in settings like VETBoB did.

I've complimented on changing BG attributes based on either a H2H or AI player but it might confuse those not used to editing as it would require one to swap that file based on what their playing.Unless I did a sub-plugin to be used,but that would only work with those who are willing to use ModSwap.

Currently playing another GC to see how the sound Mod works and the Data changes that were made.

#86: Re: Stock Mod for WAR Author: UberdaveLocation: Kansas, USA PostPosted: Thu Oct 23, 2014 5:40 pm
    —
Good to see the Stock mod is addressing some of my gripes and suggestions!

Medals on the soldier screen, enabling fatigue/cohesion, night battles, powering down those mortars, lol

#87: Re: Stock Mod for WAR Author: UberdaveLocation: Kansas, USA PostPosted: Thu Oct 23, 2014 5:44 pm
    —
Michael, I have the book that the original CC4 leader photos were taken from. It's called 'NUTS!' by Goldstein, Dilon, and Wenger (Brassey's, 1994).

I once scanned them all, as I planned on doing my own Ardennes Offensive mod for CC5 (as I thought the existing one was a joke).

I'll send them to you, if you'd like. I think all of the German commanders are there, and maybe 2/3 of the Americans.

#88: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Fri Oct 24, 2014 3:34 am
    —
That would be nice.
Can you add the zipped file to a PM?

#89: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Thu Dec 04, 2014 2:21 pm
    —
Being mostly an AI player I never really took the time to memorize the Hotkeys for CC.

I've been toying around with this idea for sometime now.
And it took even longer to figure out to get it to display properly.
I was able to create this by manipulation the GMSCROLLERUP_000 file within the GameGadg graphics file.

I'm not sure if I like it or not.

Is adding the Hotkey Legend a good idea?
Or bad idea?

I could add it to be displayed on the .OVM but I don't think that would look good at all.



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#90: Re: Stock Mod for WAR Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Thu Dec 04, 2014 7:11 pm
    —
platoon_michael wrote (View Post):
Being mostly an AI player I never really took the time to memorize the Hotkeys for CC.


My left index finger is permanently on the V key when I play, I dont even need to look down. Hotkeys are the only way to play.

#91: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Fri Dec 05, 2014 4:43 am
    —
I've never seen this before!

Two AT_Gun's right on top of each other?
One had already been destroyed,then I kept hearing the shots fired from the last AT_Gun which was right on top of the destroyed Gun.Behind the houses.



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#92: Re: Stock Mod for WAR Author: Stwa PostPosted: Sun Dec 07, 2014 4:46 am
    —
I don't know for sure just how many hot keys are available in CC.

Below is an "idea".

In game when you mouse over and click on Options, you get a form screen, that originates from the CCResource.dll file.

It might be possible to expand some of those forms (screens) to include a list of the available hot keys.

If that can't be done, you might be able to itemize the hot keys in the credits image. So when you hit credits, the list of hotkeys scroll across the screen. Then you could even change the option form to say "Hotkeys" instead of "Credits".

Dunno?

#93: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Mon Dec 15, 2014 6:33 pm
    —
I'm guessing the total number of Hotkeys is 17.

Ctrl # 1-0 for the teams within your Bg that allow you to jump to each team.
And the 7 Hotkeys for Sneak/Move/Move Fast/Ambush etc etc

#94: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sun Feb 15, 2015 8:54 pm
    —
Hello,
I've finally started editing Stock Mod for the next update.
I'm redoing the Strategic map to be more pleasing.
Basically the goal is to not have so many maps that look to have connections but actually don't by re-cutting them a little more properly.
I've also edited the Normandy.TGA file so maps with no connections either Don't display a road or added Trees to said area to imply blockage.


What I'm looking for is someone who might be interested in finishing the Sound.fx file.
I did start working on it and am fairly happy with it.

PM me if you have any interest.


I'm also considering a VET Mod addition to the Mod based on the settings one chooses, but we all know who's best at that.
Salhexe.....You available?
You just cant do Teams with more than 7 men.
7 is the limit.... Period!........Can you do it?
The workbook isn't yet created to include such setting so you'd have to expand that.

#95: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Sun Feb 15, 2015 11:45 pm
    —
Quote:
I'm also considering a VET Mod addition to the Mod based on the settings one chooses, but we all know who's best at that.
Salhexe.....You available?
You just cant do Teams with more than 7 men.


That'd be really outstanding if Salhexe has the time to do that someday. Good idea to cut some road connections also. Make it more difficult as Axis, especially before they get rolling early on and in the southern sectors.

#96: Re: Stock Mod for WAR Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 14, 2015 12:32 pm
    —
Update:

The new Sound.sfx is completed.
While the original goal was a slightly different sound for every weapon,I'm happy with how things are despite not going that far.
Should anyone here speak German and would like to donate their voice to the 88mm AT_Guns I would be greatly appreciated.
Currently they say "FIRE" in English before the gun effect sound is played.
I would love for it to be in German instead.
I don't think my Southern accent would be very convincing.Y'all know what I mean? :)

I made several changes to the Allied Airborne BG's
The 82nd has Recon Teams with Captured PzF60
I have Another option/upgrade for the 82nd.I'm just not willing to revel that till its uploaded.
And the 101st BG's have Platoon Leader's and Recon Teams with Captured PzF60
Those changes have been good when it comes to fighting the Axis Tanks BG's.
They just never really had enough firepower against them.
Now when you play the AI or your friend your not just gonna roll over the Airborne BG's so easily.
And yet there not considered to over powering.

Minor changes to the Soldier and Vehicle files.

Restructured all Force Pools to not appear so sloppy,or hastily put together out of order.However you want to put it..
You can thank Uberdave for that.
After reading one of his reviews he did for one Mod (I dont recall which one)he felt the Force Pools were in the same manner and as time went by it just kept eating at me.
So I restructured them in what I hope is a better order.
The example below would be...
Original Fpools on the Left
Restructured fpools on the right.
Basically I aligned all Infantry together then All vehicles/tanks in order.

I have been working on improving the Strategic map but unfortunately this has been tougher than I expected.Causing me to restart over several times.

Not that its hard to implement the changes.
Its just difficult to keep some map cut outs from appearing to have  a connection  VIA the Highlighted area around the map when you click on your BG occupying said map to a map that Doesn't have any real chance of moving there.

A good example would be the appearance of Rueland to Heinerscheid
And Malscheid to Houffalize
I don't like how the cutouts for those maps are connected to each other.
I have made multiple minor image changes such as omitting roads that look to display a connection from town to town and have also added trees to areas to help correct a connection that isnt there.
Awhile still trying to retain the integrity of the original strategic map.And keep the current connections of the maps the same as the game is.
(Minus the most glaring connection changes I did originally make)
I like the fact that the roads in the North are difficult to maneuver,I just don't like how the overlays provide a false sense of a connection being shown.


I'm still hoping Uberdave is able to provide me with commander pics he says he has.
I'd really like to bring those back.
I think I have a way of also keeping the Commander Attributes available,I just gotta figure out the right way to cheat it.......see the Hotkey cheat posted earlier as a means of doing so.

If I had to guess Id say maybe 3 months for an ETA
Depending on how much I drink.


I've been playing a LOT lately and I'm happy to say Ive yet to experience any CTD's



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#97: Re: Stock Mod for WAR Author: UberdaveLocation: Kansas, USA PostPosted: Tue Sep 08, 2015 12:03 am
    —
PM, I like the list of changes you made. The FPool team lists look very nice!

Are you still working on it?

I totally forgot about those commander pics. I will check back to see which ones you needed. Or you could just message me and we'll get it sorted.   Idea

#98: Re: Stock Mod for WAR Author: DigsLocation: Ontario, Canada PostPosted: Tue Sep 08, 2015 1:52 am
    —
You might want to check out this post made by Platoon Michael.

Subject: I'm Leaving... http://www.closecombatseries.net/CCS/modules.php?name=Forums&file=viewtopic&t=10865

#99: Re: Stock Mod for WAR Author: mooxe PostPosted: Sat May 07, 2016 7:20 am
    —
PM I am adding version 1.1, auto-installer.



Close Combat Series -> Close Combat Wacht am Rhein


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