Stock Mod for WAR
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Close Combat Series -> Close Combat Wacht am Rhein

#21: Re: Stock Mod for WAR Author: johnsilverLocation: Florida PostPosted: Wed May 22, 2013 9:34 am
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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
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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
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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
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*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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Keep meaning to get back to it Michael, just got sidetracked on Drizzt's excellent Kharkov mod he also ported to WAR.



Close Combat Series -> Close Combat Wacht am Rhein


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