Priapus wrote (View Post): |
Yeah, random drops on those maps would be great. If the drops are too unrealistic reloading the map isn't too difficult. |
Pzt_Kanov wrote (View Post): |
From a line on the Campaign.txt:
"# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)" I don't know what off-map exit means but those maps have it. I'm guessing is one of those 'From X' road VL that goes outside the limits of the strategic map. |
INPegBdg.zip | |||
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Filename: | INPegBdg.zip | ||
Filesize: | 523 Bytes | ||
Downloaded: | 258 Time(s) |
schrecken wrote (View Post): |
try this
Backup your /maps/INPegBdg.btd file first download and unzip tp \maps I've just changed the -3 allied entry VL to -1 |
Priapus wrote (View Post): |
Shame to hear that David. Would it be possible to give the allies the whole of the coast for their initial deployment VLs? Maybe this would require pulling back the beach VLs to the waters edge. Doing this not only makes the landing craft portrayed along the whole of the coast make sense, but would make things a little easier for the allied player. |
MAPS.zip | |||
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Filename: | MAPS.zip | ||
Filesize: | 1.78 KB | ||
Downloaded: | 237 Time(s) |
graves101 wrote (View Post): |
But, weren't the troops attacking Pegasus glider-borne, anyways? I would think they should just deploy where the gliders land, as visible on the map. |
davidssfx wrote (View Post): |
The only problem is:
you can't click the days forward button until the beginning of Day 7 (or until all the beach landings have taken place). If you do click ahead to view the next arriving BG's ... then the game will not respond, and you will have to uninstall and then reinstall. I believe this error is caused by the start map not knowing exactly where the Allied Beach BG's are going to land. Once you get to the beginning of Day 7 (after all the first time beach landings have taken place) ... then you can click ahead/back all you want. |
Priapus wrote (View Post): | ||
There's another glider graphic on pegasus to the east. Perhaps allowing deployment there would be advisable. This would seriously disrupt the Germans defensive plans and give the Brits a shot at taking the map on the first day.
Merville is hell. Now that mortars are to have a realistically reduced gun killing capability, I imagine I can keep ole Gravy locked up there indefinitely.
I assume you mean turn 7? Does the crash also occur with the German player? Me and Gravy occasionally experienced crashes when he used airstrikes. If he refrained from using the airstrike for the duration of the map all was well, but it did reduce his assault strength. Is this a stock TLD bug or something GT introduced? |
Random Landings Road to St. Lo.zip | |||
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Filename: | Random Landings Road to St. Lo.zip | ||
Filesize: | 2.4 KB | ||
Downloaded: | 304 Time(s) |
graves101 wrote (View Post): |
I really like that idea of having special para units on the 1st night round. But that would be a doosy to try and implement. How I figure it, they would have to represent the loss of weapons and men in the drop. So, I don't know if you can randomize the contents of a unit when it's first activated, but it would be really cool for these special units to come with a random factor of between 3 to 5 men and each man is randomized with what weapon he is using, either garand, carbine, thompson, colt, maybe some German weapons, or nothing at all. Then there's how many of these units would be required in a BG on that night round. Somewhere like 5-10 of these units would be enforced on the Allied player to use, kinda like how units are disorganized and remained fixed in the active roster. Then, they would need to be only available on this one round, and after that the BG somehow reverts back to using normal units. The only problem here, is you'll lose those units that gained experience in the first round of fighting. Is it somehow possible to retain the specific soldiers who fought, and reorganize them back into normal units? Kinda like when a veteran squad is decimated, and only a few veteran soldiers remain, then those vets are placed into other units on the active roster.
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graves101 wrote (View Post): |
Plus, I saw that amongst the Allied BGs that form the beach landings, there were certain BGs (American 1st Big Red One Div) using superior units than other BGs with the same units in their rosters. Aren't those an example of same teams with different skill levels? I don't don't if Big Red One used a separate selection of units, but they had Rifle Teams, BAR Teams, just like 4th Div and 29 Div, only at a higher experience level. |
101st_Less Experience.zip | |||
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Filename: | 101st_Less Experience.zip | ||
Filesize: | 16.93 KB | ||
Downloaded: | 348 Time(s) |
schrecken wrote (View Post): |
LOL
5 days and not one download. you guys don't really want feature enhancements do you? maybe you just want to moan and whine? |
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