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Close Combat Series -> Close Combat Wacht am Rhein

#101: Re: VETBoB Beta Author: johnsilverLocation: Florida PostPosted: Thu Feb 02, 2012 5:49 pm
    —
Well.. Smaller issues like that, when playing against the AI (grenades vs tanks) can be avoided most times, then maybe some of the H2H people would take issue with it.

Yes. There might be a strength problem with it, but then if one moves a tank.. Right next to a building (unsupported) IMO they deserve to lose it...
Some of that could be fixed by lowering the amount of available grenades if you even wanted to address it?

If you want to know of other things have noticed.. M5 Stuarts and M20 armored cars taking on Pz4's and taking them out from the front, even at 150-200' range. Have noticed in all versions of this WAR the lack of any armor it seems for these tanks. They seem to be the "Tommy Cookers" in this game.

#102: Re: VETBoB Beta Author: platoon_michaelLocation: Right behind you PostPosted: Wed Feb 08, 2012 9:29 am
    —
johnsilver wrote (View Post):
Well.. Smaller issues like that, when playing against the AI (grenades vs tanks) can be avoided most times, then maybe some of the H2H people would take issue with it.

Yes. There might be a strength problem with it, but then if one moves a tank.. Right next to a building (unsupported) IMO they deserve to lose it...
Some of that could be fixed by lowering the amount of available grenades if you even wanted to address it?

If you want to know of other things have noticed.. M5 Stuarts and M20 armored cars taking on Pz4's and taking them out from the front, even at 150-200' range. Have noticed in all versions of this WAR the lack of any armor it seems for these tanks. They seem to be the "Tommy Cookers" in this game.


Thanks again.
I'll look at the Data for all the above mentioned.
I hope to really be able to put the finishing touches on the Data for the Line/Line settings.
I've let several days go by without touching it despite having plenty of time to do it.
I look at the computer,I look at the couch,couch has been winning.
Time to get off my arse and do this.

One thing I always liked from the Stock version of WAR but was never incorporated in the game is the German 15cm sIG33 Hvy Infantry Gun.Pictured here next to a Pak 40.Who ever created that graphic did a wonderful job.
I finally got that working this morning.

I'm also curious as to what the experience is like on GameRanger when using the /D switch for WAR?
Has anyone used that online?
Will GameRanger recognize that option online?



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#103: Re: VETBoB Beta Author: johnsilverLocation: Florida PostPosted: Sat Feb 11, 2012 1:03 am
    —
The German K81/1 gun is really nice.. Whoever made that icon, but have made a few thoughts on the game already and here is another..

All non tank AT guns fire VERY rapidly.. I guess it is to give them an advantage vs tanks to make up for lack of armor? But the K81/1 used a 2 piece shell am pretty sure and fires/reloads just about as fast as the US M1 the single time that tried it in VetBob.

Not that these various (Pak40/K81/1/M5/M1 etc..) fire as fast as the various 2cm AA guns, but they do fire/reloadquite fast and that K81/1 does seem really odd given it's 2 piece charge/projectile load out. Have not tried the sole Jagdtiger yet that is one of the BG.

Cheers,
JS

#104: Re: VETBoB Beta Author: platoon_michaelLocation: Right behind you PostPosted: Sat Feb 11, 2012 4:05 am
    —
I can't take any credit for the Data for any of the Weapons.

This Mod was originally done by a fella named TT for CCIV.
And unfortunately he doesn't play CC anymore,so I have no idea what his intentions were for the Data.
And I'm not a true Grog either.
I know what I have so far hasn't been able to duplicate the aggressiveness  that was in CCIV,but hopefully one day.
I just happened to like his Mod and that Theater enough that I decided to move it to WAR.

When you say you like the icon do you mean the Icon on the Battle Group screen or the actual AT Gun Graphic used in game?
Because I haven't touched the Icon,it still has the original look from VETBoB because for the life of me I can't seem to find a suitable image to use for a new Icon,Ive actually considered removing that AT Gun because of that.

But by all means,please keep firing away with your ideas for improvements.

#105: Re: VETBoB Beta Author: johnsilverLocation: Florida PostPosted: Sat Feb 11, 2012 5:33 pm
    —
I just looked and have a few K/81/1 pictures.. But none from the top that would probably be suitable for the main BG icon you are mentioning and yep.. That particular one is not very good.. the one from in battle is the nice one and looks really slick.. Have several did not see online in a few German Artillery books, even one with a captured french chassis mount. Some 12.8 K/43, K44, k81.. pretty much any Axis artillery shots of some kind and even experimental weapons if you want me to try and send some kind of pictures. Many of these are not on the web.. Up to you of course.

FYI: Have the same technical manuals w/pictures of Allied guns, Allied and Axis armor if you think might need a new picture sometime.

#106: Re: VETBoB Beta Author: johnsilverLocation: Florida PostPosted: Sun Feb 12, 2012 11:28 am
    —
Forgot 1 thing.. Shame can't have more than 1 night battle, other than the 1 to start the campaign(s) with?

Take it there is something in the engine that makes using that TLD effect very difficult to add, or impossible more than once?

#107: Re: VETBoB Beta Author: platoon_michaelLocation: Right behind you PostPosted: Sun Feb 12, 2012 11:49 am
    —
You can have more than one Night Battle.
Go to the folder Data/Base/Campaign.txt and make the changes you want.
What I don't know is if you will be able to do that within the path I've mentioned or if you would have to open the
VETBoB.WaR file,make the changes then re-zip the file back to a .WaR file.
Hmmmm?
Let me know what you find.

You can actually make quite a few changes within the campaign.txt
If you change the amount of Turns per day for your GC to lets say Four Turns per Day you will have to change the "Historical Axis score"
I provided an example in Bold.I added the ,5,5
Here is the options you can change,If you need any help just ask..................................

                                                ALWAYS make a Back-Up before Editing!

#########################################################################
# Campaign.txt defines campaign specific information (length, weather, etc.)
##########################################################################
# Campaign length, in days, max is 25
25
# Strategic turns per day (valid range 1-4)
2
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
1,1,1,1,3,3,3,2,0,0,2,2,2,1,1,1,3,3,1,2,2,2,2,2,2
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
2,2,5,5
5,2
7,7
9,7
11,9
14,11
16,14
18,18
18,18
20,18
23,20
25,23
27,25
30,27
34,32
39,36
45,41
52,48
57,55
61,59
66,61
75,68
82,80
86,84
95,86
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
#  weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied naval gunfire support max. for each day
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
# Allied historical air support for each day
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
# Allied historical air resupply for each day
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
7,3,4,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
4,0,1,0
# Allied air resupply maximum (Clear weather only)
6
# Allied air resupply minimum (Clear weather only)
3
# Axis artillery support for each day
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
# Axis naval gunfire support for each day
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis historical air support for each day
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
3,2,1,0
# Axis air strike minimum for each weather type (0-3)
1,0,0,0
# Axis air resupply maximum (Clear weather only)
1
# Axis air resupply minimum (Clear weather only)
1
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
0
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days from start of op/camp Allied AB BGs are automatically in supply
3
# Number of days from start of op/camp Axis AB BGs are automatically in supply
2
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Allies redirect % chance for each day (0 = units not redirected)
15,15,10,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
50
# Axis air recon sighting % chance (clear weather only)
25
# Allied ground recon sighting % chance
5
# Axis ground recon sighting % chance
5
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans:  Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,1,1,1,0,0
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,2,2,1,1
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,0,0,0,0
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,1,1,1,1
# Auto-refresh FPs (ala stock CC4)
0
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak – strong = 5 lines)
0,1,1,2,2,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
0,2,3,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
0,3,4,5,5,5,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
0,4,5,6,6,6,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
0,5,5,7,7,7,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based naval support per day (very weak – strong = 5 lines)
0,1,1,1,2,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
0,1,1,2,4,4,2,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
0,2,2,4,6,6,4,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
2,3,3,5,7,7,5,5,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7
3,4,4,6,8,8,6,6,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8
# Allied diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,4,2,4,1,2,2,3,4,3,0,0,3,3,3,2,3,2,2
0,0,0,0,0,0,0,5,3,5,1,3,3,4,5,4,0,0,4,4,4,3,4,3,3
0,0,0,0,0,0,0,6,4,6,2,4,4,5,6,5,0,0,5,5,5,4,5,4,4
0,0,0,0,0,0,0,7,5,7,3,5,5,6,6,6,0,1,6,6,6,5,6,5,5
0,0,0,0,0,0,0,8,6,8,4,6,6,7,7,7,0,2,7,7,7,6,7,6,6
# Allied diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,3,2,3,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,3,3,4,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,4,4,5,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak – strong = 5 lines)
4,1,1,2,2,2,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0
6,2,2,3,3,3,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1
7,3,3,4,4,4,3,3,3,3,3,3,3,2,2,2,2,2,2,2,2,2,2,2,2
8,4,4,5,5,5,4,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3
10,5,5,6,6,6,5,5,5,5,5,5,5,5,5,4,4,4,4,4,4,4,4,4,4
# Axis diff-based naval support per day (very weak – strong = 5 lines)
3,3,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
5,5,4,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
7,7,6,4,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
8,8,7,5,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
9,9,8,6,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
# Axis diff-based air support per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0
# Axis diff-based air re-supply per day (very weak – strong = 5 lines)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
0
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
6
#########################################################################



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#108: Re: VETBoB Beta Author: platoon_michaelLocation: Right behind you PostPosted: Mon Feb 13, 2012 7:18 pm
    —
Finally after 60oz of beer and a few hours of you-tube music I have something I like.
Even though the 8th looks a little fucked up.



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#109: Re: VETBoB Beta Author: johnsilverLocation: Florida PostPosted: Mon Feb 13, 2012 11:01 pm
    —
Thanks for the reply on how to make a night battle addition, but let me ask to make sure have this... That area you highlighted... All the ones set to -0- need to be changed to -1- for night battle after I copy/paste it into the folder?

One other thing.. Was always curious since they have -2- turns per *day* why 1 was never night to begin with.. Then that was just my thoughts on that..

Thanks a ton for the easy way it appears to add night on whichever days one would want, if can just clarify that one area Platoon.

Edit:

Scratch that.. see the data/base/campaign in the game folder.. Just want to make sure that need to change whichever days from 0 to 1 for night battles.

Cheers.
JS

#110: Re: VETBoB Beta Author: platoon_michaelLocation: Right behind you PostPosted: Tue Feb 14, 2012 12:13 am
    —
That is correct.
Change 0 to 1 for Night Battles

#111: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Thu Mar 01, 2012 6:01 pm
    —
Updated the original post.
There is a new update available.

Edit:
Ive re-edited that post enough,
Have fun.

#112: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sat Mar 03, 2012 12:51 am
    —
Thanks for the update. Am almost done with another 'run through" and will load the update when finished.

Those Calliopes are wicked btw.. One launch of the rockets and anything is either disabled, or destroyed.. Toyed around with a JT from BG Krag.. Calliope fired on it and actually knocked it out...

#113: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 03, 2012 1:38 am
    —
Thanks,
I think I should have waited.looks like I missed a few things.
Nothing important,but still wish I'd have caught it.

#114: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sat Mar 03, 2012 2:30 am
    —
Went ahead and restarted Axis campaign anyway.. Was anxious to check out changes..

Like the new Icons have seen thru 1st 3 battles.. Panther, 75mm IG etc.. Seems like some units are shorter on Infantry now? Maybe it's just me.

BTW: Did play this as US and it is BRUTAL, or for me at least, even vs the AI. Once the Axis "parks" a JT, or KT it is "lights out" unless it makes a catastrophic blunder on some scenarios.

Not complaining at all. it was quite fun trying to take out those beasts.

#115: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 03, 2012 12:14 pm
    —
I cant recall how many Icons I have edited,re-edited,then re-edited again.

And how how many still need re-edited.

I did reduce the Force Pools,they were just too heavy.
I haven't played a GC yet with the New FP's so it will be interesting to see what you think.

I forgot to include,the recolored Tanks.Mainly the two new Tiger Tanks.
And a few others I touched up.
A new Sound file.I have no idea how that got replaced with an older one.
And I didnt include the Maps I've edited.
And a few other small improvements.


Maybe I should lay off the Beer when editing?

#116: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sat Mar 03, 2012 9:57 pm
    —
Ah yes.. Forgot to mention the new strat map added as well as Splash screen.. BOTH nice touches :-)

Will let you know how it plays out with fewer troops. The shortage of armor does not seem to be an issue, or figure to be one over the campaign, but shortage of Panzergrenadiere will be a challenge!

Edit:

Have seen the units now after day2 and it is really low strength wise.. FJ units and even some like the 295th VG will not survive a couple of maps IMO. Maybe cut some units down, or the amount of VG Sturtruppes down, but have noticed the leader infantry are down to 3 on many BG now.. This is really, really low.

Maybe increase some on infantry...

#117: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sun Mar 04, 2012 2:13 am
    —
More issues you may have missed:

Artillery support only allowed on Bullingen and Krinket that have found now. Just noticed. Just to try.. Attempted to give support to any unit on day 2 and nobody can accept, other than units located on, or moving to those 2 maps.

I understand before there were many very far away from Axis deployment that could not get artillery support. Now it is allowed only for 2 maps it seems.

#118: Re: VETBoB 1.0 Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sun Mar 04, 2012 6:40 am
    —
platoon_michael wrote (View Post):

Maybe I should lay off the Beer when editing?


Or have more?

#119: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sun Mar 04, 2012 11:51 am
    —
johnsilver wrote (View Post):
More issues you may have missed:

Artillery support only allowed on Bullingen and Krinket that have found now. Just noticed. Just to try.. Attempted to give support to any unit on day 2 and nobody can accept, other than units located on, or moving to those 2 maps.

I understand before there were many very far away from Axis deployment that could not get artillery support. Now it is allowed only for 2 maps it seems.


That's interesting,
What settings are you using?
I did not change any of the settings for support.
See how it goes for the GC,Force Pool quantities are low yes but I expect that since those quantities are replenished each day you shouldn't run out.
I'm still learning the whole FP/balancing act here so please bear with me.

I wonder if just one initial setting for FP's would be the way to go instead of trying to dictate everyday for the Axis.
I.E.
20 Panthers on Day 1 and empty slots for the remaining days.
Or would it end up being 20 Panthers on Day 1 and 0 from there on out?
IDK,maybe not.Guess I'll have to try it and see.


pvt_Grunt wrote (View Post):
platoon_michael wrote (View Post):

Maybe I should lay off the Beer when editing?


Or have more?


As per your suggestion I went ahead and bought "More"


You've been fairly quite in this thread Grunt.
Have you tried the Mod?
It must suck if your not playing it.

#120: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sun Mar 04, 2012 2:15 pm
    —
Only thing maybe can think of different as for settings would be:

"When force morale gets too low" I have set. Timer is for 15 minutes and am playing with veteran settings. Everything else should be fine, except not required to take every Vex of course with the morale settings I have set.

I DO have the campaigns.txt set to allow routed/disbanded troops to return the next day:

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

Stopped the night battles was fooling around with. As fun as it was? was neither historical, nor fair for the AI Wink



Close Combat Series -> Close Combat Wacht am Rhein


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