VETBoB 71712
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Close Combat Series -> Close Combat Wacht am Rhein

#121: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sun Mar 04, 2012 2:55 pm
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Actually the night battle on the first turn does simulate the early am attack from the Germans.
It's just a shame that the off board artillery isn't available.

#122: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sun Mar 04, 2012 4:26 pm
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Initial attack night battle I left alone, but the changes that I had made to fool around with I abandoned.. it was fun, but stopped after playing around with them a little bit..

yeah.. shame those strikes are gone.. Was just looking around and testing the new mod variation out like you suggested and found that.. I do use the Axis artillery strike on Reuland map.. The nasty 3" gun always gives a nasty surprise there and it's one of my least favorite maps..

One other thing.. Equipment always seems to disappear from the FP.. Even when not used.. Is there a reason for that? Have noticed it multiple times.. Without off map support, the FO units will become important later on and less infantry and FO disappearing has happened often, same with KG Piper's Wurframen halftrack while just sitting in the force pool.

#123: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sun Mar 04, 2012 5:54 pm
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Did u change the auto add/remove option in the Campaign.txt file?
I had it set to Off.

#124: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sun Mar 04, 2012 7:48 pm
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No, Not messed with it.. Still set to -0- as did not know what it did even, but figured had to do with FP..

While we are talking here of FP.. The reinforcement button.. It is purposeless missing? is this *0* and *1* where that button is put back? I am just curious here.

#125: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Mon Mar 05, 2012 7:29 am
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I have another issue now and this is a game breaker..

No can execute moves from 1 turn to the next.. tried everything and on this campaign.. Was making *2* saves per scenario and neither mattered. Can make the moves I want to make, hit execute, but nothing moves and nothing, but next turn, same maps.

This is all have changed.. STOCK otherwise:

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

BTW: forgot to mention noticed FO MUST have direct LOS now :-)

To attempt and get units to move, I tried not adding support, moving to different maps..anything.. but no go..

Have you noticed how difficult it is to get the movement arrows to work on the new grand map? it takes numerous attempts.. Like half a dozen or more and is impossible to cancel a move. I noticed 1 unit.. Forget the name had **3** movement/directional arrows to different maps.. Something is amiss I fear with the grand map.. I reloaded that turn, then attempted execution again and it still crashed..

#126: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Mon Mar 12, 2012 5:55 am
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Hi Platoon,

Any new patch/update. just curious. Made another attempt on that new download and had the mod freeze on the movement/main map.. It does look nicer than the old/original, but once you have the different arrows for movement? cannot cancel and then the game freezes.

the FO for artillery remember reading way back was going to be implemented, not a bad idea, was a shock when ran into it, but nice..

#127: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Mon Mar 12, 2012 10:48 am
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Sorry,
Gonna be a long time before the next update.

#128: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Tue Mar 13, 2012 8:48 am
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NP. Was just curious.

Thanks for all the efforts and tips on work with the data.txt. The one before is pretty stable and have really enjoyed it.

#129: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Tue Mar 13, 2012 12:12 pm
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The things you are mentioning are things I haven't edited.
If possible take a screen shot next time.

Thanks

#130: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Thu Mar 15, 2012 2:21 am
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I'm done.
You may or may not ever get an update for this Mod again.
I don't recommend playing the Mod either as the latest WAR update includes a new .exe
And this Mod doesn't have that.
You would probably experience game crashes.



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#131: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Fri Mar 16, 2012 6:35 am
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The previous mod update was stable and I had no issues with Platoon, it was only the last one and yes.. Was 4.50.14 version.

As a way of showing how "solid" it is... Have played it to completion 2x as Axis and once as the Allies, so it seems to be fine and your hard work towards the mod itself was not in vain.

#132: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Fri Mar 16, 2012 8:01 am
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I'm still messing with it.
Just crabby as hell.

#133: Re: VETBoB 1.0 Author: Gunnar PostPosted: Fri Mar 30, 2012 6:47 pm
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Where can I download this mod. Question

Thanks for your efforts.

#134: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sat Mar 31, 2012 12:02 am
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Mod is broke right now.
Not sure when the next update will be.

#135: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Sun Apr 01, 2012 1:55 am
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platoon_michael wrote (View Post):
Mod is broke right now.
Not sure when the next update will be.


NP dude. Take ur time.

FYI... Have been doing a trial run with the *previous* version of your mod and the latest patch from Matrix.. 4.50.15 and as of day 5, the mod has been fully stable with -0- crashes... the mod was also stable with 4.50.14. It was just that latest release of the mod that had issues.

JS

#136: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Sun Apr 01, 2012 2:37 am
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The issue at hand with 1.0 is the fact that it includes a CC.exe
Trying to use an old CC.exe with the new updates just isn't gonna work.

It's an easy fix I just haven't gotten to it.

#137: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Tue Apr 03, 2012 12:39 am
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I take it that is the latest mod release then? Not even tried it since we chatted here about it early last month and a bit confused...Sorry...

#138: Re: VETBoB 1.0 Author: platoon_michaelLocation: Right behind you PostPosted: Mon Apr 16, 2012 2:30 am
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Any chance someone here can help me figure this one out?

I've looked at it for weeks now and don't seem to see whats wrong.
Here's my WorkBook
Thanks.



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#139: Re: VETBoB 1.0 Author: johnsilverLocation: Florida PostPosted: Mon Apr 16, 2012 3:48 pm
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No clue about any of that or the error. Saw your post 2 weeks ago at the other forums with regards to the error and take it the person never did get around to looking at it though.

Hopefully someone can, the newer version looked nice until crashes.

JS

#140: Re: VETBoB 1.0 Author: Pzt_KanovLocation: México PostPosted: Mon Apr 16, 2012 4:17 pm
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platoon_michael wrote (View Post):
Any chance someone here can help me figure this one out?


I checked your file and on the Vehicle sheet there appears to be no class 127 to which the axis team 145 is pointing.

Try changing the number on the Vehicle class for team 145 from 127 to 103.



Close Combat Series -> Close Combat Wacht am Rhein


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