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Juju

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Posts posted by Juju

  1. Thanks guys!

    Push was going well till I failed to account for some Russian defenders who promptly adjusted my force numbers out of order ;)

    Heh, wonder if it was the squad that was on specific ambush duty. ;)

    Don't know if this is just a Mac issue :confused: but I needed to change the mod tag to "TRaP" to match the mod tags on the mod files for the scenario.

    You mean you had to go into the scenario file to change the tag from 'trap' to 'TRaP'? Then, yes, that is very odd. Especially since when I tried to use caps in the tag (in the scenario, not the modded files) the mods stopped working altogether!

    The barrels are (or rather were) for wine. Alcohol points. It's a wonder the old coot shoots as straight as he does. ;)

    @Erwin, no harm in trying again. Did you feel the scenario was too hard or that you should simply have done things differently?

  2. Question re installing the JuJu mods and how Mod Folders work...

    JuJu's instructions say something like "remove other mods first".

    I created a mod folder called ZZ DESIRED MODS in my regular Z folder. If I put the JuJu mod folder in that folder will that ensure that the JuJu mods are loaded last and so I don't have to actually remove any existing mods?

    When I did this and loaded the scenario I could immediately see new JuJu mods. However, I didn't seen any "railcars" on the tracks. So, am unsure if all JuJu's mods are appearing which I use this method.

    Erwin, first of all, in this case you don't have to make sure the mods are loaded last. They are tagged, meaning they will show up in the game wherever they are in the mod folder.

    The reason I ask to remove terrain mods is because this pack only has mods for some terrain elements, that might visually clash with other installed terrain mods that are not covered in this pack.

    Finally, the reason you're not seeing the railcars is because they are made out of two heavily modded Studebaker trucks and are thus considered 'units,' therefore you'll have to spot them first! :-)

  3. The final phase of the Bolshevist's summer offensive has lightly crashed upon the eastern edge of Poland. The enemy supply lines are greatly overextended and the moment for our powerful counter-strike has arrived. As a precursor for the assault, you must seize the currently intact railyard at Pitrovsk in western Belarus!

    Playable as Axis vs AI (Axis attack/70 minutes/clear/day/medium/town). Not tested for H2H play.

    The many mods in this pack are tagged to this scenario (and thus will not show up in others). Any mod that is NOT scenario-specific is also available separately at GreenasJade's or the Repository.

    Read the !README! for full info and instructions!

    Some of the mods in this pack are new and also available at GreenasJade right now. They are:

    - Juju's Red Thunder fences: New textures for all fences in CM:RT (picket, stick, wire & wood).

    - Juju's Red Thunder flavor objects: A small collection of new flavor object textures: bench1, bench2, chicken coop (medium & large), coal bin, chicken hutch, dog kennel, two more oil drums.

    - Juju's Red Thunder Soviet posters: 31 new Soviet posters. These replace and add to all (both German and Soviet) posters in the game. The game displays these randomly.

    - Juju's Red Thunder bridge pack: All six of my previously released Red Thunder bridge mods, now in one convenient download.

    Many thanks go out to TanksaLot, Umlaut, Kohlenklau, Superdave and Mjkerner for mod- & scenario testing, encouragement, advice and mod contributions. Couldn't have done it all without you, so thanks guys!

  4. Strat Map Image:

    KohlenklauStartImage_zps59941669.png

    Okay, I've been wondering about your name for weeks now, and judging by that pic it seems I was on the right track all along:

    So it's 'Kohle' from the German slang for money and 'klau' from 'klauen,' which is German slang for stealing. Literally it's something like 'Money-steal. Am I close? :D

  5. But I am usually worried I will need to back track to an older version in case something gets screwy or ugly...

    Do like I do: make a complete (and fresh) backup after each day's work. Saved me a lot of time on a couple of occasions.

    I think burned stumps or logs would be a great mod to accompany this.

    Simple question of modding the flavor objects. Got some burnt stumps already if you need them.

  6. Don't know if this will help, but many files do not like it when there are any anti-aliased pixels in their alpha layer. It may result in making everything transparent.

    Btw, I've been using alpha channels in many of the UI related files and have never had the need to play around with how many bits I save the files in. In fact, the one or two times I did try, the files ended up not working anymore.

  7. My favorites:

    BN: Devils Descent. What Umlaut said. This campaign has some branching paths, so for instance you get to pick if you would rather wait for reinforcement or attack an objective straight away (both choices have different consequences).

    BN: Road to Montebourg. Very infantry centered, but now and again you get some armored support as well. Also, it's a whopping 16 battles long!

  8. What is the expected release date?

    Will it ship from Europe so the taxes can be avoided? :P

    I don't know. Mods are pretty much done, but testing and tweaking the actual scenario takes a lot longer than I anticipated. I'm in the middle of my third full test, but after that I definitely need it to be tested by others. This being my first attempt at a scenario, I'm a little concerned whether the average player will think it's fun, or just plain st00pid. Well, you never know.

    I've scrapped the idea of also making a plan for the Axis attacker since I highly doubt the AI can successfully pull this one off against a human anyway. That alone shaves off weeks of development time. :D.

  9. Thanks guys. But don't get too excited, yeah? In the end it's just a scenario, made by a total n00b. I'll do my best for ya, though.

    So far I've played out two full tests as Axis vs AI (turnbased, and not counting scenario author mode tests). After both tests I tweaked the plan accordingly, and I going to do at least one more full run of the scenario. After that it would be nice to have some people test it and give me some constructive feedback.

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