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J P Wagner

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Everything posted by J P Wagner

  1. Thanks Hubert as that will be a nice addition. I'm not sure if I will keep the Tsar in the deep forests or in a remote desert region but it will be a nice resource boon if the Whites decide to go for the gold, while the Reds will need to decide if they want to tie up valuable troops to maintain their hold. Anyway, it will be a nice sidebar to the game. [ November 15, 2007, 09:33 AM: Message edited by: J P Wagner ]
  2. I am attempting to recreate an abstract "Romanov Compound" which would be a resource boost for the owner of these tiles. These tiles would be a representation of the captivity of the Romanovs and possession of the Imperial Gold. I wanted to use the fortress tiles which, in the resource data file, I changed the value per strength point from 0 to 5. I have them initially controlled by the Bolsheviks and have a rail network reaching Moscow. However, when I run the game, I am not seeing an end of turn increase in production points which should be reflecting this addition. So can Fortresses actually be a resource? I know they are not listed in the manual as one but since they are included in the data file, I thought they might be allowed. Thanks
  3. You need to go into the Localization file. Open it with notepad and you will find a section of unit names that you can rename... Here is the section in the file and the changes, marked by an *, that I made for my mod: ; Unit IDs #HQ= HQ #CORPS= Brigade* #ARMY= Division* #COMMANDO= Special Forces #ENGINEERS= Worker Group* #PARATROOPS= Cavalry* #ANTI_TANK= Anti-Tank #ANTI_AIR= Anti-Air #ARTILLERY= Armoured Train* #ROCKETS= Rockets #TANK_GROUP= Armour* #AIR_FLEET= Air Squadron* #TACTICAL_BOMBERS= Tactical Bombers #STRATEGIC_BOMBERS= Bombers #BATTLESHIP= Battleship #CRUISER= Cruiser #DESTROYER= Destroyer #CARRIER= Carrier #SUB= Sub #PARTISANS= Partisans #AMPHIBIOUS_TRANSPORT= Amphibious Transport #TRANSPORT= Transport My Cavalry do not fly about landing on unsuspecting Bolsheviks. Just modify the values and such Pegasus' moves are elimintated... And I apologize if you already know these two points but, make sure you are working on a copy of the original localization file that you placed in your mod folder, and in order to make your changes stick, you need to copy the campaign configuration file into your mod folder. Open this file and make sure all of the values are set at 1, as such: #CUSTOM_BITMAPS= 1 #CUSTOM_INTERFACE= 1 #CUSTOM_SOUND= 1 #CUSTOM_LOCALIZATION= 1 [ November 15, 2007, 03:35 AM: Message edited by: J P Wagner ]
  4. Thank you for explaining it better than I did....And now to continue playing Railroad Tycoon and connect all of my resources on my non-WWII RCW map......
  5. Again, I see no need for RobertC's post for the simple reason that "it makes no sense" to offer an opinion which limits creativity. Obviously WWII scenarios can be made and some great ones have already been produces to sate the WWII grogs, but if an individual wants to try something different such as the Lord of the Rings, Star Trek, War of the Worlds, ect. then I just cannot understand someone who would waste the thought and time to post,and basically say, don't bother making these type of mods, just make mods that I, RobertC, want to play and do not "try" creating anything else. Pure rubbish!
  6. Sorry RobertC but your post makes absolutely no sense. I am trying my best, with the limited time I have to work on it, on a Russian Civil War scenario. Now when I'm finished with it, and finally post it on CMODS, it is your choice not to try it. For me, WWII has been played to death with many games, so it is more of a challenge to try something different. As citing only one example, I look at the new Spanish Civil War scenario as a perfect illustration of what innovative ways the editor can be used, and can only hope that my RCW mod is 1/10th as good as that one. Thankfully not everyone has such a myopic view of how the editor can be used as you do....
  7. Actually I have been considering reducing the force pool in my Russian Civil War scenario because of the length of AI turns. I attribute some of it due to the fact that I have not completed scripting, but the original set up and re-enforcemnt pool is quite large. Now that I need to redo these pools for the WaW conversion, I'm probably going to reduce the troops on all sides and see if it makes for a better gaming experience.....
  8. Thanks Bill for the assist....once I get the map redone and all the bitmaps up and running, I'll tackle the OOB as you suggested.....
  9. Is there a method of transfering your OOB, including initial setup forces, reeinforcment schedule, and unit designations, from the SC2 to WaW editor, or is this one of those start from scratch jobs?..........thanks
  10. Always knew that Edwin P. would be the Main Man when it comes to adding spice to the AI!
  11. Not sure about that but I'll throw a question out here.... With the added new units, the columns of the original bit map units are now shifted over to the right. For example, 1st level armor was in the 7th column in SC2 but is now in the 11th column in WaW. So, is it a simple matter of cut and paste my mod armor into the 11th column, or do I need to resize it?
  12. Thanks Bill, I found it.... I am grateful that the map can be ported over. Though I will need to do alot of retooling, at least I have saved many hours of recreating it from scratch....... [ October 25, 2007, 07:22 AM: Message edited by: J P Wagner ]
  13. Bill, will you be releasing a write up about the "how to" and "what" can be converted from an SC2 edited mod to WAW? I looked for your write up in the game folder, but only found the editor help file and not one for conversions...thanks
  14. In the expansion pack version notes is the following: "Additionally simply moving to a road tile does not eliminate the Action Point penalties; rather the Action Point penalties are eliminated only if logically moving along a road from road connection tile to road connection tile." Does the AI have the ability to logically move from a road to road tile and if so, will this movement be duplicated on a newly created map? Thanks
  15. Look, calm down and loosen your shorts...a demo is supposed to give you a feel of the game and most importantly allow you to see how your pc handles the system requirements....be grateful that there even is a demo and grow up already....
  16. Because you are saving 15 bucks by chosing the bundle pack...if someone wants SC2 now, they can pay full price and go the route everyone else has, who already own the game, namely pay for the expansion pack separately, and use their serial number to get it for $25..for newcomers to the game, I guess there would be too much of a bookeeping/dl option hassle to set up separate accounts for "bundle pack" SC2 games and straight purchases of SC2 alone. Anyway, your wait should not be too long now... Oh and I'm not a BF representative, just speculating on a reason..... [ October 20, 2007, 11:32 AM: Message edited by: J P Wagner ]
  17. It would help if you would be more specific about what you were not impressed with and why you are not convinced that it would be a good game for you. Then we can understand your point of view and respond accordingly.....
  18. While I'm a bit uncomfortable discussing these games here (General Forum would be more appropriate) I just want to comment on what targul has said. I will agree, that MH will veer from a WWII feel but that is no different than what HOI does. Remember, the title is Making History, not Making Cookie Cutter History. But I feel that CEAW does maintain the flavor and the ebb and flow of WWII much better than believed. It may not be as good as SC2 but falls just below it. This ends my part in this thread because I'm sure that SCWAWEP will blow the doors off any rival when it is released so there is no need for me discuss these games any further in this forum!
  19. I play both games and find them enjoyable. I'll briefly say that Making History is a more managable (for me anyway) version of HOI and CEAW, which has improved with patches, has a Panzer General feel to it but with more detail...
  20. Now that the expansion pack looms on the horizon, I want to ask if the bitmap images that were created for an SC2 mod, can be ported over to a newly created SCEP mod.....thanks
  21. Since I will buy it via digital download, there really is no need to pre-order. When it is out, I'll be in.......
  22. Has it been finally determined yet whether it will actually be an expansion or an independent release?
  23. Has it been determined yet of this is a true expansion pack for SC2 or a brand new stand alone game? Does not make a difference to me as it will be on my harddrive no matter what, but it has been an FAQ.....
  24. Not intending to disrespect any of the other fine beta-team, but it is comforting to see that Edwin P is an official contributor to AI development........
  25. Thanks for the reply, and I have not let the RCW game turn into vaporware...it is just that there is so much in the expansion pack that fits the scenario so well, such as rail movement that I drool over what the RCW campaign can potentially be....since I have done most of the grunt work already, hopefully I can make the transition as painless as possible....... You spring another question however, is there an ability to keep units from leaving rail hexes? I'm thinking of course of the use of Armoured Trains during the RCW. It's not a scenario killer if not, as I think they work ok in my mod now, but it would be even better if they were restricted to rail lines....thanks
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