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J P Wagner

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Posts 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.

    image002dg9.th.jpg

    [ 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. Originally posted by Moonslayer:

    As one of the modders that has produced non WWII games then I must say that this tool is very flexible and can easily be adapted for a multitude of uses; not merely restricted to the mid 20th century. I appreciate the sentiment but as an intelligent and rational human being I feel capable of making my own mind up over what makes a good mod.

    Naturally we are all entitled to our own opinions.

    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. 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

  9. 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 ]

  10. 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!

  11. 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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