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fantomas

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Everything posted by fantomas

  1. My second mod (after FALKLANDS WAR), will be "VERDUN 1916" at operationnal level. I will create a false 3D isometric graph system. [ December 19, 2006, 07:20 AM: Message edited by: fantomas ]
  2. 1° BUG IN EDITOR : I wanted to give better amount of point actions to british units for my Falklands mod (10 points per unit), but I discovered that the game registered not that : when I played, the british units had never their 10 points, only 3 or 4, howewer they were in full supply. I founded the origin of bug : when you give to a british HQ special parameters for combat or spotting, this HQ and others british units do not have their full point action as choiced by designer in editor. When you restablish normal parameters for british HQ in spotting and combat, all is correct and they have the exact amount of point action you have choiced in editor. Tested with french version and only for british units -not tested with us version and other nations. 2° Bug (in game) : when the fight range of planes or carriers is high (i.e 15 to 20 tiles), the bug is : in human vs human game, after a plane or carrier has made an attack by long range, the game is blocked. The bug occurs only in human vs human game, never in human vs AI game.
  3. The "tet-version" of Falklands War 1982 mod is awailable on my page (see below in signature). Work is not complete (scripts are missing) and will progress.
  4. BETA-TEST VERSION OF MY FALKLANDS WAR MOD is now awailable on my personal page (see below in signature). Work is not complete and will progress. This beta-version works with french or us version of the game (1.05a patched). The readme file is in french and english (translation is not complete : work in progress) The graphism are inspired of the french wargamer review "VAE VICTIS" http://vaevictis.histoireetcollections.com/anciens-numeros.html http://vaevictis.histoireetcollections.com/ http://www.vaevictis.com/
  5. Take car : there is a bug in the game, I saw it during work for my FALKLANDS MOD : when the fight range of planes or carriers is high (i.e 15 to 20 tiles), the bug is : in human vs human game, after a plane or carrier has made an attack by long range, the game is blocked. The bug occurs only in human vs human hame, never in human vs AI game. I have reported this bug but I don't know if Hubert will modify that.
  6. I am interrested for testing As regards your accident, I think that it is really about a hired killer engaged by Hubert to avoid working... [ December 28, 2006, 04:41 AM: Message edited by: fantomas ]
  7. Thanks. New look for Argentin forces is complete : green vs red !
  8. New look for Falklands War : new graph are inspired of the french wargamer revue "VAE VICTIS"
  9. Sidius, now I forbids you to go out of your home, there are too many risks in the street!
  10. Thanks. Very interresting idea, this thread. To be continued. I have no began to realize scripts (I have to realize my graph tools before), but all scripts ideas and technics will be fine to have when I will begin that sort of things, with the future sidius's editor.
  11. In fact, at end, it will be 3 graph systems : 1° : My classic wargame mod, for "great strategic scale "scenarios or mod : WWII,WWI,Napoleonic europa,Roman empire,etc... 2° : The complete "false 3D system" with 2 braun level, for operational scenarios or mods( Verduns 1914, Dien Bien Phu 54, Sedan 1940, Sicily 43, etc...) 3° : The intermediate graph system for intermediate scale scenarios /Mods, like Falklands War, Middle East war,etc... The graph system for Falklands War and other similar scenarios/Mods is that : [ December 12, 2006, 04:06 AM: Message edited by: fantomas ]
  12. Just modified the "Terrain_sprites" files : (Please, note that work is not finished, and this kind of 3D graph are just for "continental operational mods-scenarios" like VERDUN 1914, Dien Bien Phu 1954,etc...). I prepar a second version, that will be adapted for all geographical situations and for strategic scenarios (Indochina-Vietnam 1954-1975, Falklands War, Middle-East wars,etc...)
  13. Please : if you are interrested by the 3D icons that I have posted in this thread, or if you think that you will be in the futur PERHAPS interrested, save it now because I do not have copy of these material on my PC and I could not give it a second time in case of disparition (I do not realize myself 3D mods)
  14. Here are some ancient structures (cities,forts,etc...) for scenarios and mods Image is in PNG format : you have juste selct with Right clik and choice "register as bmp". Images are extracted of games : Rise of Nations and Civilization III(Civ III- CTPW-Ciw III Conquest)
  15. Here is a collection of ancient ships (in bmp format : get it with right clik) These icons are from the game Civilization III
  16. Sidius : you are a great SC2 man ! I'd love to try you too
  17. You have a complete classic wargame mod awailable on my personal page (see below in signature). With this mod, you will play SC2as a classic wargame (see Modding thread : new developments of this mods are comings soon)
  18. Hubert, hope you will include this new path in new patch
  19. Happy to know that! I had the same opinion and it is for that reason that I made work. But it is not ended : I prepare a new version, which will give to the game an aspect " 3D isometric " of classical wargame and will allow to be used for scenarios of battles to operational level (Verdun, Dien Bien Phu, the Marne 1914, D-Day, etc.). Image here: The grid will consist in special octognes and may be turned off/on. The different types of terrain will be in isometric wiev, like wargames as "East Front" and "West Front. There will be 4 terrains classes + roads with influence in supply and movement (I have founded a little tip for having roads without sacrify one class of terrain, as it was needed in old time). With this new isometric system, players see more easely the global aspect of a region and may organize their stratgy with the geographical situation, as they played on a real map with abstracted symbols, as a real general [ December 05, 2006, 03:01 AM: Message edited by: fantomas ]
  20. I have tested the tip for a battle in Falklands, and it works very fun : argentin air fleet move and fight on sea as it was ground, and these "full supply" units are very agressive. In my test battle, Falklands will be reconquered at 8 Juin 1982, but british naval losses (destroyers and frigates) were 40%, due to the very hard agressivity of argentin air forces ... This solution would be fun if used for a "Pacific campaign", and would allow to evoid very long time AI during his turn (in my test, there were some 50 air argentins air units at map and argentin AI have never taken more than 1 minute or 1,5 minute to play his turn (with the same number of air-naval units, a AI turn would have need 5 or 6 minutes, or more). You will be able to try the system when the french beta version of my mod will be complete (end of year, I think, or January 2007)
  21. In work for my Falklands Mod, I was searching to have aircrafts on sea. First, I tried to change carriers in aircrafts, but AI was very slow( due to the great number of naval units to administer). Second, I tried to use ground invisible islands. But they were cut of capital and units on these zones were not very "full action" and not very oft used by AI Third, I tried to create ground zones relied with capitol. It worked good, but it was not very "beautiful" on map. Four... I founded the exact solution !! : I just created a "Argentin air forces climat", that was "desertic". So, I have created ground desertics zones on maps, after to have change all "100 % ground desertic zones" in false sea in the file "Tile_sprites". On each "invisible desertic ground zone (false sea), I have placed an invisble town for supply, and all these "invisible desertic grounds are relied to argentin capitol in left edge of map : so, supply of my argentin aircrafts is 100% and AI use them very strongly !! At result, I have fantastic "argentin air forces entries" on map, that allow argentins aircrafts (air fleets) to move on sea (but this sea is in reality "invisible desertic ground"). So, with this little tip, you may create scenarios or mods with "air-naval" units without having a slow AI in turn. Demo here :
  22. It would be fine to have the possibility : 1°/ To turn off operationnal movement for one opponent and to turn it on for the other 2°/ To set in editor the range of operationnal movement for each opponent (by sample, to simulate railroad capacity better for one opponent)
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