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Gnasher

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Everything posted by Gnasher

  1. You need JSH 1.3.5 to get the 88 in std ToW & it does take down aircraft quite well.
  2. Hopefully some of the new steam users will dl & enjoy the campaign.
  3. Not true! You can code randomly selected squads/battlegroups, see Bulldogs campaign, some missions have > 200 variations in force structure & behavior. Even if you did code the mission you still don't know what or where the enemy are coming from.
  4. Alan, Posts like that make all the trouble & nearly 18 months of development & 4 beta releases worth it. Im glad you enjoyed the campaign, I really wanted to create a feeling of the real battlefield. I did alot of research into the campaign & even went to the actual places twice using the excellent Battleground Europe Guide books. I also found Gen Sir Micheal Reynolds "Steel Inferno" & "Eagles & Bulldogs" (Guess where the campaign names cames from?) particulary good references & inspiration for the missions. Try replaying it, it wont be the same as nearly all the missions have an element of randomly generated opposition. It was central to my whole idea but made testing a bloody nightmare. One of the hill112 battles (2nd I think) has > 200 possible variations in the enemy force & behaviour. I had started 2 other campaigns "Eagles" based on the 101st in Normandy loosely based around the Band of Brothers book/tv series & "Grenadiers" a campaign based on the HJ playing my maps from the other side & using Kurt Meyer's book of the same name as a source & inspiration. I've somehow broken the editor now (Wrong game version error) & cant easily fix it, so I've given up for the moment. If TOW ever does do a Normandy game I'll probably dust off the collateral I've got & redo the campaign as I'd really like to see it. I really should give some credit & thanks espcially to Knokke, who made the Typhoon for me, Nikki Mond for the SS Camo smocks & the JSH team for a ton of things. Without those mods the campaign felt lame. BFC & 1C should take note of the fact that learning how to produce content for this game takes absolutely ages & make sure that alot of support is needed very early on to get people up to speed quickly to keep the game alive longer & fresh. This is not a crititism of the help given, just that more of that info & help at the very start would IMO been beneficial to content creation which would keep things fresh.
  5. Good to know that you're enjoying it Alan. I tried to make things totally different from the stock missions, you have a good capable force, but you'll still be punished for bad tactics. Seems like some things slipped through testing, thats very easy as different people do things in very different ways. Solo testing its easy to go on single paths. I also tried to make maps that were more lifelike with defenses in hedgerows etc. I think it gives the campaign the feel of the slugfest around Caen.
  6. It's a bug in the campaign you should progress to south cheux unzip fixed campaign.xml into the bulldogs folder to correct this issue campaign.zip
  7. Exactly as they were in the real deal, I read somewhere that >85% of British casualties were either 'mortar' (+Nebewerfer) or 'sniper' (Actually an 18yr old with a bit of shooting skil from previous HJ experience.). Losses were particulary high amougst unbuttoned tank crews to snipers.... I think you'll find that this campaign plays totally differtently to the stock missions, for a start the opposition is never the same, so you need to use sound tactics rather than the single solution approach. If there was one thing that the British did know how to do right it was artillery, so you'll find it's plentifull, as is air support, you'll need them!.
  8. Oh Yeah @ Knokke I'm still up for "It Never Snows In September"!!!
  9. Hope you enjoy it! There was alot of blood sweat & tears producing these missions. When the TOW series comes back to Normandy I'd like to redo the campaign in the way I originally wanted to do this one.
  10. Hi Alan, It's probably something to do with saved games as the mission structure has changed & Cheux is now the 3rd mission rather than the 1st. Try either as a new profile or delete old save games. HTH
  11. It's up on Green as Jades site : http://towhouse.greenasjade.net/scenarios/user_index?author_id=4 All maps improved 2 new maps 5 new missions 23 missions in total on 10 custom maps
  12. try playing with setfogofwar disabled this will tell you if you really have wiped out the opposing side rather than having some little shyster hiding in a building. HTH
  13. Because you haven't set the force assignment variable >0 in the mission editor?
  14. Some views of the new maps included in the next release:- South Cheux Rauray new release will feature fixes to existing missions (Thanks Alan123) & will be fully updated for JSH 1.3.5 Just testing new maps & breifings, release will be soon (<2 weeks).
  15. Yes with at least 1 new map South Cheux & a few more missions. Just work on briefings & campaign structure to fininish & test. Not long
  16. Well spotted mate, I guess I shouldn't have cut down the real trigger. You would need a HALT statement before the ENDIF for this code to work correctly:- SetWorkArmy ( ARMY , 2 ) set @opt = ( RND ) if ( @opt <= 15 ) then ReinforcementLand ( Group , "Option1" ) Halt endif if ( @opt <= 30 ) then ReinforcementLand ( Group , "Option2" ) Halt endif if ( @opt <= 45 ) then ReinforcementLand ( Group , "Option3" ) Halt endif if ( @opt <= 60 ) then ReinforcementLand ( Group , "Option4" ) Halt endif if ( @opt <= 85 ) then ReinforcementLand ( Group , "Option5" ) Halt endif Halt
  17. Here's a bit of trgger code to do random opposition. I've created 5 groups in Army 2 to add to the main force to add variation when playing the mission. Each group is set to sleep & depending on the outcome of the RND (RANDOM NUMBER GENERATOR 0-99) gives one of six variations, the 6th being >85 & the enemy get no additional forces:-
  18. Firstly a small warning, it takes ages & ages to make your own missions on your own maps due to the amount of work you need to do. I'll describe these in the order in which IMO they should be performed:- Maps You will need a graphics/picture editor such as Photoshop or PSP (I use this) to generate the 'tex' files. I've used these to process images taken from google maps to great effect. TOW maps use 2 graphics files both saved in Truevision Targa format, these are:- maintex.tga - this is the 2km x 2km hi res centre part of the map. 1 pixel = approx 1m. It must be saved as a 2048x2048 pixel tga. farmaintex.tga - this is a 4km x 4km image & represents a 1km strip around the maintex. It is mirrored to infinity. It must be save as a 1024x1024 pixel tga. Once you've got these 2 files copy one of the clear map folders to MYMAPNAME. copy in your maintex & farmaintex files & then open in the map editor. A trick I've found to get smooth transitions when using satellite photos as the source is to use the maintex brush to mark the edges of the maintex when overlaid onto the farmaintex. I then go back to PSP & edit the farmaintex & overlay a resized (512x512) maintex onto the farmaintex. You can then smudge/brush smooth transitions between the 2 so it looks alot better in the game. Go back to the editor & do your thang with the landscape brushes, create hills, rivers etc Add roads Remove grass textures from roads Add statics (Houses walls trenches etc) Remove grass textures as required / add wheat / cultivation to fields Add fartrees to the farmaintex part of the map Lastly add trees Test in game / edit as required Here's a veiw of a new map I've just finished for the next Bulldogs release:- Missions Just some general advice:- Ensure that your total unit count (Enemy + Player) never exceeds 250 at any one time, write triggers to reinforce when units are depleted/destroyed. Take a look at stock & custom missions to get ideas about how to code your triggers. Consider modifying battlegenerator missions maybe add some extra triggers. These are good & stable I've found. HTH
  19. Wait a short while there will be a 'final' version coming soon with alot of small & large things fixed/updated. ;-)
  20. I had a hiatus, I've done quite alot of work fixing & improving the maps, added a mission etc. I'll PM you when I have something ready.
  21. It's a shame that these missions are you vs the mission creator rather than scenarios that require you to use the correct tactics to win. IMHO ToW's biggest single fault is these IMO BS single solution missions, they spoil the fun to a degree & are the prime reason for most of the negative press / remarks AFAIK.
  22. Post your log file, might give a clue as to the cause..
  23. Oh yeah, I should also mention that ol' Knokke'y boy is supremely well qualified to comment on this subject!
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