CSS Posted November 9, 2007 Share Posted November 9, 2007 It is our favorite and just waiting for its update!!! Link to comment Share on other sites More sharing options...
rleete Posted November 9, 2007 Share Posted November 9, 2007 I second this. After I DL it, I rarely played anything else. Link to comment Share on other sites More sharing options...
Thrawn78 Posted November 9, 2007 Share Posted November 9, 2007 I am working on it. atm the map (not the campaign) is 80% ready (including Roads, Rails, major units) to do's for the map: - weather - Minor units - Production Queue For the campaign - sripting Still some work to do, I think, maybe 2 weeks Here a prewiev: Link to comment Share on other sites More sharing options...
rleete Posted November 9, 2007 Share Posted November 9, 2007 Ah, yes. That's the map we want! Link to comment Share on other sites More sharing options...
Blashy Posted November 9, 2007 Share Posted November 9, 2007 Thrawn, you might want to consider using my Activation #1 scripts from my "realistic" diplomacy mod. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=59;t=000418 Link to comment Share on other sites More sharing options...
Thrawn78 Posted November 9, 2007 Share Posted November 9, 2007 Sounds like a good idea, blashy. Cause in this mod the Minors are more important. I will check your activation script Link to comment Share on other sites More sharing options...
Alaric Posted November 10, 2007 Share Posted November 10, 2007 best available map, keep up the good work to make it available trough all updates and now for Weapons and Warfare, thanks for it, with best regards, alaric. Link to comment Share on other sites More sharing options...
Retributar Posted November 10, 2007 Share Posted November 10, 2007 I too "Greatly" miss your MOD!,... it is my 'Favorite' as well!. Link to comment Share on other sites More sharing options...
Blashy Posted November 10, 2007 Share Posted November 10, 2007 FYI, I did tons of testing with my activation #1 scripts. Over 50 games. To come to the conclusion that doubling was the sweet spot I tried +50, +25, +33, +66 and finally +100% (doubling). Just want to keep you from having to go through all that testing. I am sure you have enough work on your hands as is. Link to comment Share on other sites More sharing options...
Thrawn78 Posted November 10, 2007 Share Posted November 10, 2007 Originally posted by Blashy: I am sure you have enough work on your hands as is. Oh, yes I also will add your progressive research, looks interesting Update: weather done minor units done AI Sripts done (THX to Samichlaus) Production Queue done To Do: event srcipts Seems the first (beta) version will be out in a few days. Link to comment Share on other sites More sharing options...
Desert Dave Posted November 10, 2007 Share Posted November 10, 2007 One quick question for you, As it is a long-standing obsession-compulsion Of mine. How do you intend to include? Surface Raiders! :cool: You had mentioned this some whiles back Mr T, But I ain't able to find Wherat it was, just now. I also have a few notions about What to do, though, Haven't had any time to test it out. Yep, With your already demonstrated agility At this mod craft, I'd be VERY curious to hear Your surf-raider solution. Link to comment Share on other sites More sharing options...
Thrawn78 Posted November 10, 2007 Share Posted November 10, 2007 Good question and good idea ... but atm I have no solution, just a few considerations. - the surface raiders need a good supply fore some turns - a higher spotting radius - an 'escape-possibility' (like the commando or bomber) - and last, something to raid (do you think about supply or about transport-ships for raids?) Link to comment Share on other sites More sharing options...
Desert Dave Posted November 10, 2007 Share Posted November 10, 2007 Originally posted by Thrawn78: Good question and good idea ... but atm I have no solution, just a few considerations. - the surface raiders need a good supply fore some turns - a higher spotting radius - an 'escape-possibility' (like the commando or bomber) - and last, something to raid (do you think about supply or about transport-ships for raids?) Yea, that's all I got to work with too! Concepts are many, TRUE And faithful solutions, few. 1) That could be - sorta done, IE, Equivalent of the "milche cows." How? A mid to south Atlantic Port somewheres? 2) Could do that for the GErmans, especially since they have fewer ships to sortie with. Important: Complementary/balancing paradigm Would be -> UK & USA get "intel" Advantages, some soon, More later (... additional chits). 3) I don't think you need an escape. At least not early, when the GErman fleet has more fire-power. Later, no problem. Because later There wasn't much opportunity, partly Due to early decimations And, USA's East Coast fleets finally Arriving on-line. 4) You raid the convoy line (... I have long time favored the on-board convoys, since I used to play it like that in -> AH's "War @ Sea" :cool: ) And you use supply scripting to SIMULATE the losses. Not sure IF this will work out but, I aim to Giv 'er the old Army Guy try! IDEAL: Re-and-re-and- RE-request Hubert To put in This most amazing! WW2 GS game! A "convoy attack" rating Along with the other editable CTV's. :cool: Link to comment Share on other sites More sharing options...
Micheal Wittman Posted November 10, 2007 Share Posted November 10, 2007 What is this Thrawn campaign of which you speak? oh and that map looks sweet. My friend and I have started playing the global conquest, it's getting a little confusing around here for me as I want to play which ever one is "Da Bomb" as the kids say. Link to comment Share on other sites More sharing options...
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