Samichlaus Posted March 24, 2008 Share Posted March 24, 2008 Hi to you all guys! I am glad to announce the conversion of the Global War campaign for WaW. I spent nearly all Easter in doing the work. So far I got a beta running. Still incomplete: weather zones (40%), faithful land tiles (60%), rails&roads (0%). The rest seems to be done and working (scripts, sprites, country data etc.). I am eager to upload a first beta on CMMODS within the next 48 hours. Hell of a work!! Testers are welcome and I am open to any proposals/suggestions. cu Samichlaus 0 Quote Link to comment Share on other sites More sharing options...
dgold07 Posted March 25, 2008 Share Posted March 25, 2008 Look forward to this, Sami. Thanks for all your hard work. 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted March 25, 2008 Author Share Posted March 25, 2008 Thank you. It seems I was a little too enthusiastic concerning the upload. The rails&roads, the weather layers are a tedious and time consuming work. I also wonder whether I should convert the bocage sprite into a jungle sprite. But since I am eager to hear from you guys what you think so far, I probably will upload the unfinished (but playable!) version, so anybody can fiddle around with it and perhaps improve it too. Let's see. I'll keep everybody posted about the progress. And if someone wants to help, he's welcomed! Sami 0 Quote Link to comment Share on other sites More sharing options...
mock Posted March 25, 2008 Share Posted March 25, 2008 I am excited as well, you should post this on the main forum as well for WaW. 0 Quote Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted March 26, 2008 Share Posted March 26, 2008 Is this the official conversion, or are you just an interested fan doing this on his own? 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted March 26, 2008 Author Share Posted March 26, 2008 I was getting tired from waiting for the official conversion so I tried myself. By the way: I just uploaded the first beta release on cmmods. 0 Quote Link to comment Share on other sites More sharing options...
PowerGmbH Posted March 27, 2008 Share Posted March 27, 2008 Samichlaus: WOW nice work, really. I can confirm you that the official World Map will be really mega fun as soon as it will come out! just wait a little more. 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted March 27, 2008 Author Share Posted March 27, 2008 Thanks powergmbh! Although all my efforts may be in vain once the official map/campaign comes out, I am still working to improve my mod (the beta 0.9a release will soon be ready, including more rails, weather layers and perhaps some media-popup-events not even included in the original). I simply can't wait and then it's a good way to learn/understand all the scripting and "spriting". 0 Quote Link to comment Share on other sites More sharing options...
aesopo Posted March 29, 2008 Share Posted March 29, 2008 This is great work Sami! 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted March 30, 2008 Author Share Posted March 30, 2008 Thank you guys for your encouregment and comments! I just uploaded the beta 1.0 on cmmods with lots of improvements! Try it out! Sami 0 Quote Link to comment Share on other sites More sharing options...
dgold07 Posted March 30, 2008 Share Posted March 30, 2008 Great work, Sami. How about adding a few more key ports/bases: Japanese Truk Japanese Kwajalein Allied Tarawa Thanks. 0 Quote Link to comment Share on other sites More sharing options...
aesopo Posted March 31, 2008 Share Posted March 31, 2008 I think when they did the global SC2 version the map scale was not really appropriate for the units mobility -air units range should be reduced to 3, bombers to 5, mobility of land units reduced by one. Just having UK's coast so close (maybe accurate for scale) makes for real funny amphib operations for the axis and allies alike. Maybe coastal distance increased by one for play balance issues. Ships and transports range should also be reduced - it's like they are flying on hydrofoils at this stage. But overall, the original sc2 global was a very welcome addition and Sami's conversion to waw is phenomenal. One also has to think about all the clutter on the map with WAW with the units - hopefully, we can get a larger global map that is more apportioned to units and scale. 0 Quote Link to comment Share on other sites More sharing options...
John DiFool the 2nd Posted April 1, 2008 Share Posted April 1, 2008 There's a problem tho with setting a movement rate of 1 for a ground unit tho-it will be immobile in certain weather/hex type combinations. I once wanted to mod the Clash of Steel HQ move rate of one (to reflect the lagging supply problem during a rapid blitzkrieg), but the instant any rain or mud shows up and they're dead in the water. IIRC in CoS you could always move at least one hex no matter what. 0 Quote Link to comment Share on other sites More sharing options...
Timskorn Posted April 1, 2008 Share Posted April 1, 2008 Can't you change the AP cost of moving through certain terrains too? 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted April 2, 2008 Author Share Posted April 2, 2008 Thanks for all the suggestions/reflections. Right now I left all movement and action point costs as they were in the original SC2 Global Conflict scenario. But playtesting myself, I consider reducing some values as suggested by aesopo, since for this scale some units seem to advance too quick. I am also considering to reduce the tank units to only "one strike" (on the other hand, I always liked this feature). 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted April 3, 2008 Share Posted April 3, 2008 Samichlaus... one of the best beers I have ever tasted. Strong stuff and fancy taste. :0 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted April 3, 2008 Author Share Posted April 3, 2008 Thanks a lot, these comments keep me working, since I am far from being finished. There are still flaws in the actual version (for instance in winter turns, the japs HQ shows a french HQ, jungle tiles show suddenly bocage, there are too less roads, I think of changing some values and adding villages and so on), but I am still playtesting it. But for now, the game runs in a way I can accept for a beta. Sami 0 Quote Link to comment Share on other sites More sharing options...
Armuss Posted April 11, 2008 Share Posted April 11, 2008 In oryginal Global Campaign all armies have 3/2 1/1 (SA/TA SD/TD) in Your G.C. WaW too? 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted April 12, 2008 Author Share Posted April 12, 2008 Originally posted by Armuss: In oryginal Global Campaign all armies have 3/2 1/1 (SA/TA SD/TD) in Your G.C. WaW too? Yes, I left all these values unchanged (so far...) 0 Quote Link to comment Share on other sites More sharing options...
Armuss Posted April 16, 2008 Share Posted April 16, 2008 Samichlaus, Your Global Campaign WaW (VERY GOOD JOB) there will be in official WaW patch or only cmmods.com? 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted April 18, 2008 Author Share Posted April 18, 2008 Originally posted by Armuss: Samichlaus, Your Global Campaign WaW (VERY GOOD JOB) there will be in official WaW patch or only cmmods.com? As far as I am told there will be an official WaW Global Conflict scenario. 0 Quote Link to comment Share on other sites More sharing options...
Samichlaus Posted April 29, 2008 Author Share Posted April 29, 2008 I just uploaded the third public beta release (globalsamibeta1_1) on CMMODS. Hope you guys enjoy it. Sami 0 Quote Link to comment Share on other sites More sharing options...
dgold07 Posted May 5, 2008 Share Posted May 5, 2008 Hey Sami, I was thinking about the fact that you cannot amphib onto an enemy-occupied hex, which makes recreating the Pacific campaign difficult, using this game engine. A solution would to make all important island bases multi-hex island groups (i.e Truk or Guam/Saipan would be two island hexes, and an island hex with a port. A house rule could be that no unit larger than a corps could garrison an island group and that one clear hex must be left unoccupied to allow amphib assaults. The other, occupied hex could be fortified, either at the start of the game, or via engineer. 0 Quote Link to comment Share on other sites More sharing options...
SeaMonkey Posted May 5, 2008 Share Posted May 5, 2008 Yeah but dgold we need that airfield too! 0 Quote Link to comment Share on other sites More sharing options...
dgold07 Posted May 5, 2008 Share Posted May 5, 2008 OK, SeaMonkey - how about 4 hex island groups: three land (one kept vacant), plus 1 port. Now all we need is a larger map so that we can have larger island groups. 0 Quote Link to comment Share on other sites More sharing options...
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