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Buzz's Fite Mod - 3/5/2007 4:54:59 AM   
dayrinni

 

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Where can I locate this?

Thax!
Post #: 1
RE: Buzz's Fite Mod - 3/5/2007 5:32:47 AM   
larryfulkerson


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quote:

ORIGINAL: dayrinni
Where can I locate this?
Thax!


You can send Buzzardb a PM or an email and he'll send it to you. Or alternately you can send me an email and I'll reply with an attachment, but the one Buzz has is the latest and greatest and has all the changes we've made whereas the one I have is the original and hasn't any changes to it at all.

larryfulkerson2002 (at) yahoo (dot) com

(in reply to dayrinni)
Post #: 2
RE: Buzz's Fite Mod - 3/5/2007 5:32:22 PM   
Zort

 

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Here are the latest changes. I am starting a game of FITE with SMK as the Russians so I can see the results of setting the soviet shock at 90 for myself. So there will probably be a change to that setting but not sure what it will be yet. But if you want it I can send it to you. Note I have made the Axis allies have there own rifle replacements. This can be seen at the bottom of the inventory/replacement listing. (did this before the great advice on the equipment editor was posted) I am also going to see if other Soviet a/c should be added and where to put it.

1. Changed Finland to enter war on the third turn.
2. Changed the Soviet rifle squads to 35k available.
3. Changed the Soviet rifle squad base replacement rate to 3000 vice 3425.
4. Took this out for now: Added Axis Theater Option which allows the Finns to cross the 1939 borders but increases Soviet production by 7%. Ends on turn 20.
5. Changed Soviet rail recovery to 6000 on turn 7.
6. Changed Soviet rail recovery to 12000 on turn 13.
7. Changed Soviet shock recovery to 90, will go up IAW stock game schedule in late 41 or earlier 42. (this is being examined to possible set to only about 10 turns vice all of 41)
8. Changed the German heavy rifle squads for available to 1361 vice 361.
9. Corrected one coastal garrison to arrive at the correct location.
10. Corrected some spelling errors and changed Russian to Soviet in most cases in the events.
11. Placed most of the Soviet frontier army to activate on turn 2. Some formations behind the front lines won't be activated till turn 2 or 3.
12. Corrected FW190 (early) and (late) entries (reversed current entry production turns)
13. Changed number of Mig-1’s to 50 on hand.
14. Changed Lagg-3 end date to turn 205.
15. Germans can attack in central and northern Finland on turn 2. Both Soviet and german units are held till then (except one northern mtn div can move on turn 1 so it can be in position to attack on turn 2).
16. Replaced the 150mm gun with the 150mm light gun in all German and Finnish inf regts.
17. Added 150mm light gun to replacement pool, reduced 150mm gun and 105mm how replacement numbers.
18. Added separate rifle squads for the Axis allies (Finland, Hungary, Italy and Romania). Reduced German replacement pool numbers and added to the allies numbers.
19. Added separate heavy rifle squads for the Spanish Blau Div. Reduced German pool accordingly.
20. Added rail to hex 228,106, next to Gorky so if Sov rail art reconstitutes there it can move.

(in reply to larryfulkerson)
Post #: 3
RE: Buzz's Fite Mod - 3/5/2007 8:30:30 PM   
dayrinni

 

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Thx, sent a PM to you Zort :)

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Post #: 4
RE: Buzz's Fite Mod - 3/6/2007 8:15:27 AM   
larryfulkerson


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Help....calling all Ralph's, calling all Ralphs....

Can somebody spot what I'm doing wrong. I have the correct files in the correct folders and the folders are all named correctly but the FITE_modded_4.sce can't find the FITE_modded_4.eqp file and uses the stock equipment file.

I'm in over my head on this problemo. I need a fresh pair of eyes to find the thing that's wrong.




Attachment (1)

(in reply to dayrinni)
Post #: 5
RE: Buzz's Fite Mod - 3/6/2007 5:01:24 PM   
Zort

 

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What is weird three other people have this exact same set of files on their computers and it works. Where I put it on another computer and see the same problem.

(in reply to larryfulkerson)
Post #: 6
RE: Buzz's Fite Mod - 3/6/2007 5:47:54 PM   
larryfulkerson


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Hey Buzz....hey you guys....if I rename the equipment.eqp file to something else so the game engine can't find it and rename Buzz's equipment file equipment.eqp and put it in the graphics folder, the game engine uses it and the new equipment shows up at the bottom of the inventory report. So it's not a problemo with the equipment file I guess. The sizes of the two equipment files is different but I don't see how that could be the problemo. I tried renaming the files Buzz.something and that didn't work either. I'm still over my head on this problemo.




Attachment (1)

(in reply to Zort)
Post #: 7
RE: Buzz's Fite Mod - 3/7/2007 1:54:35 AM   
larryfulkerson


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Hey you guys...Ralph suggested taking the underline characters out of the names so I renamed everything "FITE modded 4" ( plus extension ) and now it works.  I tell you that Ralph is worth his weight in gold.

(in reply to larryfulkerson)
Post #: 8
RE: Buzz's Fite Mod - 3/7/2007 3:51:05 AM   
freeboy

 

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Double his weight!

(in reply to larryfulkerson)
Post #: 9
RE: Buzz's Fite Mod - 3/15/2007 1:15:51 AM   
Zort

 

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Guys I am continuing messing with FITE, the latest mod (4b) is being played by Larry/me and SMK/me. Discussions with SMK has come up with some ways so I don't have to freeze the frontier troops. These might be put into mod 5. Thought you all would be interested. One thing we are trying to get away from is adding more house rules. The below reductions are based on what has been written on the strength of the starting Soviet forces. If the games we are playing result in a better balanced game there might not be a need to do any chances unless I want to

MOD 5
1. Change static status of all formations to fixed. (to prevent early activation)
2. Change Soviet shock to 95 for 41/42, 98 for 43, 100 for 44/45.
3. Change only Soviet armies frozen are the ones facing the Romanians and Finns.
4. Change Prof/Supply and # of squads for each of the three Soviet echelon areas:
Reduce proficiency of all regular army formations (not NKVD/Shock) of starting armies by 10%.
1st Echelon: Reduce supply to 50%, reduce on hand squads by 10-30%.
2nd Echelon: Reduce supply by 10%, reduce on hand squads by 25-50%.
3rd Echelon: Reduce supply by 10%, reduce on hand squads by 10%.
5. Broke rails lines behind Soviet lines in the occupied countries (so it will be harder to rail units out).

MOD 4b
1. Have a theater option for Finland to enter the war before turn 6.
2. Changed the Soviet rifle squads to 35k available.
3. Changed the Soviet rifle squad base replacement rate to 3000 vice 3425.
4. (left blank)
5. Changed Soviet rail recovery to 6000 on turn 6. Added Soviet rail recovery to 9000 on turn 9.
6. Changed Soviet rail recovery to 12000 on turn 13.
7. Changed Soviet shock recovery to go to 95 on turn 3 then 100 on turn 7.
8. Changed the German heavy rifle squads for available to 1361 vice 361.
9. Corrected one coastal garrison to arrive at the correct location.
10. Corrected some spelling errors and changed Russian to Soviet in most cases in the events.
11. Placed most of the Soviet frontier army to activate on turn 2. Some formations behind the front lines won't be activated till turn 2 or 3.
12. Changed FW190 (early) and (late) entries (reversed current entry production turns)
13. Changed number of Mig-1’s to 50 on hand.
14. Changed Lagg-3 end date to turn 205.
15. German units in northern Finland can move and attack on turn 1.
16. Replaced the 150mm gun with the 150mm light gun in all German and Finnish inf regts.
17. Added 150mm light gun to replacement pool, reduced 150mm gun and 105mm how replacement numbers.
18. Added separate rifle squads for the Axis allies (Finland, Hungary, Italy and Romania). Reduced German replacement pool numbers and added to the allies numbers.
19. Added separate heavy rifle squads for the Spanish Blau Div. Reduced German pool accordingly.
20. Added rail to hex 228,106, next to Gorky so if Sov rail art reconstitutes there it can move.
21. All Soviet Forts in the Fort Regions formation activate on turn 2.
22. Changed Soviet production: 200% on turn 48, 150% on turn 78.



< Message edited by Zort -- 3/15/2007 1:19:57 AM >

(in reply to freeboy)
Post #: 10
RE: Buzz's Fite Mod - 3/15/2007 2:38:51 AM   
SMK-at-work

 

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Larry - IIRC my altered equipment file is an appropriately named sub-directory in the alt-graphics folder - not the original one

(in reply to Zort)
Post #: 11
RE: Buzz's Fite Mod - 3/15/2007 3:17:05 AM   
larryfulkerson


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quote:

ORIGINAL: SMK-at-work
Larry - IIRC my altered equipment file is an appropriately named sub-directory in the alt-graphics folder - not the original one


And it still works? Cool. I learn something every day.

(in reply to SMK-at-work)
Post #: 12
RE: Buzz's Fite Mod - 3/15/2007 3:22:32 AM   
SMK-at-work

 

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Working from memory here 'cos I'm at work & can't check - but that's how it has always worked - nothing "still" about it!

(in reply to larryfulkerson)
Post #: 13
RE: Buzz's Fite Mod - 4/2/2007 7:19:25 PM   
cantona


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ive tried all the above and it doesnt work.
one folder named FITE modded 4b in graphics folder
one folder named FITE modded 4b in scen folder with scen file

and i still get the playing with wrong .eqp file

please help

_____________________________

1966 was a great year for english football...eric was born

(in reply to SMK-at-work)
Post #: 14
RE: Buzz's Fite Mod - 4/3/2007 12:18:16 AM   
SMK-at-work

 

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The equipment file has to be in the ALT-graphics folder

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Post #: 15
RE: Buzz's Fite Mod - 4/3/2007 2:34:01 AM   
Telumar


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Nope. It can also be within a folder (properly named!) in the normal Graphics folder.

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Post #: 16
RE: Buzz's Fite Mod - 4/3/2007 3:17:56 AM   
Zort

 

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From: Colorado Springs, CO
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Here is where I have the equipment file (see picture). I have the scenario in the scenario Hypothetical folder.

It looks like the changes I have thought of for mod 5 will not be as extensive as I have listed above. I think the two things I will probably change from version 4b will be the soviet shock (95/98/100/105) and maybe changing the Finns to hvy rifle squads and reduce the number of squads from 120 to 100/regt. Or up the Finn replacement rate. As it is now they die too fast in small attacks by the russians.




Attachment (1)

(in reply to Telumar)
Post #: 17
RE: Buzz's Fite Mod - 4/3/2007 6:16:50 AM   
SMK-at-work

 

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Actually they're dying too fast because you've kept them in range of the guns and ships at Leningrad so 1 poxy Naval Brigade making 6 or 7 limited atacks on minimise casualties in a turn causes a massacre!! 

I look forward to the Germans coming so close  

(in reply to Zort)
Post #: 18
RE: Buzz's Fite Mod - 4/3/2007 11:55:23 AM   
cantona


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still doesnt work :(

can anyone pm an idiots step by step guide please?
thanks

_____________________________

1966 was a great year for english football...eric was born

(in reply to SMK-at-work)
Post #: 19
RE: Buzz's Fite Mod - 4/3/2007 12:10:07 PM   
larryfulkerson


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The scenario, the equipment file's folder and the equipment file all have to have the exact same name ( without worrying about the file extention type ) .....the equipment file's folder should go in the graphics folder, and if all of that is true then you SHOULD be able to load the scenario without any probemos. I found that I had to replace any underline characters with spaces in the names of "FITE_modded_4b" before I could get it to work, but after renaming all three ( the equipment file, the equipment file folder, and the scenario ) "FITE modded 4b" it finally worked like a charm.

The picture below is an example of what I'm saying:




Attachment (1)

< Message edited by larryfulkerson -- 4/3/2007 12:11:46 PM >

(in reply to cantona)
Post #: 20
RE: Buzz's Fite Mod - 4/3/2007 12:15:01 PM   
larryfulkerson


Posts: 39932
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quote:

ORIGINAL: cantona
ive tried all the above and it doesnt work.
one folder named FITE modded 4b in graphics folder
one folder named FITE modded 4b in scen folder with scen file

and i still get the playing with wrong .eqp file


So um.........is the equipment file named the same as the folders and the scenario?

(in reply to cantona)
Post #: 21
RE: Buzz's Fite Mod - 4/3/2007 4:31:34 PM   
cantona


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yep larry, each folder is named FITE modded 4b. eqp file in that folger in graphics, scen in same named folder in scen file. do spaces count in the file names though? i have no spaces in the file names but i do in the folder names

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1966 was a great year for english football...eric was born

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RE: Buzz's Fite Mod - 4/3/2007 5:00:37 PM   
cantona


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got it to work finally, was the spaces. dnt know about the others but the fact tha we have national rifle squads, to mt, makes the game have more of a 'real' feel to it

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1966 was a great year for english football...eric was born

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RE: Buzz's Fite Mod - 4/3/2007 5:57:19 PM   
Karri

 

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Regarding FitE, the Gulf of Finland needs something to be done. Historically the area was heavily minded, and not until 1946 were Finnish and Russians able to open a route out from Lenignrad, so it is quite stupid that finnish navy has no acces there.

(in reply to cantona)
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RE: Buzz's Fite Mod - 4/4/2007 12:44:51 AM   
SMK-at-work

 

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I agree - possession of both shores of the Gulf gave the Axis complete control - the Baltic fleet lost an enormous number of submarines trying to get out to attack Axis shipping due to minefields and light ship patrols, and achieved very little in return.

Probably a house rule is in order once the Axis controls Tallinin that the Soviet ships cannot move further west than their land based front lines, and even after those lines have moved back West they should be limited to that part of the gulf that was always "behind" the lines or the single sea zone that Leningrad is in - whichever is the larger (so it may vary between games if the Germans do not advance as far along the south coast of the Gulf of Finland)

< Message edited by SMK-at-work -- 4/4/2007 12:46:41 AM >

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RE: Buzz's Fite Mod - 4/4/2007 3:57:42 AM   
Zort

 

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So you want to play with that house rule now? I will not send the tripiz into the gulf (I wonder how it got there anyhow).

(in reply to SMK-at-work)
Post #: 26
RE: Buzz's Fite Mod - 4/4/2007 4:00:59 AM   
Zort

 

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There's one other thing about finland and lend lease. Someone can tell me if the rail line between Murmansk and south was ever cut for more then a short period of time. As it is now the soviets don't lose the lend lease from murmansk (yes they go thru archangel probably) but it would have increased the delay time I think. Any thoughts out there?

I can see why designers leave it out of their games. If we really wanted to do it right there would be a limited number of divs from both sides up there due to weather and supplies.

(in reply to Zort)
Post #: 27
RE: Buzz's Fite Mod - 4/4/2007 4:39:54 AM   
SMK-at-work

 

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Archangel was icebound for part of the year IIRC, so supplies went through Murmansk during that time and yes they had to be shipped by rail or flown from there - some LL supplies were used in the imemdiate vicinity, such as Hurricanes.  Aircraft could be assembled and then flown out. 

I think I've read that it took another 2-3 days to get to Archangel but it was considered safer as it was out of range of LW a/c in Norway & was a better port.

the Brits didn't send much in the way of strategic materials via that route AFAIK - mostly weapons, clothing and food.  All the really important stuff like steel, aluminium, petrol, US trucks and explosives came via Vladivostok and Persia. 

IIRC the Finns didn't even try to cut the rail line as part of their general limitation of the war....unlike some people!!

< Message edited by SMK-at-work -- 4/4/2007 4:41:00 AM >

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RE: Buzz's Fite Mod - 4/5/2007 3:20:57 PM   
Curtis Lemay


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quote:

ORIGINAL: SMK-at-work

Archangel was icebound for part of the year IIRC, so supplies went through Murmansk during that time and yes they had to be shipped by rail or flown from there - some LL supplies were used in the imemdiate vicinity, such as Hurricanes.  Aircraft could be assembled and then flown out. 


As I understand it, Archangel could be kept open year-round using icebreakers.

(in reply to SMK-at-work)
Post #: 29
RE: Buzz's Fite Mod - 4/10/2007 12:53:55 AM   
Zort

 

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From: Colorado Springs, CO
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MOD 5
1. Change German static status of all formations to fixed. (to prevent early activation by soviet movement next to axis unit)
2. Change Soviet shock to 95 for 41/42, 98 for 43, 100 for 44, 105 for 45. (This might change to 95/41, 98/42, 100/43, 105/44-45)
3. Removed 1 German BB (Tripetz) and 2 Sov BB's (Murmansk and Archangel).
4. Removed shallow water sea zones for Odessa and Finland. Allows Soviets to transfer to/from Odessa and Germans to send a div to Finland without having to capture the islands north of Riga.
5. Removed two Sov MP units near Murmansk.
These are being discussed;
(6. Reduce Soviet increase to winter supply, not sure to what yet)
(7. Increase of German heavy rifle squads)
(8. Change color of German HQ's so they don't support other formations as easily) (they are currently on force support)
We have several events we are talking about but am going to wait since they are fluff.
There are several new house rules that we are discussing, A. All Soviet units in Poland and Lithuania have to stay in those countries and B. Sea invasions are limited to a certain range or from a certain type port.

MOD 4b
1. Have a theater option for Finland to enter the war before turn 6.
2. Changed the Soviet rifle squads to 35k available.
3. Changed the Soviet rifle squad base replacement rate to 3000 vice 3425.
4. (left blank)
5. Changed Soviet rail recovery to 6000 on turn 6. Added Soviet rail recovery to 9000 on turn 9.
6. Changed Soviet rail recovery to 12000 on turn 13.
7. Changed Soviet shock recovery to go to 95 on turn 3 then 100 on turn 7.
8. Changed the German heavy rifle squads for available to 1361 vice 361.
9. Corrected one coastal garrison to arrive at the correct location.
10. Corrected some spelling errors and changed Russian to Soviet in most cases in the events.
11. Placed most of the Soviet frontier army to activate on turn 2. Some formations behind the front lines won't be activated till turn 2 or 3.
12. Changed FW190 (early) and (late) entries (reversed current entry production turns)
13. Changed number of Mig-1’s to 50 on hand.
14. Changed Lagg-3 end date to turn 205.
15. German units in northern Finland can move and attack on turn 1.
16. Replaced the 150mm gun with the 150mm light gun in all German and Finnish inf regts.
17. Added 150mm light gun to replacement pool, reduced 150mm gun and 105mm how replacement numbers.
18. Added separate rifle squads for the Axis allies (Finland, Hungary, Italy and Romania). Reduced German replacement pool numbers and added to the allies numbers.
19. Added separate heavy rifle squads for the Spanish Blau Div. Reduced German pool accordingly.
20. Added rail to hex 228,106, next to Gorky so if Sov rail art reconstitutes there it can move.
21. All Soviet Forts in the Fort Regions formation activate on turn 2.
22. Changed Soviet production: 200% on turn 48, 150% on turn 78.

(in reply to Curtis Lemay)
Post #: 30
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