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RE: WITM Mod- Released - 4/25/2007 1:57:28 PM   
Reg


Posts: 2787
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BigB,

Either you are a psychic or I am.....

I just finished doing those screenshots and came in to post 'em and there was your post

<<cue weird X-files music..>>



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Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Big B)
Post #: 181
RE: WITM Mod- Released - 4/25/2007 2:04:25 PM   
Reg


Posts: 2787
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quote:

ORIGINAL: tanjman

Wow Reg! It looks like you replaced Japanese with Axis, Replaced IJA/IJN with Germany/Italy and gave all of the axis engines their correct names.

Great job!



And replaced the unit designations as well...

_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

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Post #: 182
RE: WITM Mod- Released - 4/25/2007 3:04:30 PM   
Dali

 

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Hi FREMEN,Quote,
where´s  TB Fairei Albacore?

(in reply to Reg)
Post #: 183
RE: WITM Mod- Released - 4/25/2007 3:22:36 PM   
Reg


Posts: 2787
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From: NSW, Australia
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Now for the nitty gritty;

To get WITM to display the above screens requires patching of the WITP executable file.
(PLEASE PLEASE PLEASE only edit a COPY of your executable file!!!)

see the following link for instructions: Lemurs Engine Mod - it can be done

The changes I made are:

Global

  • Replace 'Japanese' with 'Axis ' in about 23 places.

I should have been more careful as you need to match case of original string for it to look good - Note the requirement to keep the replacement string the same length as the original (see link above).

Engines

  • Replace 'Mitsubishi' with 'Fiat ' in one place. (Note string length requirement)
  • Replace 'Nakajima' with 'Daimler ' in one place.
  • Replace 'Hitachi' with 'Piaggio' in one place.
  • Replace 'Kawasaki' with 'Issotta' in one place.
  • Replace 'Ishikawajima' with 'Alpha Romano' in one place.
  • Replace 'Mansyu' with 'BMW ' in one place.
  • Replace 'Aichi' with 'Junkr' in one place. (Note I had to truncate string to fit in)
  • Replace 'Nissan' with 'Gnome ' in one place.
  • Replace 'Kokusai' with 'Hirth ' in one place.
  • Replace 'Toyoda' with 'Bramo ' in one place. (Dummy entry)


Nations

  • Replace 'IJ Army' with 'Germany' in one place. ('German' perhaps??)
  • Replace 'IJ Navy' with 'Italy ' in one place. ('Italian' perhaps??)

Now this may lead to problems as there wasn't total consistancy as to the assignment of units (i.e. U-boats are IJ Navy -> Italy) and I suspect Italian aircraft may be assigned to IJ Army. Fremen, you may wish to substitute both these strings with just 'Axis '.

Unit Designations
I had a couple of problems with this one.
1st was that I'm not real sure on what the WITP use of Japanese unit designations are as I think WITP has adopted a consistent scheme that doesn't quite line up with the real life ones (which were a bit of a mess anyway) in my books.
2nd is I haven't a clue on what Italian unit designations are..... so I just translated the english versions (and tried to fit them in the string length limits -yuk!!)
3rd is that Fremen, you are going to have to assign a consistant set of designations right across all of your air units. I have substututed across what I hope is a set of unit designations but if the database doesn't use them, there is not much I can do. (I picked a good example for the screen shot (a gruppe of 36), but the others aren't nearly so neat).

  • Replace 'Daitai' with 'Staffl' in one place. IJ Army -> German squadron
  • Replace 'Hikotai' with 'Gruppe ' in one place. IJ Army -> German group
  • Replace 'Chutai' with 'Volo ' in one place. IJ Navy -> Italian translation of 'flight'
  • Replace 'Sendai' with 'Sqdrno ' in one place. IJ Navy -> Italian translation of 'squadron' shortened to fit

There are probably more but see above.
Could someone help with the Italian designations, PLEASE!!!!

Other issues
Distribution of patched executable. I am sure that not everyone who wants to play this mod will be confident enough to edit in the above changes. However, I'm not sure what Matrix's position will be on distribution of a patched copy of the WITP executable. I suspect you might want to consider the use of a patching utility that will 'convert' a players copy of the executable to the WITM standard with a simple point and click. I think there are a couple of freeware ones floating around.

Editor: I haven't looked but a copy of the editor might need to be patched in the same way to display the new designations (unless you can remember the cross references). However, this is optional as it is purely cosmentic.

I hope you find this useful.

< Message edited by Reg -- 4/25/2007 4:18:03 PM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Reg)
Post #: 184
RE: WITM Mod- Released - 4/25/2007 4:14:01 PM   
kokubokan25


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Ok, seem to be more complicated that use the editor..

Great work Reg!

< Message edited by fremen -- 4/25/2007 4:18:18 PM >


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Post #: 185
RE: WITM Mod- Released - 4/25/2007 5:08:18 PM   
Big B

 

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quote:

ORIGINAL: Reg

BigB,

Either you are a psychic or I am.....

I just finished doing those screenshots and came in to post 'em and there was your post

<<cue weird X-files music..>>



Well fremen - looks like that got solved!

Reg - THAT IS OUTSTANDING!!!
(one of us is psychic..not sure which )

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Post #: 186
RE: WITM Mod- Released - 4/25/2007 8:57:57 PM   
Dili

 

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quote:

Does anyone notice anything unusual with this??


Yeah Cpt. Kawakubo D. in command of Vittorio Veneto instead Adm. Iachino...

I was just being mean

Many thanks for the lesson Reg.


Italian designation are Stormo>Gruppo>Squadriglia>Sezione for this game mostly Gruppo(36 to 18 planes) >Squadriglia(12-6planes)>Sezione(8-2 planes) will be used.

About Isotta Vs Issotta and Alfa Romeo Vs 'Alpha Romano'
why not just put an underscore Alfa_Romeo__ I hope it accepts that or xAlfaRomeoxx.

< Message edited by Dili -- 4/25/2007 9:11:19 PM >

(in reply to tanjman)
Post #: 187
RE: WITM Mod- Released - 4/26/2007 10:06:33 AM   
Dali

 

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Hi Fremen,
here´s bug:
http://muj.edisk.cz/soubor/stahni/85227/2x2nd_SAAF.bmp_2.25MB.html

(in reply to Dili)
Post #: 188
RE: WITM Mod- Released - 4/26/2007 12:07:18 PM   
Reg


Posts: 2787
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From: NSW, Australia
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quote:

ORIGINAL: Dili

Italian designation are Stormo>Gruppo>Squadriglia>Sezione for this game mostly Gruppo(36 to 18 planes) >Squadriglia(12-6planes)>Sezione(8-2 planes) will be used.

Thanks for this info. I will use it though I can see a problem with the number of letters I have to play with. How do the following look?

  • Replace 'Daitai' with 'Staffl' in one place. IJ Army -> German squadron
  • Replace 'Hikotai' with 'Gruppe ' in one place. IJ Army -> German group
  • Replace 'Chutai' with 'Sqdrig' in one place. IJ Navy -> Italian squadron
  • Replace 'Sendai' with 'Gruppo' in one place. IJ Navy -> Italian group


quote:

ORIGINAL: Dili
About Isotta Vs Issotta and Alfa Romeo Vs 'Alpha Romano'
why not just put an underscore Alfa_Romeo__ I hope it accepts that or xAlfaRomeoxx.


I knew that (I even have a copy of Janes open in front of me). I was just concentrating on getting it to work rather than getting the details right!!!


The other thing I will attempt to do over the next couple of days is see if I can make up a patch to mod the executable. I'll let you know how I get on.

< Message edited by Reg -- 4/26/2007 12:48:42 PM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Dili)
Post #: 189
RE: WITM Mod- Released - 4/26/2007 1:00:37 PM   
kokubokan25


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quote:

ORIGINAL: Dali

Hi Fremen,
here´s bug:
http://muj.edisk.cz/soubor/stahni/85227/2x2nd_SAAF.bmp_2.25MB.html


Sorry Dali but i cannot understand the page.


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Post #: 190
RE: WITM Mod- Released - 4/26/2007 1:54:03 PM   
Dali

 

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Sorri Fremen,
here´s:
http://muj.edisk.cz/soubor/stahni/85408/2xBadsworth.jpg_239.89kB.html

(in reply to kokubokan25)
Post #: 191
RE: WITM Mod- Released - 4/26/2007 4:59:04 PM   
Dili

 

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quote:

I knew that (I even have a copy of Janes open in front of me). I was just concentrating on getting it to work rather than getting the details right!!!



I knew you know that or at least i assumed. This is just a way to have same number or letters or characters.

(in reply to Dali)
Post #: 192
RE: WITM Mod- Released - 4/26/2007 8:40:13 PM   
kokubokan25


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quote:

ORIGINAL: Dali

Sorri Fremen,
here´s:
http://muj.edisk.cz/soubor/stahni/85408/2xBadsworth.jpg_239.89kB.html


Ok. I got the error. DE Badsworth is duplicated. Will be corrected. Thanks.


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Post #: 193
RE: WITM Mod- Released - 4/27/2007 8:38:48 AM   
Dali

 

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Hi Fremen,
there´s error:
http://muj.edisk.cz/soubor/stahni/82758/Wellesley.jpg_252.81kB.html

here my attempt:
http://muj.edisk.cz/soubor/stahni/78181/Wellesley_now.bmp_27.66kB.html

(in reply to kokubokan25)
Post #: 194
RE: WITM Mod- Released - 4/27/2007 1:02:37 PM   
Dali

 

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Hello fremen,
I like your mod and I am very glad that you made your progress that far
and you are moving on.
I play (go through) this mod against AI only. Now I am 2/43, so it is
far mor than the other, who plays PBEM. I can assure you, that cinquer
italy during this time is nothing easy even against AI. Maybe there it
would be possible to finish some AI naval operations, at least few. It
is neccesary to remove error hexes on coast and in ports. For example
SFAX is not truly port(so Italian submarine, which is ordered by AI to
go there and patrol and it only helplesly stays in red numbers). Also
noew Pantelleria is acting weird - it do not allow TF unload and disband TF.
I will show you some minor mistakes on screenshots - I do not speek
english good and someone is translating for me, so that why I am using
screenshots.
Two suggestions:
Add more suplies for the axis. Together with adding units to balkan and
vichy africa, they are almost starving.
For allies, I suggest to make US strategic bombers as BG and not as
squadrons. It would increase overlook, because I have airbases
overfilled with ovehrwhelming numbers of small units.
Good luck
Dalibor

(in reply to Dali)
Post #: 195
RE: WITM Mod- Released - 4/27/2007 2:41:49 PM   
kokubokan25


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From: Iliaca, Spain
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I never made the mod to be used against the AI, is normal you get some weird results.
The AI, normally, manage very bad the subs, sending to minor bases or so, i use the mod always with the auto sub ops OFF.
Just curious. You play what side? What does the AI do?

You right, have minor errors on pwhex in coastal cities. Will be corrected step by step.
Actually the mod is with the prod OFF. The supplies and fuel quantities are (aprox) to running the mod until first months of 43, with the axis. Im now testing the game and will add more supplies and fuel to axis side in future patches.


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Post #: 196
RE: WITM Mod- Released - 4/29/2007 3:41:20 AM   
Reg


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From: NSW, Australia
Status: offline
Fremen,

You have done a lot of work with this mod. Great work!!!

Just a couple of minor issues with WITM V1.21.

The correct designation for Commonwealth air units is "No.3 Squadron RAAF" (spoken as number three squadron RAAF), NEVER as "3rd Squadron RAAF" and definately not "3rd RAAF Squadron". All the other Commonwealth domains use the same system i.e. No. 12 Squadron RAF, No. 1 Squadron SAAF, No. 423 Squadron RCAF, No. 75 Squadron RNZAF, etc (see CHS on how it is done). WITP got it very wrong which is surprising since they fixed it in Uncommon Valor. For some reason the correction was never applied to WITP.

The aircraft side art you have for the Kttyhawk I is actually a Tomahawk (P-40B).

The correct upgrade path for No.3 Squadron RAAF is: Gladiator -> Hurricane -> Tomahawk -> Kittyhawk II (P-40F) -> Kittyhawk III (when replacement II's ran out) -> P-51B/D (1944). The start date for WITM puts this squadron in the Kittyhawk II stage (Nov'41).

Hope this little bit of info helps...

< Message edited by Reg -- 4/29/2007 8:33:36 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to kokubokan25)
Post #: 197
RE: WITM Mod- Released - 4/30/2007 11:41:17 AM   
Dali

 

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Hi Fremen,
there´s error:
http://muj.edisk.cz/soubor/stahni/99487/Gun_value_Halifax_IIb.jpg_214.22kB.html

(in reply to Reg)
Post #: 198
RE: WITM Mod- Released - 4/30/2007 1:14:03 PM   
Dili

 

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The 6 value i think it handed automatically by the game. Every input is welcome since the Mod is still being build. I dont know if that as the Fremen idea from beginning but i think earlier release even if not complete but playable are a better way to improve faster due to feedback.


(in reply to Dali)
Post #: 199
RE: WITM Mod- Released - 4/30/2007 2:40:30 PM   
Dali

 

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Hi,
there´s bug:
http://muj.edisk.cz/soubor/stahni/62484/Gun_value_Hudson_III.jpg_230.75kB.html

(in reply to Dili)
Post #: 200
RE: WITM Mod- Released - 4/30/2007 4:30:01 PM   
kokubokan25


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From: Iliaca, Spain
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quote:

ORIGINAL: Dali

Hi Fremen,
there´s error:
http://muj.edisk.cz/soubor/stahni/99487/Gun_value_Halifax_IIb.jpg_214.22kB.html



Thanks. Corrected to four MGs.


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Post #: 201
RE: WITM Mod- Released - 4/30/2007 4:30:34 PM   
kokubokan25


Posts: 1252
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From: Iliaca, Spain
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quote:

ORIGINAL: Dili

The 6 value i think it handed automatically by the game. Every input is welcome since the Mod is still being build. I dont know if that as the Fremen idea from beginning but i think earlier release even if not complete but playable are a better way to improve faster due to feedback.




You read my mind Dili!


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Post #: 202
RE: WITM Mod- Released - 4/30/2007 4:34:44 PM   
Herrbear


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quote:

ORIGINAL: Dili

The 6 value i think it handed automatically by the game. Every input is welcome since the Mod is still being build. I dont know if that as the Fremen idea from beginning but i think earlier release even if not complete but playable are a better way to improve faster due to feedback.




The Gun Value is the sum of the number of guns X the effect

(in reply to Dili)
Post #: 203
RE: WITM Mod- Released - 5/1/2007 11:42:55 AM   
kkoovvoo

 

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Hi Fremen,

i noticed that all Bf 109 units start with 80 exp pilots.  Exp is higher than it should be I think - but thats only my opinion.

What is worse, whenever Bf 109 pilot is lost and you draw replacement pilot from pool, the new pilot has ALWAYS experience 80. So this units have inexhaustable source of crack pilots and that makes impossible to attrit them. Any chance to make at least new pilots from the pool to arrive less experienced (55-60 ?)

Thx

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Post #: 204
RE: WITM Mod- Released - 5/1/2007 10:29:57 PM   
Capt. Harlock


Posts: 5358
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quote:

ORIGINAL: kkoovvoo


What is worse, whenever Bf 109 pilot is lost and you draw replacement pilot from pool, the new pilot has ALWAYS experience 80. So this units have inexhaustable source of crack pilots and that makes impossible to attrit them.


Well, well. No wonder Pauk is so proud of his German pilots!


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Post #: 205
RE: WITM Mod- Released - 5/1/2007 10:55:37 PM   
kkoovvoo

 

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quote:

ORIGINAL: Capt. Harlock


quote:

ORIGINAL: kkoovvoo


What is worse, whenever Bf 109 pilot is lost and you draw replacement pilot from pool, the new pilot has ALWAYS experience 80. So this units have inexhaustable source of crack pilots and that makes impossible to attrit them.


Well, well. No wonder Pauk is so proud of his German pilots!




Heh, he didnt mention this fact in his AAR, did he? And he pretends he achieved all his successes thanks to his skill!

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Post #: 206
RE: WITM Mod- Released - 5/1/2007 11:17:53 PM   
kokubokan25


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I just checked the mod. I don't know what version you have, kkoovvoo, but in the 1.21 the Bf109 groups have 70 experience (at start).
They are titled as IJ Navy pilots then the replacements arrive with 70 experience not 80.

< Message edited by fremen -- 5/1/2007 11:19:21 PM >


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Post #: 207
RE: WITM Mod- Released - 5/2/2007 8:38:40 AM   
Dali

 

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Hi Fremen

Your question:
I never made the mod to be used against the AI, is normal you get some weird results.
The AI, normally, manage very bad the subs, sending to minor bases or so, i use the mod always with the auto sub ops OFF.
Just curious. You play what side? What does the AI do?

I am playing alies now. Generaly AI is good, but it lacks suplies a lot.
No suplies.
Ships and TF: it commonly sends task groups with supplies to Islands, it
mainly tries to suply africa. It do not send capital ships into action
(which saddly is a very good simulation of italian navy), but it often
creates a small groups from small ships. Submarines are handled very
well, as you correct bad hexes of coast and portts, they are becoming
more and more effective. Yestherday it sunk me CVE Argus with two
torpedos, then it was going from half-year repair in alexandria after a
bombhit from Ju-88. Submarines are great danger.
Planes: It uses planes wery good, mainly first half of year it is realy
not possible to sail to malta. Later in, the intensity gets lowe, he is
lacking suplies on Sicily, Sardinia and in Africa and also some types of
aircraft. It is also trying to rotate units, but as it can not change
headquarters, usualy it doesnt move. Only german air units (luftflotte2)
are moving unexpectetly and very active. I just landed in greece and
suddenly aprox 90 Bf-109 moved to Athens.
Ground troops: They are hardly moving, which is sad, maybe it has no
motivation for movement? (Isnt it possible to do with it something? To
define some points of interest, etc...). Only if you push them out of
the city, it some times retires to another city, but only exceptionaly.
Generaly it is not that bad, if there is a possibility to improve some
stuff, it can be playable.                   Dalibor

(in reply to kokubokan25)
Post #: 208
RE: WITM Mod- Released - 5/2/2007 10:24:51 AM   
kokubokan25


Posts: 1252
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From: Iliaca, Spain
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Please, what is the version you play? The 1.2, 1.21?
The supply is a problem, this is because i changed to OFF the prod in the 1.2 and later versions.
If you play with a earlier version you have now a lot of supplies problem.

I continue testing the 1.21 version and i noticed (with the prod OFF), the axis begin to get low supplies after five months.
The question is: is historical the axis get supply problems in june 42? Would be more historical in january 43? I don't know.



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Post #: 209
RE: WITM Mod- Released - 5/3/2007 11:17:08 AM   
Dali

 

Posts: 223
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Hi,
1.2 yes, 1.21 no.
Tomorrow send you screens my play game.

(in reply to kokubokan25)
Post #: 210
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