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1914 West Front Mod (Now awailable)

 
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1914 West Front Mod (Now awailable) - 1/17/2009 2:57:04 PM   
welk

 

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How should be the look of ADVANCED TACTICS in my opinion

http://www.cyberstratege.com/forum/viewtopic.php?f=10&t=1479&p=31721#p31721

I am using some elements of Boardgamemod (rivers, etc.) and Barbarossa mod (roads). The mod is in work. I will post it here if authors of "Boardgame" mod and Barbarossa Mod accepts I use some of their elements and graph in my own mod.








< Message edited by welk -- 5/10/2009 5:54:09 PM >


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RE: Classical Wargame graph mod - 1/17/2009 3:06:59 PM   
Barthheart


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Nice work. Looks very good.

The link at the top of your post does not seem to work. The one in your signature does not work either.

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RE: Classical Wargame graph mod - 1/17/2009 8:35:43 PM   
welk

 

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The "Moscou Line"


War in Italy( scenario "Gothic Line")


Afrika Korps theater...


Situation on the West Front




< Message edited by welk -- 1/17/2009 8:36:54 PM >


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RE: Classical Wargame graph mod - 1/17/2009 9:01:48 PM   
Widell


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Very nice! This will be a great addition. Keep up the good work!

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RE: Classical Wargame graph mod - 1/17/2009 9:49:47 PM   
welk

 

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The most is completed, I will post it in the bank in some hours. I hope that authors of Boardgame mod, Barbarossa mof and Nato counters mod will not contest my use of some elements of their own mods : using their mods elements saved for me a lot of time


The mod is awailable here (my own page) :

http://imperialism.blog4ever.com/blog/index-184959.html

(I can not place it on the bank because rar.files are not accepted and I do not use Winzip, to complicated for me, I prefer to use winrar, more easy to use. You must first download winrar on the net before to download the mod).

Please, take a look and say me what needs to be changed in the mod.

< Message edited by welk -- 1/17/2009 10:23:00 PM >


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RE: Classical Wargame graph mod - 1/17/2009 11:05:23 PM   
Widell


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welk - I think you can create a zip file from winrar as well? I may be wrong as I switched to 7-zip a long time ago...

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RE: Classical Wargame graph mod - 1/18/2009 11:54:27 AM   
welk

 

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Perhaps... But no tried (no more time : all time for modding )

Here is a screen of the 1.2 version of the mod (soon awailable)



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RE: Classical Wargame graph mod - 1/18/2009 12:02:52 PM   
welk

 

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And attack symbols are more now easy to see on the map :






< Message edited by welk -- 1/18/2009 1:36:40 PM >


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RE: Classical Wargame graph mod - 1/18/2009 12:13:01 PM   
british exil


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Nice feature with the attack symbols.

Is it also possible to see/use this feature in the history setting?

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RE: Classical Wargame graph mod - 1/18/2009 12:26:01 PM   
welk

 

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Yes, of course. All the graphs of the mod replace original graph and may be used as default graph, as original default graph. The mod changes 100% default graphs of game concerning map and battle symbols.

(note that the bank site does not accept my winzip file, the file is dammaged when downloaded : I do not undertsand why). Do not us the download link on the bank site : the good link is on my page

The 1.2 version of the mod is now awailable here:

http://imperialism.blog4ever.com/blog/index-184959.html

Take care : acces to this page may be long or sometimes unable : in this case, try another time, after on hours or two)


Screen of 1.2 version : (the imperfection in lak river provides from error of designer in the choised scenario)



< Message edited by welk -- 1/18/2009 2:16:25 PM >


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RE: Classical Wargame graph mod - 1/22/2009 12:17:46 PM   
welk

 

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Work in progress, to give low and high mountains a different look, like a real "boardgame" : Now, moutains of all type may have beautiful look (not "hexagonal look")



This game editor is incredible... Never seen that : all is possible.



< Message edited by welk -- 1/22/2009 9:05:16 PM >


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RE: Classical Wargame graph mod - 1/23/2009 2:42:17 PM   
welk

 

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Work in progress.


Forest are forest of "Boardgame mod". I used these files (with modifications) to create my low and high mountains. Now, the map has the look of a real boardgame.

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RE: Classical Wargame graph mod - 1/25/2009 5:42:25 PM   
welk

 

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Added railroad, 3° level of moutain, and secondary rivers more easy to see ; modified roads and created secondary roads



< Message edited by welk -- 1/25/2009 5:43:19 PM >


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RE: Classical Wargame graph mod - 1/25/2009 10:05:55 PM   
welk

 

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added special "no large" 3° level of moutanin + forest mountains

Due to the fact I will include this graphs in a special private mod ("operationnel AT" = adaptation of the game for just operationnel level battles, without research, build, etc...), I will only give them as graph (without masterfile : players will be able to use them for the use they want in their scenarios.



< Message edited by welk -- 1/25/2009 10:11:18 PM >


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RE: Classical Wargame graph mod - 1/29/2009 10:49:43 PM   
welk

 

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Added orchards, fields and hedged farmland for scenarios 1944 in normandy



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RE: Classical Wargame graph mod - 1/30/2009 11:36:55 PM   
welk

 

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Work in progress (added impassible canyon streams in white, impassibles ravines, railroads with graph founded on the forum (thanks to the author of these excellent rails graphs), new bocage (green with little crosses), 3 kind of road : major, secondary and mountain.



< Message edited by welk -- 1/30/2009 11:38:10 PM >


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RE: Classical Wargame graph mod - 1/31/2009 2:45:00 AM   
Barthheart


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Looks great.

And your welcome for the rail road graphics.


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RE: Classical Wargame graph mod - 1/31/2009 2:27:45 PM   
welk

 

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Thanks. Here is a screen of all new graphs, with new combination of graph ( Swamp in forest, villages in hills, etc.)



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RE: Classical Wargame graph mod - 1/31/2009 6:49:56 PM   
lion_of_judah


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now this is the kind of graphics I'm talking about. When will this be ready to download?

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RE: Classical Wargame graph mod - 1/31/2009 9:59:08 PM   
welk

 

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This night

To download the "beta version" of the mod :
http://www.4shared.com/file/83461356/89c8bca7/Wargame_Mod.html

I builded a little scenario (not finished) with 30 x 30 map to show the possibilities of the new graphs

Thanks for reports (errors, etc.)

Note that this mod is a tool for scenario designer, not for random scenarios, because the IA des not build very good maps with this mod.

I did not place the mod on the bank scenario matrix because I use winrar, and the zip files i create with winrar do not work with the system, it seems. If somebody using winzip want to do it and place the mod on the bank scenario matrix, no problem with that.


Screen of the demo map : (map of the demo scenario). Note that all values have to be completed by the designers using this graph mod : it is a demo tool for scenario creator, not a playable scenario





< Message edited by welk -- 1/31/2009 10:39:15 PM >


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RE: Classical Wargame graph mod - 2/6/2009 12:38:14 PM   
welk

 

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Work in progress to future version of the mod : new look for fields, and official Nato symbols for subformations, to give the game an "universal aspect" (each color corresponds to a weapon type : green = flak, red = armor, yellow = artillery, etc. : so, player has just take a look quicly with colors to know what units content ( it's more easy when units have a lot of SF and when information windows is minimized during game).

There is a little error on the screen I will rectify (Trucks have the Nato symbols for tracked halfstracks) and the flak unit has the Self propulsed Flak NATO symbol.





< Message edited by welk -- 2/6/2009 12:40:51 PM >


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RE: Classical Wargame graph mod - 2/12/2009 11:45:04 PM   
welk

 

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The last situation : plain is now green (with only one kind of forest). It gives a map more clear for eyes.

Terrains are :

Sea
Plain
Forest (no distinction light/heavy forest)
Bocage
Fields
Orchards
Swamp/Marsh (in plain or hills)
Forest +Hills
Forest+mountains
Lake hills or lake mountains
Hilles
Mountains
Highmountains (impassible except for mountains units)
Crests (impassible except for mountains units)
+normal locations type



< Message edited by welk -- 2/12/2009 11:47:49 PM >


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RE: Classical Wargame graph mod - 2/17/2009 6:42:48 PM   
welk

 

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After experimented some bugs in my operationnal masterfile on medium maps (not founded the origin, and infortunatly, no time to search how to have not these problems), I have decided to create little "strategical scenarios" (with maps 30 x 30 or 40 x 40).

So, the scale of the mod will be now not "operationnal scale" but "strategical", as a game like game "Strategic Command 1" (I used forest and mountains of this game).

The new look of the map :





I have tested these new mod with a little scenario and... was rejected in sea by IA : never seen in a game so agressiv and vicious AI...

With this scale and a map 30 x 30 and 10 cities, tge AI need 15/20 sec . to play his turn, never more : very cool.

To create a little fictionnal map needs only 20-30 minutes.

< Message edited by welk -- 2/17/2009 6:48:34 PM >


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RE: Classical Wargame graph mod - 2/19/2009 2:57:24 PM   
welk

 

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The version 2.0 "in test" (work in progress) of the Classical wargame mod is now awailable on my Internet page, with a little scenario demo of new graphs :

http://imperialism.blog4ever.com/blog/index-184959.html

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RE: Classical Wargame graph mod - 3/26/2009 8:35:59 PM   
welk

 

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Some modifications in the mod, work in progress :





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RE: Classical Wargame graph mod - 3/27/2009 8:54:29 AM   
Magpius


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I would love to try this mod, but where is the download link on your blog page?


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RE: Classical Wargame graph mod - 3/27/2009 11:01:50 AM   
welk

 

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Work is almost finished, I shall place a link when it will be completed : I have some parameters to adjust and I have also to translate the " readme " in the english langage, because it contents some important indications to play and to create scenarios with. At this time, the "readme" file is written in french, the langage of the universal superpower named "France"

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RE: Classical Wargame graph mod - 3/27/2009 8:14:11 PM   
Jeffrey H.


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cool looking oil rig.

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RE: Classical Wargame graph mod - 3/29/2009 1:07:48 PM   
welk

 

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The mod is now awailable here :
http://imperialism.blog4ever.com/blog/index-184959.html

At this time, the readme is in french, sorry (difficult to translate)

Please, do not forget to save your original files because some original files will be automatically replaced.

3 directions for the mod :

1- To create classic wargames graphs and to give scenario desingers a tool that allows creation of little operationnel/strategical scenario with a "classic wargame look". Only little or medium scenarios are possible (like "Cherbourg" scenario,etc.), due to the fact that research is disabled (and must stay disabled for correct working of the mod).

2 - To simplify the order of battle : in a strategic game, you have not to manage machines guns and bazookas... All arty units (Campaign arty, heavy arty, AT arty & AA arty) have been integrated in only one type of arty(with adapted parameters for combat : "arty units" have good combat parameters in defense Vs aircrafts or tanks, and good parametrs Vs infantry in attack or defense) : the mod has only great types of units, like classic "paper wargame" : Infantry, armored, engineers, arty, naval forces (including carriers, that are integrated in "War ships" units with adapted parameters), air forces, naval and air transport, ground transport, submersibles,etc. No longer "little types" of units : MG, bazookas, etc. : the entire game has been simplified to avoid "micro-gestion", you have just to manage "great types" of units.

3 - To give reinforcements to AI with events, and to limit the number of production center managed by AI (to have a faster AI with heavy armies)

You may use this mod to do you own mods or to create your scenarios. Each player has at start a big army. Human player must always play Regime N° 0 (ALLIED), AI must play N° 1(AXIS). You may change that, if you adapt the reinforcement event system.

A demo scenario is provided, probably not very interessant, but with army that are voluntary very very very heavy, to demonstrate that IA can be fast with lot of units if reinforcements are given by events and not by a great number of production centers. But you may modify that and to give to AI one or two production center and one or two supply centers. Perhaps, the "start Army" AI and AI reinforcements are too heavy for the awailable AI supply, and you will have to add 1 or 2 supply center for Axis.



When you create scenarios with the mod : do not forget that ALLIED CAPITOL must always be in 5,5 location, and AXIS capitole in 30,30 location on your map. If yous want to change that, see the concerned gameslots in the editor ("settings"). Each capitol MUST be on a sea coast (to be able to receive naval forces).

You may modify the "start army" of each player in the editor ("Events" and "units"). You may also change the % of probability for AI reinforcements (at this time, AI has 30% possibilities to receive reinforcements in each turn = very heavy reinf.)

You may also modify these reinforcements in quality (you have just to modify the concerned predefinitd units)

In editor "Units" :
AI units are units named : "AI R. + Type of unit" (i.e : "AI R. Air" ; "AI R. Armored", etc.)
Human units are units named : juste "Type of units" (i.e : Armored, infantry,etc.)

< Message edited by welk -- 3/29/2009 1:27:01 PM >


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RE: Classical Wargame graph mod - 4/18/2009 1:03:46 AM   
lion_of_judah


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went to your mod site and I have one question? where does one download the mod from because i for one cannot find it. Thanks


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