I'm pretty certain fixing the static guns will make it much harder storming the beaches....maybe too hard. I know in the original TLD the AI likes to put it's AT guns way in the back... I also plan to fix the German troops in the static BGs so they do not deploy in odd places....no more sneaky Germans hiding in the Landing Craft in the water!
But I think the added difficulty will be somewhat offset with the addition of more M4A1 Shermans. I've noticed all the DD tanks are accounted for, but the regular Shermans that were landed directly on the beach are not...also will add extra Shermans to simulate the M4 dozers on the American beaches.
I must also say I really like how the force pools are calculated.....in LSA you input the historical numbers of squads, weapons, vehicles, guns, etc., and based on the difficulty multiplier, your force pool is easily created. Pretty slick...
Sure could use some advice or a tip..banging my head for hours over this..
Made a small test scenario...can get to the Battle Group screen OK, but when I press "Next" to begin the battle, the game crashes CCE.exe to desktop after about 5 seconds..
Can edit other side and preview map no problem..also can switch units out..
When you click next on the BG screen do you see any progress messages after hitting next or does it immediately crash? If you see any progress messages / bars what do they say? How far the loading gets will tell you what is wrong.
Pic attached below is a new BG of the 711. Infanterie-Division. I've created a bunch of new Axis teams with lowered morale and experience to simulate the troops attached to these static divisions. Also lowered the Osttruppen's numbers to better reflect how worthless they really were.
Managed to carefully create a blank graphic to add new patches...but as you can see, text does not show up so well. I'm using GIMP and tried all kinds of settings...but the game will not display correctly. Weird thing is, the graphics look just fine in the Explorer Thumbnail views...
Couple of ideas based on CC standards; 1) white is treated as transparent; so if you used white text make it more grey 2) almost all graphics files are 16bit TGA, if you accidentally save something as 24bit it looks weird
Couple of ideas based on CC standards; 1) white is treated as transparent; so if you used white text make it more grey 2) almost all graphics files are 16bit TGA, if you accidentally save something as 24bit it looks weird
That must be it...I'm using the purest white there is for the text.
That's better....well, at least it's visible anyway..
Mind you I'm no graphic artist...in fact, I'm gonna use the TLD patches where I can for the initial version....maybe convert them to LSA backgrounds later..
How's the general progress so far? Do you have any ETA for a first playable version?
Hello Amgot.
I would say I'm about at the 50% mark..
I'll be the first to admit that I was very dumb to think I could port this over in a few weeks...I wrongly assumed that the two games were not that far apart from release dates and thus shared many attributes.
I couldn't have been more wrong...they are very different.. Hell, it took me about two hours last night just to get the 37mm FlaK from LSA into the mod.
have just realized there are MASSIVE differences in certain weapons.txt and vehicles.txt data fields between TLD and LSA... I converted all of the original TLD .txt files to run in the LSA engine....but the changes are too great to ignore and will affect gameplay..
Not sure yet how to proceed.....need to sleep on it.
have just realized there are MASSIVE differences in certain weapons.txt and vehicles.txt data fields between TLD and LSA... I converted all of the original TLD .txt files to run in the LSA engine....but the changes are too great to ignore and will affect gameplay..
Not sure yet how to proceed.....need to sleep on it.
Yes, in LSA supposedly the the calculations were adjusted for consistency but it does mean WAR/TLD and earlier CC5 data can not be directly used in those areas. Hopefully by looking at LSA data maybe you can come up with a calculation to convert the data....
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One can only wonder why all values have been altered in LSA to no longer be compatible with the preceding 8 releases... and has there been any noticeable improvement after all that work?
Yes, in LSA supposedly the the calculations were adjusted for consistency but it does mean WAR/TLD and earlier CC5 data can not be directly used in those areas. Hopefully by looking at LSA data maybe you can come up with a calculation to convert the data....
Comparing a PaK40 between the two versions vehicles.txt shows a whopping 25 different fields....a Panther G is even worse with 44 changes! I can't make out consistency either.
Taking one field for example: Hull Armor Front Low. For the PaK40 this was reduced 66%, a StuG IIIG 8%, and a Panther G 35%..
I would not mind copying and pasting the LSA data over...but unfortunately, many units in TLD are not present in the LSA data...
So, I'm kinda sad to say...this project is dead.
If Matrix ever decides to bring the TLD data up to LSA standards...I will resurrect it.
< Message edited by TAIL_GUNNER -- 9/25/2011 3:23:33 AM >
You have done lots already, maybe it doesn't have to die.
How does LSA data compare to some of the data on the web? Hopefully the changes made the game closer to what can be found. If so then it might be easy to add missing weapons as you can use the web data....
< Message edited by Tejszd -- 9/25/2011 4:14:57 AM >
You have done lots already, maybe it doesn't have to die.
How does LSA data compare to some of the data on the web? Hopefully the changes made the closer to what can be found. If so then it might be easy to add missing weapons as you can use the web data....
OK..ya got me....I'm a big drama queen... it's not going to die yet....I actually felt bummed all day thinking this was it...
So, right now I'm making a little spreadsheet with all entries that both games share in the vehicles.txt file for a comparison... Hopefully will be able to glean something useful from it..
There is software to compare excel files, a quick google will help you if you need this. Please find the strength to continue, I'm so looking forward to your mod .
oh, I knew in my heart I couldn't abandon it even before I finished typing out that I was going to.....I gots too much time into it! I just thought I was finally past all the dull data manipulation and finally into the fun stuff...creating OOBs and testing.
But it's not as bad as I thought it'd be....edited the first 10 vehicles tonight using comparisons of existing LSA units and a little creative manipulation.
Just spotted a new wrinkle though...I see in LSA there is a new movement to seperate AT guns from tank guns in the weapons.txt file.... Before you would just create one weapon (like the 5cm L/42) and use it for both the AT and KwK versions...now there are two seperate entities..
More number-crunching to look forward to.....can't wait!
Still crunching numbers for conversion of TLD vehicles into LSA guidelines..on the downhill with this arduous task....weapons.txt comes next, should be easier..
No way will it be 100% accurate....but these revised armor numbers should be fairly close..
Noticed in LSA that Allied tanks now have all their AAMGs...I think I will leave these off in this mod as I've read that most were removed by their crews..
However, the appropiate German vehicles will receive their Nahverteidigungswaffe (that's a mouthful)