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RE: Sharing Mod ideas - 11/13/2015 2:50:10 PM   
LargeSlowTarget


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Shamelessly self-promoting bump!

In case there are still personal modders out there : My personal mod (based on DBB-C Dec. 8 Start and aiming to make things more "historic") has finally reached a stage I consider “almost finished”. In the spirit of my initial post here in this thread I’d like to share the results. “Almost finished” means I have run out of ideas, but I still have a lot of playtesting to do. Consider the mod as a Beta. Feedback welcome and feel free to plunder ideas and data for your own personal mods.

I cannot upload a Word Doc through the forum software, so here is a Google Drive link to the documentation. It contains some ranting about the background of my mod, the "changelog" with some pictures and the links to the scenario files, pwhexe.dat files, Art and Map files.

For what it is worth.

Cheers,
LargeSlowTarget

Edit: Corrected link

< Message edited by LargeSlowTarget -- 11/13/2015 4:18:47 PM >


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Post #: 31
RE: Sharing Mod ideas - 11/14/2015 12:56:42 PM   
Skyros


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Awesome!

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Post #: 32
RE: Sharing Mod ideas - 11/14/2015 1:28:29 PM   
John 3rd


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LST: Looks great. I've always found that 'almost finished' means NEVER completely finished! Best of luck Sir.

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Post #: 33
RE: Sharing Mod ideas - 11/15/2015 12:52:55 AM   
LargeSlowTarget


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Yes, probably never finished, I call it the "eternal beta" . Glad you like it.

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Post #: 34
RE: Sharing Mod ideas - 11/15/2015 4:09:16 PM   
Yaab


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A very interesting mod indeed. Any way to create the AI files for this? I renamed scen28 AI files to scen49 AI files, but got no Jap AI activity on turn 1.

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Post #: 35
RE: Sharing Mod ideas - 11/16/2015 7:49:24 AM   
CaptBeefheart


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I see you have water distillation ships. Well, in that case, you'll need to add a brewery ship.

Cheers,
CC

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Post #: 36
RE: Sharing Mod ideas - 11/17/2015 10:32:43 PM   
LargeSlowTarget


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quote:

ORIGINAL: Yaab

A very interesting mod indeed. Any way to create the AI files for this? I renamed scen28 AI files to scen49 AI files, but got no Jap AI activity on turn 1.


The mod is based on DBB-C Scen 29. You may try DBB-A Scen 29 AI files, but the Babes website says it does not make sense to try an AI game with the c variant. But there have been claims by forumites that it does work. Maybe there is no activity because I have deleted most of the first-turn invasions originally designed to help the AI. I have never touched AI scripts, since I lack the knowledge and haven't played against the AI for years. Maybe some forumite with AI experience will chime in. Sorry.


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Post #: 37
RE: Sharing Mod ideas - 11/17/2015 11:03:11 PM   
LargeSlowTarget


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quote:

ORIGINAL: Commander Cody

I see you have water distillation ships. Well, in that case, you'll need to add a brewery ship.

Cheers,
CC


I was thinking about it! Did find info on the Agamemnon, but did not know she had a sister ship. Not completed before the end of the war so not included. Also hard to model - while raising morale they should also raise instead of lowering disruption >

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Post #: 38
RE: Sharing Mod ideas - 11/24/2015 6:47:50 AM   
LargeSlowTarget


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I'll note errata for my mod here, things I noticed while testing or reading the forum :

ship 4314 AVD McFarland > should be part of TF 8418, not 8417

LCU slots 6034, 6035,06036 > parent unit should be 6032, not 6033

LCU 7396 > wrong TOE ID 2646, should be 2648




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Post #: 39
RE: Sharing Mod ideas - 11/24/2015 1:03:08 PM   
Yaab


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quote:

ORIGINAL: LargeSlowTarget


quote:

ORIGINAL: Yaab

A very interesting mod indeed. Any way to create the AI files for this? I renamed scen28 AI files to scen49 AI files, but got no Jap AI activity on turn 1.


The mod is based on DBB-C Scen 29. You may try DBB-A Scen 29 AI files, but the Babes website says it does not make sense to try an AI game with the c variant. But there have been claims by forumites that it does work. Maybe there is no activity because I have deleted most of the first-turn invasions originally designed to help the AI. I have never touched AI scripts, since I lack the knowledge and haven't played against the AI for years. Maybe some forumite with AI experience will chime in. Sorry.



Well, on turn two the AI kicked in. Wish you retained the first turn moves for the AI. Nonetheless, congrats on a very interesting mod!

BTW, am I seeing this right? Ki-51 is now a dive-bomber?

< Message edited by Yaab -- 11/24/2015 2:09:08 PM >

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Post #: 40
RE: Sharing Mod ideas - 11/27/2015 3:57:57 PM   
LargeSlowTarget


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quote:

ORIGINAL: Yaab
BTW, am I seeing this right? Ki-51 is now a dive-bomber?


There have been discussions about it here and elsewhere if it was or not. According to this book it did well in a "limited dive bombing role". Maybe it wasn't a full-fledged DB like the Stuka, Val or Dauntless, but well, it was used as DB. I am even considering it to giver her an armor value of 1, since it had pilot protection.


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Post #: 41
RE: Sharing Mod ideas - 11/28/2015 5:54:06 AM   
paradigmblue

 

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I had a question about your off-map occupied Europe hex. An allied LCU spawns there to switch control of the hex according to your notes.

How do you force the allied LCU to spawn at a hostile hex and not delayed 1 month at a national base?

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Post #: 42
RE: Sharing Mod ideas - 11/28/2015 7:16:42 AM   
LargeSlowTarget


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Good question, did not think about that and did not play into 1945 yet to test it *sheepish grin*. I will try to rectify this with an amphib TF that spawns at the appropriate time and place.

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Post #: 43
RE: Sharing Mod ideas - 12/5/2015 6:22:50 PM   
paradigmblue

 

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Can I ask you how you edited the hex files to create the new hex? I'd like to add the Occupied Europe hex to Focus Pacific, but editing the hex files is beyond me. El Cid tried to share the hex editor with me, but my computer insists that it is a virus and refuses to download it.

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Post #: 44
RE: Sharing Mod ideas - 12/8/2015 11:09:53 PM   
LargeSlowTarget


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Just using the AE editor to create a base and the hex editor to change the terrain type to coastal. Some security programs treat zip
-files containing an exe as potential malware and block them. If you trust the sender, you may disable the protection temporarily in order download the zip containing the editor.

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Post #: 45
RE: Sharing Mod ideas - 1/20/2016 11:46:55 AM   
LargeSlowTarget


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I have a day off this friday and am looking forward to spend some time with the editor to fix things in my mod. If anyone has taken a look at it and found issues / errors, please do not hesitate to comment here or by PM. Thx.

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Post #: 46
RE: Sharing Mod ideas - 6/29/2016 1:02:51 AM   
Falken


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From: ON, Canada
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Hi,

Is this mod still being maintained. I see that you were going to make some final changes/adjustments to your MOD. Have these been completed?

Your MOD looks very interesting from a Historical perspective, but wanted to make sure that the link I had was still current.

Thanks

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Post #: 47
RE: Sharing Mod ideas - 6/30/2016 3:32:08 PM   
LargeSlowTarget


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Positively surprised to find this thread resurrected .

Yes, I'm still fiddling with the mod now and then, correcting data glitches and typos as I find them, also made small changes and additions and even retracted one or two decisions.

For example, I have reworked the Dutch, Oz and NZ ground force OOB - mostly name and TO&E changes inspired by the changes in the last DBB version (my mod was based on an older version of DBB), but not copying them 1:1 due to my own designs.

Borneo has seen some changes regarding Singkawang II and Samarinda II "secret" airfields. The useless inland dot base on Borneo whose name eludes me at the moment is now a dot base on Timor and may see some Dutch and Australians fighting a (historic) guerilla campaign.

Latest additions are two civilian floating drydocks in Australia and New Zealand (Newcastle dock and Jubilee dock at Wellington) which got "conscripted" into military service.

On the other hand, I have given up on the "victory points" devices to add VP value to the civilian and small "special units" (codebreakers etc.) - these devices with load cost of 0 tended to disappear when the units were loaded on a ship or plane. The TOE of those LCUs have been cleaned.

I just re-started the "final" playtesting H2H match for the umpteenth time, but it will proceed very slowly due to RL and PBEM.

In short, my mod is still not finished and probably never will be, but I have run out of ideas. I will try to gather the files this weekend and post them here.

< Message edited by LargeSlowTarget -- 6/30/2016 3:36:18 PM >


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Post #: 48
RE: Sharing Mod ideas - 6/30/2016 4:24:52 PM   
traskott


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Where can we find this mod?

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Post #: 49
RE: Sharing Mod ideas - 6/30/2016 11:08:59 PM   
Falken


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Thank you very much LST.

I have been looking at this one for a while, and really wanted to try it out. Thanks for the reply. I'll wait for your next update then before I start my game

Thanks for the reply. I really appreciate it.

So many good MODs are out there now, DBB, BigB, RA, etc., but I luv the fact that you have tried to make yours even more "historical" as possible.

Can't wait to try it....


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Post #: 50
RE: Sharing Mod ideas - 7/4/2016 3:35:20 PM   
LargeSlowTarget


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Hi,

as promised, here are dropbox links to the latest "release candidate" version of my mod :

Documentation

Art

Map

pwhexdat

Scenario (updated July 06)

Enjoy,

< Message edited by LargeSlowTarget -- 7/6/2016 2:30:38 PM >


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Post #: 51
RE: Sharing Mod ideas - 7/4/2016 11:18:02 PM   
Falken


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Thanks LST, really appreciate it.

I"ll download and give it a whirl. I'm still reading the changes in your word documentation. So if I understand the documentation properly, if we want to see your special RR, etcl, then we must use your Map, correct? and we need to use the HEX version as well? I am a really big fan of ChemKid's map, and just want to make sure that they are not compatible before I switch... I'm assuming that it is important to see your map "visual changes".

I normally use the Yamato non-hex Sunny version, so this will be a big visual change for me.

Thanks again....

<edited - added a context statement to the Map question>

< Message edited by Falken -- 7/4/2016 11:52:34 PM >

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Post #: 52
RE: Sharing Mod ideas - 7/5/2016 2:28:43 AM   
Falken


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Hi LST,

me again :).. i've downloaded your files but I can't seem to get the Scenario to show up in the list for a new game. Could there be a missing CMT file or some other file missing in the Scenario download?

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Post #: 53
RE: Sharing Mod ideas - 7/5/2016 12:28:13 PM   
LargeSlowTarget


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Hi,

Oops, sorry for the scen file fail. I had to grab and post the stuff in a hurry and had no time to check the zip files with an actual test installation.

I am at work right now, will check that out as soon as possible - RL permitting.


Concerning the map, I use Chemkids Topo map "World in Flames" style with ocean dots because I like the "Google Earth" look better than the Yamato style and the dots are less intrusive than hex sides. I have slightly revised it, for example to add some markers and the "missing" railroads / roads to match my pwhexdat file. You can use whatever map you want and use the "r" and "y" keys to check the road/railroad grid.

Cheers,

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Post #: 54
RE: Sharing Mod ideas - 7/6/2016 2:29:19 PM   
LargeSlowTarget


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Files scen049.cmt and aei049.dat were missing - link updated.

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Post #: 55
RE: Sharing Mod ideas - 7/9/2016 9:59:13 PM   
Falken


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Thanks LST,

With the files added, I was able to load and start the scenario. 2 issues so far, after running the Dec7th non-historical day as specified (i.e. with no orders on both sides as per house rule in doc, one of the first battles is with a couple of PG IJN ships, the Toba, the Atami, and the Ataka. Two of those were shown in the combat replay in "purple background" (i.e. I think from TransP folder instead of the Back folder, i think).

Second issue, is after the turn, and after taking Kota Bharu, when I try to run the Dec 8th Tracker turn update, it crashes on a 'base comparable size' issue. Sorry, did not write down the exact wording. It must be having an error on the Kota base as it's the only one that changed hands, and I had been able to produce a clean Dec 7th Tracker file.

Trying to see if I can figure out how to fix these two before continuing.....

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Post #: 56
RE: Sharing Mod ideas - 7/12/2016 7:33:43 AM   
LargeSlowTarget


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Strange, the purple "shil" files look ok in the editor - I'll run a battle to check.

Never have used Tracker, no idea about the "base comparable size" issue. The base is functioning just fine in the game.


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Post #: 57
RE: Sharing Mod ideas - 7/12/2016 11:51:01 AM   
Falken


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Hi LST,

Thanks, as far as the error, I just ran tracker again for the Dec 8th turn, and this is what I get:
"Error comparing bases (COMPAREBASE_UNEQUALSIZE)".

Unfortunately, I am not a Tracker expert, so have no idea what the problem is, or how to resolve it. Thanks for the reply though, I appreciate it.

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Post #: 58
RE: Sharing Mod ideas - 8/6/2016 8:27:30 PM   
Herrbear


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Thank you for the update.

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Post #: 59
RE: Sharing Mod ideas - 8/12/2016 3:18:35 PM   
LargeSlowTarget


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@Falken: Yes, the graphics of some Japanese river gunboats have traces of purple left around the hulls - shoddy work on my part, but all I have to create ship graphics is Windows Paint... No biggie in my opinion, those gunboats won't show up in surface fights often.
Concerning the tracker problem: I have changed bases sizes - maybe Tracker has stored data from a different mod and expects different base sizes?

@Herrbear: Thx - I have another version in the works with minor tweaks, corrections, a few new elements as well, but will do some more testing before releasing it - probably in a new, more visible thread.

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