Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Core of Heroes and Leaders mod

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Lock ‘n Load: Heroes of Stalingrad >> Mods and Scenarios >> RE: Core of Heroes and Leaders mod Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Core of Heroes and Leaders mod - 2/28/2019 7:22:32 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
Not yet Ferebri, but I've asked some friends to generate the code. Be patien, please.

_____________________________

Semper fidelis

(in reply to Firebri)
Post #: 151
RE: Core of Heroes and Leaders mod - 2/28/2019 7:29:09 PM   
Firebri


Posts: 291
Joined: 3/9/2011
From: Bristol
Status: offline
Many thanks, I will wait

(in reply to asl3d)
Post #: 152
RE: Core of Heroes and Leaders mod - 3/2/2019 5:21:57 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
ROWHOUSE:

Any building that occupies more than one hex can be a Rowhouse structure composed of separate Rowhouses.

In a Rowhouse, the hexside that crosses the multi-hex building is considered a "Blocked Hexside", so no unit can cross that hexside.
It is still possible to trace the LOS to the adjacent hex separated by a hexside of the "Blocked Hexside" type.
The prohibition to cross a hexside of the type "Blocked Hexside" is considered in effect for all levels of the Rowhouse building.
There is no graphic sign that identifies a Rowhouse, so it is necessary to discover this characteristic on the game board itself.

In the attached figure, building S7-T6 is a Rowhouse. The unit in the S7 hex can not directly occupy the T6 hex because it can not cross the S7/T6 hexside of the "Blocked Hexside" type of the Rowhouse. First the unit has to occupy, for example, hex T7, spending 1 MF, and then move to T6, spending another 2 MF.





Attachment (1)

_____________________________

Semper fidelis

(in reply to Firebri)
Post #: 153
RE: Core of Heroes and Leaders mod - 3/3/2019 4:05:34 AM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
Rowhouses like in ASL. You are amazing!

(in reply to asl3d)
Post #: 154
RE: Core of Heroes and Leaders mod - 3/4/2019 6:10:50 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
Fortification:

The term Fortification is used to include those elements and structures built in the terrain to prevent or hinder the advance of units through a hex.
Hedgehogs, Long Post, Roads Blocks, Tetrahedrons, Curved Rails, Belgian gates (Element "C") or Stacks are considered Fortifications.
A Fortification is a set of elements that degrade the LOS traced through them.
A Fortification is considered a Whole Hex for the purposes of LOS.
A Fortification provides protection to the units that are in it of TEM +1.
Tracked vehicles spend 6 MP to enter a Fortification hex.
Off-road vehicles spend 9 MP to enter a Fortification hex.
"Road" vehicles are prohibited from entering a Fortification hex.
The infantry spends 2 MF to enter a Fortification hex.


In the attached image several types of Fortifications are shown.





Attachment (1)

< Message edited by asl3d -- 3/4/2019 6:13:47 PM >


_____________________________

Semper fidelis

(in reply to Gerry4321)
Post #: 155
RE: Core of Heroes and Leaders mod - 3/6/2019 5:50:52 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
PILLBOX

A Pillbox is a Fortification counter which has some of the characteristics of the vehicles.
Operationally, a Pillbox is a vehicle with turret, without movement capacity, with a large armor, and located in a bunker hex with a strong protection by terrain effect (TEM).
It is not allowed to enter or exit a Pillbox hex.
The Pillbox has a main weapon that can only fire through the Covered Arc of the Pillbox.
From the Pillbox it is allowed to shoot at any adjacent hex, even if it is not inside its Covered Arc.
Reciprocally, it is allowed to shoot at a Pillbox hex from any adjacent hex, even if it is not within your Covered Arc.
A Pillbox counter must be placed with the gun pointing at a specific hex-spine so as to define the Arc Covered of the pillbox.
A pillbox can vary in size and type of construction as defined by the Strength Factors on the counter.
A pillbox may contain one (but not more that one) Gun.
No vehicle, Personal, or animal may occupy a pillbox.
A pillbox is not an obstacle to LOS.
LOS from inside a pillbox may be traced only within its Arc Covered.


In the attached image, hex A is a Bunker hex.
In the image, the hexes that are inside the Covered Arc by the Bunker are indicated in red.
From A you can not see (shoot) hex B because the obstacle of hex D blocks LOS.
Similarly, from hex C you can not see (shoot) hex B because the obstacle of hex D also blocks LOS.
The LOS is not blocked if from hex A it is fired into the "adjacent" hex D, and vice versa.





Attachment (1)

_____________________________

Semper fidelis

(in reply to asl3d)
Post #: 156
RE: Core of Heroes and Leaders mod - 3/7/2019 5:53:58 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
PILLBOX (AC 180 degrees)

In the attached image, the Bunker hex has a Covered Arc "expanded" up to 180 degrees.
In the image, the hexes that are inside the Covered Arc by the Bunker are indicated in red.





Attachment (1)

_____________________________

Semper fidelis

(in reply to asl3d)
Post #: 157
RE: Core of Heroes and Leaders mod - 3/8/2019 6:43:06 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
BLUFF

A bluff is a very steep cliff with a steep slope that can not be climbed if the unit does not have special equipment for climbing.
For a hexside to be considered a bluff there must be a difference of 2 or more levels of height between the two adjacent hexes separated by the hexside of bluff.
It is not necessary that there be an explicit symbol that evidences the existence of a bluff hexside to be considered as such. It is only necessary that there is a difference of 2 or more levels of height between the two adjacent hexes separated by the hexside of bluff.

In the attached image, the hexside that separates hexes A and B is a bluff, so a unit in hex A can not "climb" to hex B.





Attachment (1)

_____________________________

Semper fidelis

(in reply to asl3d)
Post #: 158
RE: Core of Heroes and Leaders mod - 3/8/2019 8:25:54 PM   
delta07d

 

Posts: 41
Joined: 1/29/2014
Status: offline
Love the new artwork for Historical Module Omaha, cant wait to see the finished product. Keep up the great mod.

(in reply to asl3d)
Post #: 159
RE: Core of Heroes and Leaders mod - 3/9/2019 5:29:24 PM   
Firebri


Posts: 291
Joined: 3/9/2011
From: Bristol
Status: offline
How soon are you talking ? weeks or months ?

(in reply to Firebri)
Post #: 160
RE: Core of Heroes and Leaders mod - 3/9/2019 6:08:58 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Firebri

How soon are you talking ? weeks or months ?


Weeks, of course.........

_____________________________

Semper fidelis

(in reply to Firebri)
Post #: 161
RE: Core of Heroes and Leaders mod - 3/9/2019 6:15:47 PM   
Firebri


Posts: 291
Joined: 3/9/2011
From: Bristol
Status: offline
Thank you.

(in reply to asl3d)
Post #: 162
RE: Core of Heroes and Leaders mod - 3/18/2019 6:44:48 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
The release 3.0 of Heroes and Leaders mod is already available in this same "thread", in the post # 1:

http://www.matrixgames.com/forums/tm.asp?m=4354865#

The main news are:

1.- US Infantry, except PTO (Marines, early US Army)
2.- US Landing crafts of the European Theater Operations
3.- US Aircrafts, except the Marines aircrafts and part of the navy
4.- German and US Spotters
5.- US Corpsman and Wehrmacht Sanitatsdienste
6.- Bunkers and batteries of the German Atlantic Wall
7.- New terrain file for the Historical Modules "American Eagles" and “Omaha.”
8.- New Sprites file
9.- New Events file
10.- New Miscellaneous file.
11.- New Units file.
12.- New rules
13.- Full scenarios of Historical Modules Carentan and Barrikady.
14.- Full panels for Historical Modules Carentan and Barrikady.



_____________________________

Semper fidelis

(in reply to Firebri)
Post #: 163
RE: Core of Heroes and Leaders mod - 3/19/2019 9:31:24 AM   
CHINCHIN

 

Posts: 416
Joined: 9/2/2012
Status: offline
All right! Thanks Asl3d!
The new scenarios soon, no?

I start with the transformation of the silhouettes to counters.

(in reply to asl3d)
Post #: 164
RE: Core of Heroes and Leaders mod - 3/19/2019 7:24:51 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: CHINCHIN

All right! Thanks Asl3d!
The new scenarios soon, no?

I start with the transformation of the silhouettes to counters.


Thank you very much Chinchin for your words.

The first scenario that I will publish next weekend is called "American Eagles Le Gran Chemin."

This first scenario does not use any new counter, that is, the American units that are already available from the Carentan Historical Module are used.

This will leave you some more time to modify the counters in the silhouette format to the traditional format.

_____________________________

Semper fidelis

(in reply to CHINCHIN)
Post #: 165
RE: Core of Heroes and Leaders mod - 3/20/2019 7:49:44 AM   
CHINCHIN

 

Posts: 416
Joined: 9/2/2012
Status: offline
The US Ranger HS unit has 4 movement in the excel, but in the counter it puts 6. I guess it is correct the 4.

< Message edited by CHINCHIN -- 3/20/2019 7:53:04 AM >

(in reply to asl3d)
Post #: 166
RE: Core of Heroes and Leaders mod - 3/20/2019 6:38:51 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
quote:

ORIGINAL: CHINCHIN

The US Ranger HS unit has 4 movement in the excel, but in the counter it puts 6. I guess it is correct the 4.


Right. The correct values are those that appear in the Excel file (4 MF). The counter in traditional format is wrong.

I have already corrected the file in traditional format.

Thank you very much for your help.




Attachment (1)

< Message edited by asl3d -- 3/21/2019 7:23:36 PM >


_____________________________

Semper fidelis

(in reply to CHINCHIN)
Post #: 167
RE: Core of Heroes and Leaders mod - 3/21/2019 1:38:29 AM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
Julio:

Thanks so much for all you do.

Gerry

(in reply to asl3d)
Post #: 168
RE: Core of Heroes and Leaders mod - 3/21/2019 1:39:15 AM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
Thanks very much for making the counters. I love counters!

quote:

ORIGINAL: CHINCHIN

All right! Thanks Asl3d!
The new scenarios soon, no?

I start with the transformation of the silhouettes to counters.


(in reply to CHINCHIN)
Post #: 169
RE: Core of Heroes and Leaders mod - 3/21/2019 7:19:39 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Gerry4321

Julio:

Thanks so much for all you do.

Gerry


You're welcome Gerry,... again.

_____________________________

Semper fidelis

(in reply to Gerry4321)
Post #: 170
RE: Core of Heroes and Leaders mod - 3/24/2019 8:58:17 PM   
Redmarkus5


Posts: 4456
Joined: 12/1/2007
From: 0.00
Status: offline
Looks great but although I have been playing and modding games for decades I can't figure out where the files should go... I have read the instructions but they are veru confusing IMHO

(in reply to asl3d)
Post #: 171
RE: Core of Heroes and Leaders mod - 3/24/2019 9:09:56 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Redmarkus5

Looks great but although I have been playing and modding games for decades I can't figure out where the files should go... I have read the instructions but they are veru confusing IMHO


Hello Redmarkus5,

If I can help you with the installation, you can count on my collaboration.

I recommend that you follow the instructions of the "readme" file step by step.

If you have any problem or any doubt, ask me and I will try to help you.

The installation is very simple. Trust me.

Come on!!!

_____________________________

Semper fidelis

(in reply to Redmarkus5)
Post #: 172
RE: Core of Heroes and Leaders mod - 3/29/2019 5:55:49 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
ANTI-TANK DITCH:

The hexsides of Anti-Tank Ditch simulate the defenses in the terrain to prevent the passage of vehicles through the hexide.

The hexsides of Anti-Tank Ditch are not an obstruction to the LOS nor block it.

There is no additional TEM for an Anti-Tank Ditch hexide.

Only one infantry unit can cross a hexide of Anti-Tank Ditch.

An infantry unit needs to spend 3MF to cross a hexide of Anti-Tank Ditch.





Attachment (1)

_____________________________

Semper fidelis

(in reply to asl3d)
Post #: 173
RE: Core of Heroes and Leaders mod - 3/30/2019 5:15:24 AM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
Hi:

Make a copy of your LnL installation folder.
Look at the folder structure in the Mod. When there are files in a folder in the Mod, copy those files to the same-named folder in your copied LnL folder structure.

All manual if I remember.

Maybe Rico can tell us if JSGME works with asl3d's mod?


quote:

ORIGINAL: asl3d


quote:

ORIGINAL: Redmarkus5

Looks great but although I have been playing and modding games for decades I can't figure out where the files should go... I have read the instructions but they are veru confusing IMHO


Hello Redmarkus5,

If I can help you with the installation, you can count on my collaboration.

I recommend that you follow the instructions of the "readme" file step by step.

If you have any problem or any doubt, ask me and I will try to help you.

The installation is very simple. Trust me.

Come on!!!


(in reply to asl3d)
Post #: 174
RE: Core of Heroes and Leaders mod - 3/30/2019 10:23:53 AM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Indeed, Gerry, you can transform the marvelous work of the amazing ASL3D in mod for JSGME.
This way.




Attachment (1)

(in reply to Gerry4321)
Post #: 175
RE: Core of Heroes and Leaders mod - 3/30/2019 4:39:03 PM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
asl3D

Every time I download the core file the zip seems to contain "Heroes and Leaders mod Scenarios 3.1 20190322"

I thought this was the file with the scenarios?

Thanks.

Gerry

(in reply to rico21)
Post #: 176
RE: Core of Heroes and Leaders mod - 3/30/2019 4:41:39 PM   
Gerry4321

 

Posts: 874
Joined: 3/24/2003
Status: offline
Hi Rico:

Do I have to change the modules.dat file as well as using JSGME.

I appreciate your help.

Gerry


quote:

ORIGINAL: rico21

Indeed, Gerry, you can transform the marvelous work of the amazing ASL3D in mod for JSGME.
This way.





(in reply to rico21)
Post #: 177
RE: Core of Heroes and Leaders mod - 3/30/2019 5:00:12 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Gerry4321

asl3D

Every time I download the core file the zip seems to contain "Heroes and Leaders mod Scenarios 3.1 20190322"

I thought this was the file with the scenarios?

Thanks.

Gerry

Thank you Gerry for detecting the error.

I think that, when uploading ZIP packages to the internet, I was wrong. Another friend has also detected an error in the scenarios.

I think everything is now in place.

Apologies

_____________________________

Semper fidelis

(in reply to Gerry4321)
Post #: 178
RE: Core of Heroes and Leaders mod - 3/31/2019 8:31:53 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
FORTIFIED BUILDINGS:

Given sufficient time and materials, buildings can be converted into miniature fortresses. The actual effects might vary widely (depending on the materials available), but are generalized as follows.

Only buildings can be fortified.

A fortified building does not have a special representation on the board, so it remains camouflaged in the game until it is discovered.

Buildings cannot be fortified during play.

A Fortified Building is not revealed until an enemy unit attempts to enter it or fired on with a result which would be different due to the increased TEM of a Fortified Building.

A fortified building with several levels of height is considered fortified in all its levels.

Except as modified below, Fortified Buildings are treated the same as other buildings.

The TEM of a Fortified Building Location is one greater than usual, e.g., +5 for a stone building and a wooden building.

A fortified building has only one hexside entry. The rest of their hexsides are blocked, both for friendly and enemy units.





Attachment (1)

_____________________________

Semper fidelis

(in reply to asl3d)
Post #: 179
RE: Core of Heroes and Leaders mod - 4/1/2019 5:54:51 PM   
asl3d


Posts: 6531
Joined: 2/6/2017
Status: offline
Omaha Charlie beach




Attachment (1)

_____________________________

Semper fidelis

(in reply to asl3d)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Lock ‘n Load: Heroes of Stalingrad >> Mods and Scenarios >> RE: Core of Heroes and Leaders mod Page: <<   < prev  4 5 [6] 7 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.844