US87891 -> RE: modding aa in an exisiting game.. (8/26/2012 6:53:04 PM)
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ORIGINAL: gmoney I've read that the DBB mod has significanty altered the AA, and from what I've read its for the better. My question is, were these changes to the device or the actual coding/formulae for AA fire? If possible, I'd like to fix the AA problem without a restart. I am playing a slightlly modified scen 1, with both sides recieving apx 20 fighters more of thier primary fighter force in the early war (p40e for allies, A6m2 for IJ) and 10 fighters more of their CV A/C (a6m2 again-for a bonus of 30 per month and f4-f3 for allies). Thus as i understand it i can modify devices in an ongoing game (wouldn't be possible in true scen1). Assuming it was a Database mod done by DBB, any chance you guys could either release the AA mods seperate, or at least give me a general idea of how much they were changed so i can mod them myself? Its depressing to read AARS where 50 planes attack a TF with Massive AAA capability and discover only 2-3 A?C are destroyed and a similar number damaged, just seems to be very unreaistic. AA shot down more planes in WW2 than any other means, and American TF's in particular were bristiling with AA and could inflict serious hurt on enemy Air raids. Thanks for any help, gmoney It is a database mod. More than 150 device slots were modified. And it uses the 'special' fields that don't show up in the editor, but do on the 'special' July, 2011 WitploadAE. No it cannot be released separately. If you need it, then take either a BabesLite or BigBabes device file (they are different) and rename it to your mod and add your mods things to it. Matt
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