RE: HUSKY and others (Full Version)

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Dili -> RE: HUSKY and others (1/14/2018 8:47:31 PM)

No just the last one i think. Make a copy of your game directory and overwrite it with this.




Dali101 -> RE: HUSKY and others (1/16/2018 8:28:39 PM)

Each uploade contains a full version of the mod.
The last (version 2.0) I released 1/8/2018.
Upload this version to a copy of the original AE.

Every my uploade is valid for 30 days.




Dali101 -> RE: HUSKY and others (2/17/2018 12:47:12 PM)

Small upgrade pwhexe.dat

http://leteckaposta.cz/568712790




Dali101 -> RE: HUSKY and others (2/26/2018 8:16:04 AM)

New Version 2.1

Finally, I can offer you a larger and more valuable scenario 27.
Still many unfinished (primarily Balkan battlefield and AI behavior)
In Scenario 26 only minor changes and repairs.
I will describe in more detail later.

Link:

http://leteckaposta.cz/696203874




Dali101 -> RE: HUSKY and others (3/1/2018 6:34:23 AM)

Introduction to the mod WitM ver2.1

Presently there is 2 scenario in play and 1 scenario under development:
SCN 26 7.7.1943 , 90 turns “Operation Husky“
SCN 27 2.6.1943 , 280 turns “Operation Husky Long“ (mini campaign, extending the previous scenario SCN 26)
SCN 28 1.10.1942 , cca 600 turns “From Operation Torch“ (Under development).

Legend:

Axis side:
Germany in the mod is in position of IJ Army.
Italy, Hungary, Bulgaria, Romania, Croatia, French Vichy, Slovak State in the mod in position of IJ Navy

Allied side:
Great Britain in the mod is in position of British
France (FFr) in the mod is in position of French
Greece in the mod is in position of Commonwealth
Belgian in the mod is in position of Commonwealth
Netherland in the mod is in position of Dutch
Canada in the mod is in position of Canada
USA in the mod is in position of US Army
US Navy in the mod is in position of US Navy
Australia in the mod is in position of Australian
New Zealand in the mod is in position of New Zealand
India in the mod is in position of India
South Africa in the mod is in position of Commonwealth
Poland and Czechoslovakia in the mod is in position of Commonwealth
Yugoslav in the mod is in position Chinese.


Date:
SCN 26 8.7.1943 , 90 turns
SCN 27 2.6.1943 , 280 turns




Dili -> RE: HUSKY and others (3/1/2018 8:31:01 AM)

Nice growing of the map.

First note in the Italian ships most torpedoes don't show their names.
typo in Vittorio Veneto BB, its 120mm guns are only for illumination, so should not be present.




Dali101 -> RE: HUSKY and others (3/2/2018 7:21:08 AM)

Hi Alex,
thank you for refining. Illumination cannons are on multiple boats. Probably unnecessary ...
We'll look at the torpedoes together. The Italian Navy had quite a lot of types.

I will continue to expand the map. The next scenario will be the complete Balkan and Greek battlefields.




Dali101 -> RE: HUSKY and others (3/2/2018 7:38:57 AM)

SCN 27
What is not done ...

The map will expand slightly.
I want to portray the Balkan battlefield and bloody NLAY fight.
Missing some small Italian and German ships.
The navy of these states are ready for about 90%.
I have a little problem with the status of the Italian merchant shipyard in this period.
(I'll be grateful for every possible asset)
There is still something to do on the PWHEX.dat file. Missing some rivers and railways.
But mostly in the marginal parts of the battlefield.
Missing many graphics details, aircraft icons, unit characters etc ...

The game is currently suitable for the PBEM game. But the situation of the axis side is of course very difficult.
AI behavior is only at the beginning. The concept of AI behavior will be historical
progress. With some tolerance, especially time (sometimes AI gathers the necessary means of invasion in three days and sometimes in ten days ...).
I'm looking for the opponents for the PBEM game. Especially for testing purposes.

Thank you all for your emails and mail. I will continue in the development. D.

btw:I apologize to everyone for my bad English.




Dili -> RE: HUSKY and others (3/2/2018 3:00:36 PM)


quote:

ORIGINAL: Dali101

Hi Alex,
thank you for refining. Illumination cannons are on multiple boats. Probably unnecessary ...
We'll look at the torpedoes together. The Italian Navy had quite a lot of types.

I will continue to expand the map. The next scenario will be the complete Balkan and Greek battlefields.


I mean the torpedo names don't show up in some ships, it is blank.






Dali101 -> RE: HUSKY and others (3/3/2018 9:09:47 AM)

It is a mistake . I accidentally erased the 53.3cm torpedo from the devices.
I'll issue a fix soon.




Dali101 -> RE: HUSKY and others (3/5/2018 8:51:10 AM)

Correction of missing Italian torpedo. Bugs in scenario27.

(upload only scenarios27)

http://leteckaposta.cz/759331014




Dali101 -> RE: HUSKY and others (3/9/2018 9:19:48 PM)

I need to specify that my mod is being processed in the latest official version of 1.7.11.24.
I'm currently evaluating the suitability to upgrade to version 1.8.11.26 (a or b ??)




Dali101 -> RE: HUSKY and others (3/14/2018 7:55:48 AM)

New screenshot pack in SCN WitM27

http://leteckaposta.cz/235290967




tarkalak -> RE: HUSKY and others (3/16/2018 1:04:45 PM)

Do you model/plan to model the countries that switched sides midwar in the allied OOB?

I mean Italy, Romania and Bulgaria?




Dali101 -> RE: HUSKY and others (3/17/2018 12:51:35 PM)

Partially yes. It is planned.
At least in Italy, it is now under development. After the surrender of Italy, RSI will be created in the north.
And in the south (it is necessary to occupy Palermo allies) west allies.

It does not have the final state yet. I still improve and finish.

Bulgaria and Romania are still part of this mode (temporally and partly geographically), and their change to state allies is technically problematic. So here ...




Dali101 -> RE: HUSKY and others (3/26/2018 3:29:23 PM)

Black Day of the Italian Navy (from the ongoing PBEM game):

Day Time Surface Combat, near Bizerte at 78,172, Range 13,000 Yards

Japanese aircraft
no flights

Japanese aircraft losses
IMAM Ro.43: 3 destroyed

Japanese Ships
BB Littorio, Shell hits 22, and is sunk
BB Andrea Doria, Shell hits 7, on fire
CL Duca D'aosta
CL Eugenio di Savoia, Shell hits 1
CL Scipione Africano, Shell hits 1
DD Euro, Shell hits 3
DD Dardo, Shell hits 1, on fire
DD Grecale, Shell hits 5, and is sunk
TB Cassiopea, Shell hits 1, on fire
DE Lira
DE Impavido, Shell hits 1
TB T3, Shell hits 1, and is sunk
TB Insidioso, Shell hits 1

Allied Ships
BB Valiant, Shell hits 2
BB Warspite, Shell hits 1
BB Nelson, Shell hits 1
BB Rodney, Shell hits 2
CL Aurora, Shell hits 1, on fire
CL Penelope, Shell hits 2
DD Faulknor
DD Inglefield
DD Eclipse
DD Eskimo, Shell hits 1, heavy fires
DD Laforey
DD Lookout
DD Loyal

Low visibility due to Rain
Maximum visibility in Rain: 15,000 yards
Range closes to 19,000 yards...
Range closes to 13,000 yards...
CONTACT: Allies radar detects Japanese task force at 13,000 yards
Wootten, M.L. crosses the 'T'




Dali101 -> RE: HUSKY and others (5/10/2018 11:34:19 AM)

Small upgrade pwhex.dat

http://leteckaposta.cz/308919929




verdugo94 -> RE: HUSKY and others (5/14/2018 11:46:06 AM)

I want to download the mod but I am unable from the links that you provided, could you please reupload them? Thanks [:)]




Dali101 -> RE: HUSKY and others (5/14/2018 12:12:31 PM)

I write it in earlier posts.
Each upload has 33 days of life.

But I'm just ahead of WitM 2.2. Please wait a few days and it will be released. Dali




verdugo94 -> RE: HUSKY and others (5/14/2018 1:02:32 PM)

Ok, thanks you




Kull -> RE: HUSKY and others (5/17/2018 3:44:39 PM)

How were you able to address the issue of personal names? Many names are editable in the scenario files, but the engine has to generate a lot of new ones as the game progresses, in particular pilot replacements. I'd asked about modding those once, and was told they are hardcoded - were you able to solve that?




Dali101 -> RE: HUSKY and others (5/18/2018 2:31:58 PM)

I will respond in detail to you in the mail.




Dali101 -> RE: HUSKY and others (5/18/2018 2:34:26 PM)

WitM 2.2

http://leteckaposta.cz/473379336

I will write details later. Dali




Dali101 -> RE: HUSKY and others (5/21/2018 1:13:05 PM)

WitM ver 2.2
What's new....

The version primarily focused on scenario 27.
Scenario 26 remained almost unchanged.

Scenario 27 has a slightly enlarged map. The scope is similar to the previous version.
In addition, it includes the Balkan battlefield and the fight of NLYA units. It's a little experimental, but it's already tested and functional.
The AI scenario is further enhanced. There are many minor and more significant changes to the experience of the ongoing PBEM game.

There is a date for the game, the number of turn is 580. It can be played all year 1944 and occupy Italy.

As always, many details are not complete .....




Dali101 -> RE: HUSKY and others (5/23/2018 12:56:11 PM)

Small upgrade version 2.2.
Fix some parameters and add HEX ON graphical files.

I recommend applying.


http://leteckaposta.cz/786023363




Dali101 -> RE: HUSKY and others (6/25/2018 5:24:23 PM)

WitM 2.3 (complete upload)

http://leteckaposta.cz/691973659






Dali101 -> RE: HUSKY and others (7/2/2018 12:59:31 PM)

Small upgrade SCN27 and pwhex.dat

http://leteckaposta.cz/201665760




Dali101 -> RE: HUSKY and others (7/30/2018 1:39:53 PM)

Upload complete version WitM 26 and 27:

http://leteckaposta.cz/916299138




adarbrauner -> RE: HUSKY and others (8/1/2018 8:43:19 AM)

If the map is enlarged so to equal 20 miles per hex (BTW a brilliant solution), and ships speed doubled accordingly to adequate, "speed" of LCUs has remained calibrated for 40 miles hex, right? Meaning they are "slower" here, isn't it?




Dili -> RE: HUSKY and others (8/1/2018 5:51:17 PM)

I have been playing with Dali, the author of this scenario, yes and ship range is also increased to double. But the naval combat results make this increase of speed problematic in my opinion. Submarines are not very efficient with ships speeds as they are - maybe doubling torpedo accuracy or speed will improve it. As it is ship speed in my opinion is not warranted and gives more problems than it fixes. Yes, remaining has they are it turns ship slower but for the closed confines of Mediterranean makes possible what happened historically several attacks per day against shipping.

The issue with land units speed exist and only somewhat can be offset making better roads. Since it is said that land combat tempo is considered too fast by some experts maybe the issue is not so bad, but i don't have an opinion yet.

It is what is possible with constraints. Of course Dali would have his opinion, hope he have time to post them.




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