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RE: 653N Mod - 2/21/2018 8:02:38 PM   
sPzAbt653


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Ah cool, thanks Bill. So to cover the other possibility I think I should add a mirror event that is '115 [2] [100] [0]', because either one or the other will fire, not both.

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RE: 653N Mod - 2/23/2018 7:16:49 PM   
BillRunacre

 

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Yes, that'll be best. It wouldn't work with most script types, but it will with a CONVOY script that is TYPE= 2.

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Post #: 122
RE: 653N Mod - 2/24/2018 12:47:26 AM   
sPzAbt653


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Oops, I didn't realize the type of event would matter. It is a decision event I have in 653N about the US supporting Free France. YES allows the Free French units to be eligible to arrive. I always take it, the computer seems to never take it, so I was trying to track down why [it is set to AI = 100%]. If I continue to have trouble with it, I will get back to you. Thanks

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Post #: 123
RE: 653N Mod - 5/10/2018 1:57:30 PM   
Rodimstev

 

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Hi SPzAbt653,

i just load your MOD (653N)

but i think i have a issue : because i had just one sort about naval unit....(submarine) for each country and i think it is not possible...

just see below


thanks a lot for your answer
Rodim

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Post #: 124
RE: 653N Mod - 5/10/2018 2:55:38 PM   
sPzAbt653


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Hi Rodimstev - see the 653ModDNotes document for lots of important stuff, like:

Naval game:
Most of the Naval units from the stock game are not in this scenario. Both sides have Subs and a few Destroyers.

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Post #: 125
RE: 653N Mod - 5/10/2018 4:39:34 PM   
Rodimstev

 

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hi sPzAbt653,

thanks a lot

the next time i will read this notes document before to quote....

Rodim

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Post #: 126
RE: 653N Mod - 5/10/2018 11:58:00 PM   
sPzAbt653


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It's ok, I think most of us don't like to have to read a whole lot, and tend to lose interest if we do. Unfortunately, the next version will have even more notes, and may even include a few passages re-written from the manual. But hopefully, the notes are overkill and players can still play and then only have to refer to the notes when a question arises. Or ask here

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Post #: 127
RE: 653N Mod - 5/14/2018 4:28:04 AM   
gwgardner

 

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quote:

ORIGINAL: sPzAbt653
the next version will have even more notes, and may even include a few passages re-written from the manual.


Any expected release date on that new version, and some info on what your changing? Pretty please?

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Post #: 128
RE: 653N Mod - 5/14/2018 7:13:09 AM   
sPzAbt653


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Well, I've been tinkering with Supply and Resource Values, and focused MPP's more on Mines and Oil, and added in some more historic options that didn't happen historically but could be an option under certain circumstances. I've been considering possibly doing an AAR type thread here in the Design Forum showing some of this stuff, thereby having it open for possible discussion and comments.

I've got to get it to where the major things work properly before I do that, otherwise it is a waste of time for anyone who is interested.

Edit: My current game just ended so I think I talked myself into doing that AAR, in a separate thread.

< Message edited by sPzAbt653 -- 5/14/2018 3:27:23 PM >

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Post #: 129
RE: 653N Mod - 5/23/2018 5:44:01 PM   
ReinerAllen

 

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Why is the map so ... green?

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Post #: 130
RE: 653N Mod - 5/23/2018 9:24:13 PM   
Cataphract88


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Nurgle's Rot?

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Post #: 131
RE: 653N Mod - 5/23/2018 9:36:09 PM   
sPzAbt653


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As seen here:
http://www.matrixgames.com/forums/tm.asp?m=4333665






Attachment (1)

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Post #: 132
RE: 653N Mod - 5/23/2018 9:38:17 PM   
sPzAbt653


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You guys are European I would guess, and it has been pointed out to me that Europeans would not be fond of this particular Map Mod. I certainly hope that it isn't as repulsive as the Lord of Plague's work !

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Post #: 133
RE: 653N Mod - 6/18/2018 7:37:12 PM   
sPzAbt653


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Updated Post #1 to include v1.7

It looks like DropBox has rearranged its page since last I was there, but you still click the Download button at the upper right, and then skip the sign-in if you want by clicking at the bottom of that window, then continue to download the zip.

< Message edited by sPzAbt653 -- 6/18/2018 7:41:51 PM >

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Post #: 134
RE: 653N Mod - 8/8/2018 1:19:00 AM   
GungaDin16

 

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Sorry if I just missed something here but when I copy the 653N files into \campaigns I don't get any .cgn or .dat files under campaigns. is that why it doesn't show up in my 'load campaign' menu? Thanks.




Attachment (1)

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Post #: 135
RE: 653N Mod - 8/8/2018 7:42:16 PM   
BillRunacre

 

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Hi GungaDin16

Is the cgn file included anywhere in the download? Only that is essential for play.

If not perhaps take another look at the Dropbox page as hopefully you'll find it there.

Bill

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Post #: 136
RE: 653N Mod - 8/9/2018 2:40:13 PM   
GungaDin16

 

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Thanks Bill - I did find the cgn file and put it in place but the scenario is still not listing. Do I need a .dat file as well?

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Post #: 137
RE: 653N Mod - 8/10/2018 8:03:35 PM   
sPzAbt653


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The cgn file is included in the dropbox file. I see you found it, very good.

The dat file is not needed - it is generated the first time you run the mod.

Looking at the file path at the top of your screenshot, you have placed 653N in a 'backup' folder, which may be why it is not showing in your Campaigns list.

< Message edited by sPzAbt653 -- 8/10/2018 8:04:35 PM >

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Post #: 138
RE: 653N Mod - 8/11/2018 8:27:09 PM   
BillRunacre

 

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You're right sPzAbt653, the cgn file will need to be in the Campaigns folder

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Post #: 139
RE: 653N Mod - 8/13/2018 2:22:10 PM   
GungaDin16

 

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What's happening is that each time the game launches it creates a new folder and names it 'Backup Campaign' and sticks the new mod in there and changes the campaign folder to 'read only'. I tried changing everything to 'not read only' but the game keeps switching it back.

Any idea why this is happening?

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Post #: 140
RE: 653N Mod - 8/14/2018 9:33:16 PM   
GungaDin16

 

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OK One more try. I completely screwed up the rights to the Mygames folder and cant get them back. So...I downloaded and installed my Matrix version of the game in a different folder and updated it to 1.14.

1 - Will this mod work with the matrix version?

2 - If so, where to I place the 653N files?

THANKS

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Post #: 141
RE: 653N Mod - 8/14/2018 9:50:17 PM   
sPzAbt653


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I can't answer that so we'll have to wait for someone with more technical expertise to respond, or possibly you can open a ticket with Matrix Support.

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Post #: 142
RE: 653N Mod - 8/15/2018 7:04:03 PM   
BillRunacre

 

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I agree that raising a ticket might be best. Hopefully they'll be able to work it out for you.

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Post #: 143
RE: 653N Mod - 8/24/2018 4:07:58 PM   
GungaDin16

 

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Hey I got 653N working and it looks great. Quick question though - were the names of the generals eliminated or am I still not set up correctly?

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Post #: 144
RE: 653N Mod - 8/24/2018 10:53:04 PM   
sPzAbt653


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I settled on Army and higher HQ Names instead of the general's names. Trying to keep general's names historical as the war progressed was a bit much.

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Post #: 145
RE: 653N Mod - 10/22/2018 10:04:08 PM   
ivanov


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I haven't tried this mode yet but I'm wondering about the "convoy" system. If the convoy lines were replaced by the convoy locations, then the Allied player may just send the destroyers to sit on those locations. Sure the Allies don't have enough destroyers to cover all the locations but such a permanent area denial takes out the "cat and mouse" feel from the game.

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Post #: 146
RE: 653N Mod - 10/22/2018 11:23:55 PM   
sPzAbt653


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An Allied Destroyer sitting on a location does not create a permanent area denial because subs can force them away. The reality is that it's Cat and Mouse for the entire scenario.

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Post #: 147
RE: 653N Mod - 10/23/2018 12:18:43 AM   
ivanov


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Subs chasing away the destroyers? Doesn't seem very realistic to me. It's your design, your choices but if I understand your intentions correctly, you wanted to make this mod more historical. If that's the case, the destroyers should be the hunters, not the other way around.

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Post #: 148
RE: 653N Mod - 10/25/2018 2:08:47 PM   
sPzAbt653


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quote:

if I understand your intentions correctly, you wanted to make this mod more historical.

You don't understand. The Naval aspect is heavily abstracted.

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Post #: 149
RE: 653N Mod - 12/12/2018 4:41:30 PM   
Oxybeles


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Having graphical glitches with the blue front line, as it just disappears. Does not happen with the 653H mod.

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Post #: 150
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All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> RE: 653N Mod Page: <<   < prev  3 4 [5] 6 7   next >   >>
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