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RE: Core of Heroes and Leaders mod

 
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RE: Core of Heroes and Leaders mod - 2/28/2019 7:22:32 PM   
asl3d


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Not yet Ferebri, but I've asked some friends to generate the code. Be patien, please.

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RE: Core of Heroes and Leaders mod - 2/28/2019 7:29:09 PM   
Firebri


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Many thanks, I will wait

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


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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.





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Post #: 153
RE: Core of Heroes and Leaders mod - 3/3/2019 4:05:34 AM   
Gerry4321

 

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Rowhouses like in ASL. You are amazing!

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


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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.





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


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Post #: 155
RE: Core of Heroes and Leaders mod - 3/6/2019 5:50:52 PM   
asl3d


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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.





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


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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.





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


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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.





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Post #: 158
RE: Core of Heroes and Leaders mod - 3/8/2019 8:25:54 PM   
delta07d

 

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Love the new artwork for Historical Module Omaha, cant wait to see the finished product. Keep up the great mod.

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Post #: 159
RE: Core of Heroes and Leaders mod - 3/9/2019 5:29:24 PM   
Firebri


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How soon are you talking ? weeks or months ?

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Post #: 160
RE: Core of Heroes and Leaders mod - 3/9/2019 6:08:58 PM   
asl3d


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quote:

ORIGINAL: Firebri

How soon are you talking ? weeks or months ?


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

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


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Thank you.

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


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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.



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Post #: 163
RE: Core of Heroes and Leaders mod - 3/19/2019 9:31:24 AM   
CHINCHIN

 

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

I start with the transformation of the silhouettes to counters.

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


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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.

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

 

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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 >

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


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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.




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


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Post #: 167
RE: Core of Heroes and Leaders mod - 3/21/2019 1:38:29 AM   
Gerry4321

 

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Julio:

Thanks so much for all you do.

Gerry

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Post #: 168
RE: Core of Heroes and Leaders mod - 3/21/2019 1:39:15 AM   
Gerry4321

 

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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.


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Post #: 169
RE: Core of Heroes and Leaders mod - 3/21/2019 7:19:39 PM   
asl3d


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quote:

ORIGINAL: Gerry4321

Julio:

Thanks so much for all you do.

Gerry


You're welcome Gerry,... again.

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Post #: 170
RE: Core of Heroes and Leaders mod - 3/24/2019 8:58:17 PM   
Redmarkus5


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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

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


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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!!!

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Post #: 172
RE: Core of Heroes and Leaders mod - 3/29/2019 5:55:49 PM   
asl3d


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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.





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Post #: 173
RE: Core of Heroes and Leaders mod - 3/30/2019 5:15:24 AM   
Gerry4321

 

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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!!!


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Post #: 174
RE: Core of Heroes and Leaders mod - 3/30/2019 10:23:53 AM   
rico21


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




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

 

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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

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Post #: 176
RE: Core of Heroes and Leaders mod - 3/30/2019 4:41:39 PM   
Gerry4321

 

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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.





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Post #: 177
RE: Core of Heroes and Leaders mod - 3/30/2019 5:00:12 PM   
asl3d


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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

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Post #: 178
RE: Core of Heroes and Leaders mod - 3/31/2019 8:31:53 PM   
asl3d


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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.





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


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Omaha Charlie beach




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Post #: 180
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