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RE: WITM Mod- Released

 
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RE: WITM Mod- Released - 3/4/2007 9:01:51 PM   
fremen


Posts: 1249
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From: Iliaca, Spain
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Many thanks Francis!
However, add new ships to mod it's not a easy work. I must build a ship graphic beside the "normal" dates like speed, endurance, etc..
Be patient, i will do in the future.
Next week i hope release the 1.1 versión of the mod with many new goodies.
Three new AK Classes are present, all german; AK Brook, AK Reichenfels and AK Savona.

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Post #: 91
RE: WITM Mod- Released - 3/4/2007 9:13:27 PM   
Dili

 

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Joined: 9/10/2004
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quote:

I some sources i read that the italian naval gunnery was very "deficient" during the WWII, this is the reason why decide use the 305mm gun not the 340mm gun.


That depends of the Gun type.


quote:

I must build a ship graphic beside the "normal" dates like speed, endurance, etc..


You could just put a photo and let the art for a later time. Just an idea of course.

I have a lots of italian war photos, if you want i can give it to you or if you prefer i can edit them for the game.

< Message edited by Dili -- 3/4/2007 9:36:50 PM >

(in reply to Francis Drake)
Post #: 92
RE: WITM Mod- Released - 3/4/2007 11:15:25 PM   
Francis Drake

 

Posts: 26
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From: Ostwestfalen/Germany
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Thanks fremen. I have to say thank you!

But i have lots more work for you.

_____________________________

Mut ist, seine Angst zu überwinden! (E. Rommel)

Wer Tiere quält, kann kein guter Mensch sein! (v. Manstein)

Nur tote Fische schwimmen mit dem Strom!

(in reply to Dili)
Post #: 93
RE: WITM Mod- Released - 3/5/2007 1:57:57 PM   
fremen


Posts: 1249
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From: Iliaca, Spain
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MOD UPGRADED TO 1.1 VERSION

Download upgrade zip from this link:


http://www.sendspace.com/file/e3gqy1


I'm also upgrade my web page with more WITM Stuff: http://www.telefonica.net/web2/witp/witm/witm-e.html

Errors:

-Maneouver of the Bf-109F-4, Bf-109G-6 and Fw-190A-8 corrected.
-Naval armament of CL Attilio Regolo corrected.
-German Hs missile available from may 43.
-Number and availability of German Schellboote corrected.
-Axis PP reduced to 0 when scen starts.
-BB Conte di Cavour and BB Veneto have substantial damage on start. Cavour was in Trieste under heavy re-build after Tarentum british attack and Veneto was torpedoed month before by british submarine.
-Situation of the 164th German infantry division corrected.

New features:

-Bomber version of He-111H-16
-Three new german AK classes, AK Brook, AK Reichenfels and AK Savona.
-French old battleship BB Lorraine put in Alexandría like static CD unit.
-New german transport Me-323 available from november 42.
-New Greek bases: Lamia, Kefalonia, Patras, Larissa and Tesalonica.
-New Middle East bases: Beirut and Jerusalem.
-New axis ground units in Balkan and Aegean theatre.
-Several british airgroups of Hurries upgraded to Spitfire Vb to compensate the incapacity of the british to upgrade until may 42 (hardcoded again).









Attachment (1)

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Post #: 94
RE: WITM Mod- Released - 3/5/2007 2:24:31 PM   
m10bob


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Trivia:
The Italian navy had not developed smokeless gunpowder for their ships, so visually, their gunnery was impaired after the first salvo, and they became easier to spot in the daytime..
At night, the smoke of their own guns of course helped their enemy to locate them as the smoke would also be illuminated by each salvo flash....

BTW, that huge ME 323 came in 2 versions, powered, and glider, and both were used for supply and transport in this theatre..



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Post #: 95
RE: WITM Mod- Released - 3/5/2007 6:27:52 PM   
George Patton


Posts: 1122
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From: Lugano, Switzerland
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You have done a really great job Fremen.

I'm starting today the first game with this mode and I'm sure I'll really enjoy it.

(in reply to fremen)
Post #: 96
RE: WITM Mod- Released - 3/5/2007 7:05:12 PM   
Francis Drake

 

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More work for you fremen!

7. Sicherungsdivision

-3. Geleitflottille

formt in March 1943 (I think in Toulouse) to escort convoys. (Thyrrhenisches Meer, Sicilia and africa)

Units:
SG 10
http://www.german-navy.de/kriegsmarine/captured/escorts/sg10/index.html
SG 11
http://www.german-navy.de/kriegsmarine/captured/escorts/sg11/index.html
SG 13
http://www.german-navy.de/kriegsmarine/captured/escorts/sg13/index.html
SG 15
http://www.german-navy.de/kriegsmarine/captured/escorts/sg15/index.html

+ Sep.1943
TA 23
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta23/index.html
TA 24
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta24/index.html
TA 25
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta25/index.html
TA 26
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta26/index.html
all ex ita. Ships, not in the game, TA 23, TA 25, TA 26 are it. Torpedoboots Ciclone class

-4. Geleitflottille

formt in March 1943 in La Spezia to escourt convoys. (Italia coastwater and Sicilia)

Units :
TA 9
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta9/index.html
TA 10
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta10/index.html
TA 11
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta11/index.html
TA 12
http://www.german-navy.de/kriegsmarine/captured/torpedoboats/ta/ta12/index.html
all french Torpedoboot ships

SG 14
http://www.german-navy.de/kriegsmarine/captured/escorts/sg14/index.html

very hard and long work for you, but next i search for the Torpedobootflottillen...


< Message edited by Francis Drake -- 3/5/2007 7:21:27 PM >


_____________________________

Mut ist, seine Angst zu überwinden! (E. Rommel)

Wer Tiere quält, kann kein guter Mensch sein! (v. Manstein)

Nur tote Fische schwimmen mit dem Strom!

(in reply to George Patton)
Post #: 97
RE: WITM Mod- Released - 3/5/2007 7:58:48 PM   
fremen


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Thanks F.Drake.
In spite of it's my desire add all ships "historicaly" present in the Med, some reinforcements are not possible.
I can add french and greek captures but not italian captures like the TA-23's types.
I my mod it's not possible "simulate" the italian armistice so those ships in shipyards would be italian in the future.

I promise to add "Hermes" ex-Vasilefs Georgios, TA-9's types (ex Melpomene class) and SG-14 (ex PC Elan class).

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Post #: 98
RE: WITM Mod- Released - 3/5/2007 8:00:09 PM   
fremen


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quote:

ORIGINAL: George Patton

You have done a really great job Fremen.

I'm starting today the first game with this mode and I'm sure I'll really enjoy it.


Thanks!

I hope so Patton..


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Post #: 99
RE: WITM Mod- Released - 3/5/2007 9:02:29 PM   
Monter_Trismegistos


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TA-23 and TA-26 - these should not be added. But TA-24 and TA-25 should - these were during construction when captured and did not serve Regia Marina.

So you should add either Intrepido or TA-25 (Ciclone type TB) and either Arturo or TA-24 (Ariete type TB).

Others TB's of Ariete class completed by Germans after Itally colapses:
TA-27 ex Auriga
TA-28 ex Rigel
TA-29 ex Eridano
TA-30 ex Dragone
TA-36 ex Stella Polare
TA-37 ex Gladio
TA-38 ex Spada
TA-39 ex Daga
TA-40 ex Pugnale
TA-41 ex Lancia
TA-42 ex Alabarda
TA-45 ex Spica

EDIT: Now I see they are already in te game :(


< Message edited by Monter_Trismegistos -- 3/5/2007 9:19:36 PM >


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Bez strachu ale z rozwagą

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Post #: 100
RE: WITM Mod- Released - 3/5/2007 9:24:25 PM   
Monter_Trismegistos


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But still you could check for:

Constanzo Ciano and Luigi Rizzo/Venezia. Both ships are two times in database (once as Garibaldi and second time as Imp. Garibaldi classes)

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Bez strachu ale z rozwagą

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Post #: 101
RE: WITM Mod- Released - 3/5/2007 11:21:15 PM   
Dili

 

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quote:

The Italian navy had not developed smokeless gunpowder for their ships, so visually, their gunnery was impaired after the first salvo, and they became easier to spot in the daytime..
At night, the smoke of their own guns of course helped their enemy to locate them as the smoke would also be illuminated by each salvo flash....


???????????

(in reply to Monter_Trismegistos)
Post #: 102
RE: WITM Mod- Released - 3/6/2007 12:24:37 AM   
AmiralLaurent

 

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Very well done Fremen

By the way, I have many data about the air war in the area. Will you be interested to have pilot lists and so on ?

I'm not home but I will download your mod in some days...

(in reply to Dili)
Post #: 103
RE: WITM Mod- Released - 3/6/2007 12:29:08 AM   
Speedy

 

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From: Reading, England
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Definitely Fremen. IF you can utilise people like Laurent, HARD_Sarge and Von Shagmeister. They, like me, are invovled in the upcoming Bob/BTR Matrix Releases. They have very good knowledge on units, pilots etc.

_____________________________

WitE Tester
BTR/BoB Tester

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Post #: 104
RE: WITM Mod- Released - 3/6/2007 9:37:01 AM   
fremen


Posts: 1249
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From: Iliaca, Spain
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quote:

ORIGINAL: Monter_Trismegistos

But still you could check for:

Constanzo Ciano and Luigi Rizzo/Venezia. Both ships are two times in database (once as Garibaldi and second time as Imp. Garibaldi classes)


ASAP take a look on this.


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(in reply to Monter_Trismegistos)
Post #: 105
RE: WITM Mod- Released - 3/6/2007 9:39:02 AM   
fremen


Posts: 1249
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From: Iliaca, Spain
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quote:

ORIGINAL: AmiralLaurent

Very well done Fremen

By the way, I have many data about the air war in the area. Will you be interested to have pilot lists and so on ?

I'm not home but I will download your mod in some days...


Thanks AmiralLaurent!
Definitely i'm interested in the pilot list. My problem is HOW evade add the thousand entries one by one.
I'm working in the problem.

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Post #: 106
RE: WITM Mod- Released - 3/6/2007 11:20:10 AM   
BigJ62


Posts: 1795
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From: Alpharetta, Georgia
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quote:

ORIGINAL: fremen


quote:

ORIGINAL: AmiralLaurent

Very well done Fremen

By the way, I have many data about the air war in the area. Will you be interested to have pilot lists and so on ?

I'm not home but I will download your mod in some days...


Thanks AmiralLaurent!
Definitely i'm interested in the pilot list. My problem is HOW evade add the thousand entries one by one.
I'm working in the problem.


if you can get in spreadsheet then use witpload.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to fremen)
Post #: 107
RE: WITM Mod- Released - 3/7/2007 7:40:47 AM   
marky


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From: Wisconsin, its really cold
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bloody hellzorz

can sum1 zip it to me i cant join that send stuff thingy

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Post #: 108
RE: WITM Mod- Released - 3/7/2007 10:07:47 AM   
Dixie


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From: UK
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quote:

ORIGINAL: marky

bloody hellzorz

can sum1 zip it to me i cant join that send stuff thingy



Get it here: http://martinalcock.powweb.com/WITM.htm

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Post #: 109
RE: WITM Mod- Released - 3/7/2007 11:24:04 AM   
marky


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From: Wisconsin, its really cold
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thankyz 

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Post #: 110
RE: WITM Mod- Released - 3/7/2007 12:12:06 PM   
marky


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From: Wisconsin, its really cold
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quote:

ORIGINAL: fremen

Ok, here you are the mod:

The link to download the files:

http://www.sendspace.com/file/igcl2k

WAR IN THE MEDITERRANEAN- SUPER MOD

Installation:

1-Make a new WITP Installation of the 1.804 versión in a new folder. This mod it’s a heavy modification of the original game and is necessary a new installation. The players can simply install the new copy of the game in a folder named “witp2” in the same matrix games/witp folder.

2-Download the file named “WITM Super Mod Ver 1.04.zip” from the sendspace site and unzip in a temporal folder.

3-The file contain the following items:

-a folder named ART (with all the graphic material, planes, ships, etc.)
-a folder named SCEN (with the scenario files, the scenario is in the slot number 31)
-a file named WITP-ico to change the original WITP icon to a new and different icon, if you wish, of course.
-a file named pwhex.dat.

The files pwhex.dat and WITP-ico go to the main game folder (follow the above example go to the path: program files/matrix games/witp2 folder).

The ART folder (in the temp folder) go the same name folder overwriting all files in destiny.

And the SCEN folder (in the temp folder) go to the SCEN folder of the new installation.

4-After that, the players can change the icon of the game using the new WITP-ico.

5-The mod and scen 31 are now ready to play. You only need open the WITP game normally (the new installation of course), and selection the PBEM mode. It’s obvious that variants like “surprise attack”, “alternate start”, etc are useless in this mod and scenary.



MAIN FEATURES:

1. This mod it’s only for PBEM game.

2. I cannot modify the victory conditions, they are hard coded also. Both players must agree before start the victory conditions. By example: take Alexandría would be a automatic victory of the axis side, etc..

3. French bases: In the play map are several french bases, they are in Tunisia, Corsica and south of France. When the scen starts, january 42, the French Vichy it’s a puppet state of Germany, however have some kind of neutrality. Unfortunately, in the WITP game, the “axis” side was only a nation (japanese), and i must use only a side to “simulate” the italy/germany side. Then, the french side it’s “allied” when the game starts. The french bases are empty and they only serve to be future allied objectives. The players must agree before start how use those bases. Only from november 42, from start, etc..

4. Mine barrage: In the Otranto channel and the Sicily channel you can see some kind of “dots”, really bases level 0. Those “bases” are only for tender mine barrage and not for upgrade to any level or disembark troops/air units. Simply use them to put mines.

5. DEF Upgrade= OFF. The option of “free upgrade path” to air groups must be deactivaded. Since italy and germany co-exist in only one side, if you active this funtion, will be possible to axis side upgrade MC-200 to Bf109, BR-20 to Ju-88, Bf109 to Mc-202, etc.

6. Industry and production: I have decide maintain this option ON for testing. This decision was because i think it’s important try to reflect the italy fuel problems during 43 and you limitated aircraft production.

7. This first scenary, the 31, it’s planned to be played in North Africa, main Mediterranean islands and Italy. For this reason, i have only “put” roads/rails in those areas. The rest of the map can be accesed but most hexes only are clear/desert/forest hexes.

8. THE LEADERS/PILOTS ARE THE SAME ORIGINAL WITP. It's a huge work change one by one the name of 10.000 leaders/pilots, Sorry. Only the German uboats captains are the real.


BUGS AND HARDCODED

Several original game funtions cannot be edited by me (or by anyone i think), so you must simply ignore those problems:

1- HQ: I have use the restricted HQ with italy/german units that appears in main Italy. To embark/traslate those units you must spent PP as usual however this feature had some “problems”. The game (by unknown reasons) only leave change the HQ to “Southeast fleet”. Imagine the HQ routine have some kind of relationship with the map zone where the unit is. You must simply selection this HQ and then embark/traslate the unit as usual.

2- “Return to base”: In the allied TF screen, the “return to base” option cannot be select. I think this problem was “generated” somewhere in past when I was editing the mod. To give orders to return to base, simply point the TF to desired base manually.

3- Allied AK/AP: The original game produce a continuous stream of AK/AP to the allied ship pool. I cannot “erase” those ships so simply ignore. They appear in the “Ship availability” screen with the word “Unknown”. The correct reinforcements appear with a base to arrive.


The WITM Team:

They are many people that help me to make this “utopic” mod. I hope not forget anyone:

From the PdL spanish forum: Beren (original idea, first steps and some OOB), Haplo, and the beta testers; Gauna, LordSpain, Buntke, Sky, Fampa and Gromt.

From the Matrix Games forum: Captain Cruft, Iron Duke, m10bob, Andy Mac, Nemo121, pauk, BigJ62 (I use your excellent editor), el cid again, Dili, and mogami.

Graphic artist: Many many thanks to Cobra, without your map, i would never start to work in this mod. To Dixie for make the plane sides and tops and for your help in OOB RAF in the Middle East and Med theatre.

The ships are, of course, made by me.

FINAL NOTE:

1-Of course everyone it's free to modify/upgrade my work and share it.
2-Also, everyone it's free to make me any suggestion, correction, etc.
3-Keep in mind that this mod is a work from many people/modders and, unfortunately, it's very far to be free of errors.
4-Remember i decide release the mod without finish a good testing, i hope the players can help to make this.
5-and to finish SORRY MY BAD ENGLISH.

Fremen.















not all of us are file geniuses

most of this is gibberish to ppl like me


(in reply to fremen)
Post #: 111
RE: WITM Mod- Released - 3/7/2007 12:12:41 PM   
marky


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From: Wisconsin, its really cold
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tried and didnt work

try again tormoow before i toss my compuiter out the window

forgive me im frustrated and insomniatic tonight

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Post #: 112
RE: WITM Mod- Released - 3/7/2007 1:19:56 PM   
fremen


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What is gibberish??? Marky.


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Post #: 113
RE: WITM Mod- Released - 3/7/2007 1:25:46 PM   
marky


Posts: 5747
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the whole file thingy

not all of us understand that

(in reply to fremen)
Post #: 114
RE: WITM Mod- Released - 3/7/2007 1:26:02 PM   
marky


Posts: 5747
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From: Wisconsin, its really cold
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*whisperz* self installer

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Post #: 115
RE: WITM Mod- Released - 3/7/2007 2:03:21 PM   
Dixie


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quote:

ORIGINAL: fremen

What is gibberish??? Marky.



Gibberish means nonsense.

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Post #: 116
RE: WITM Mod- Released - 3/7/2007 3:07:06 PM   
Dixie


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RAF Medium bombers




Attachment (1)

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Post #: 117
RE: WITM Mod- Released - 3/7/2007 3:48:56 PM   
fremen


Posts: 1249
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From: Iliaca, Spain
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quote:

ORIGINAL: marky

*whisperz* self installer


If i have the "knowledge" to do it....but is not the case.


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Post #: 118
RE: WITM Mod- Released - 3/7/2007 7:29:14 PM   
fremen


Posts: 1249
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From: Iliaca, Spain
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quote:

ORIGINAL: fremen


quote:

ORIGINAL: Monter_Trismegistos

But still you could check for:

Constanzo Ciano and Luigi Rizzo/Venezia. Both ships are two times in database (once as Garibaldi and second time as Imp. Garibaldi classes)


ASAP take a look on this.



You right Monter! Sorry for that.
Will be corrected next patch.


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Post #: 119
RE: WITM Mod- Released - 3/7/2007 9:15:16 PM   
Matto


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From: Czech Republic
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Fremen,on the preferences window in the game is possibility "Add 1.60 database changes ..." like it was in the WitP older started games ... How it affects WitM game ???

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Excuse my English ... I hope is better then Your Czech ... :o)
My MatrixGames: WitP, WitP AE, WPO, JTCS, HnM I., CoGEE, ATG, GoA, B.Academy, C-GW



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Post #: 120
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