Matrix Games Forums

Characters of World War 1Sign of for the Pike and Shot Beta!More Games are Coming to Steam! Deal of the Week: Combat Command Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great WarDeal of the Week Panzer CorpsNew Strategy Titles Join the FamilyTablet Version of Qvadriga gets new patch
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Modding the game

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> Modding the game Page: [1]
Login
Message << Older Topic   Newer Topic >>
Modding the game - 3/11/2011 4:17:07 AM   
Maximeba

 

Posts: 174
Joined: 8/9/2009
From: Buffalo, NY, USA
Status: offline
Is there a step by step approach somewhere on how you mod the game? I've downloaded Doomtrader's notes but I was just currious if there was something with more detail. My gaming partner wants me to take the source of supply out of Cairo and create a supply source in Africa (like ETO) and then ship the supply to Cairo.
Creating a new city with a source of supply and hooking that city to the appropriate sea boxes is a little beyond me. Also I'm not sure how you would go about removing the source of supply from Cairo.

_____________________________

Wes
Allies Forever
Post #: 1
RE: Modding the game - 3/12/2011 6:53:30 PM   
Tomokatu


Posts: 467
Joined: 2/27/2006
Status: offline
I'm a bit puzzled by your opponent's desire to do this.

What's (his?) rationale? In RL, supplies coming from the Indian Ocean came through the Red Sea and then the Suez Canal to be unloaded at either Port Said or Cairo. Port Said would only be at the lower edge of the map or a bit further South. Certainly NOTHING was coming overland from Kenya or West Africa and only aircraft by the Takoradi Route. 

_____________________________

For every action, there is an equal and opposite malfunction

(in reply to Maximeba)
Post #: 2
RE: Modding the game - 3/13/2011 3:25:51 PM   
Maximeba

 

Posts: 174
Joined: 8/9/2009
From: Buffalo, NY, USA
Status: offline
He feels the Brits have an unfair advantage in the Africa.  With the Brits. being in supply he feels there is no way for the Axis to win.  I agree the Axis will have a tough time but that was history.  Anyhow, I was willing to mod the game to try and play balance the middle east.

_____________________________

Wes
Allies Forever

(in reply to Tomokatu)
Post #: 3
RE: Modding the game - 3/14/2011 8:37:38 PM   
Tomokatu


Posts: 467
Joined: 2/27/2006
Status: offline
Jeez, I could add cruel comments about fantasy gamers or wanting so much equal balance that the whole campaign is decided on a coin-toss - but I'm a polite older gentleman, so I shan't.

_____________________________

For every action, there is an equal and opposite malfunction

(in reply to Maximeba)
Post #: 4
RE: Modding the game - 3/14/2011 8:39:44 PM   
Tomokatu


Posts: 467
Joined: 2/27/2006
Status: offline
However!

Best of luck with the modding project.

_____________________________

For every action, there is an equal and opposite malfunction

(in reply to Tomokatu)
Post #: 5
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> Modding the game Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.070