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RE: Map mod - 4/8/2011 4:20:50 PM   
boatrigm


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Looks great! This is really giving new life to this game! Thanks!

-Mike

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Post #: 31
RE: Map mod - 4/8/2011 4:40:40 PM   
JMass


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And the winter terrain, swamp is missing from the original file





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Post #: 32
RE: Map mod - 4/8/2011 5:24:58 PM   
JMass


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The link to download my mod v. 02 is http://www.gamefront.com/files/20202429/JM_CCME_mod02.zip
The zip file contains two folders JSGME ready, terrain files are the same but files in the folder JM_CCME_mod02 has original flags and those in the folder JM_CCME_mod02_swa has swastika, SS runes and Soviet Guards medal. To use the desert terrain with the Afrika Korps symbol (swastika under the palm) you must replace the file CC2TerrainDesertZoom1.bmp with the file DAK_CC2TerrainDesertZoom1.bmp deleting the first and renaming the second.

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Post #: 33
RE: Map mod - 4/8/2011 5:55:55 PM   
DampSquib


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Very mod.

Hope to try it this weekend.
Thank you very much !!!


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Post #: 34
RE: Map mod - 4/8/2011 6:33:58 PM   
henri51


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quote:

ORIGINAL: JMass

The link to download my mod v. 02 is http://www.gamefront.com/files/20202429/JM_CCME_mod02.zip
The zip file contains two folders JSGME ready, terrain files are the same but files in the folder JM_CCME_mod02 has original flags and those in the folder JM_CCME_mod02_swa has swastika, SS runes and Soviet Guards medal. To use the desert terrain with the Afrika Korps symbol (swastika under the palm) you must replace the file CC2TerrainDesertZoom1.bmp with the file DAK_CC2TerrainDesertZoom1.bmp deleting the first and renaming the second.


Can those also be installed with JSGME and are those different from the two previous ones? And why do you have Soviet icons where there are no Eastern Front battles in the game?

Henri

< Message edited by henri51 -- 4/8/2011 6:35:03 PM >

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Post #: 35
RE: Map mod - 4/8/2011 7:57:14 PM   
JMass


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quote:

ORIGINAL: henri51

Can those also be installed with JSGME


"JSGME ready" means exactly this.

quote:

and are those different from the two previous ones?


This is the new, improved, version.

quote:

And why do you have Soviet icons where there are no Eastern Front battles in the game?

EF
The game includes two scenarios on the East Front, Moscow and Stalingrad, and you could design dozens of other EF scenarios.

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Post #: 36
RE: Map mod - 4/8/2011 7:57:47 PM   
Hertston


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quote:

ORIGINAL: henri51

And why do you have Soviet icons where there are no Eastern Front battles in the game?


???? Moscow? Stalingrad?


Thanks, JMass, excellent graphics mod.


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Post #: 37
RE: Map mod - 4/9/2011 7:06:07 PM   
JMass


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Zoom level 2 and 3 for summer and desert terrain, add this files 02a to the previous 02.


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Post #: 38
RE: Map mod - 4/9/2011 7:11:48 PM   
JMass


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Level 2, summer terrain:




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Post #: 39
RE: Map mod - 4/9/2011 7:13:57 PM   
JMass


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Level 3, desert terrain:




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Post #: 40
RE: Map mod - 4/9/2011 8:39:53 PM   
hank

 

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Excellent ... muchas gracias

IMHO a big improvement over the stock graphics. No offense intended ... just my opinion

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Post #: 41
RE: Map mod - 4/10/2011 8:54:07 AM   
JMass


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Just to remember that my mods are JSGME compatible, the link to its download page is
http://www.users.on.net/~jscones/software/products-jsgme.html
Highly recommended!

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Post #: 42
RE: Map mod - 4/10/2011 1:38:11 PM   
hank

 

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I looked briefly for this answer to no avail ... please excuse my ignorance in advance

what does JSGME mean?

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Post #: 43
RE: Map mod - 4/10/2011 1:45:25 PM   
junk2drive


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Jones Software Generic Mod Enabler

See my thread on Mod Swapping

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Post #: 44
RE: Map mod - 4/13/2011 11:33:01 PM   
JMass


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I am working on... you will have a pleasant surprise!

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Post #: 45
RE: Map mod - 4/14/2011 5:54:22 PM   
JMass


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Opening the file CC2GraphicsTableSummer.txt I discovered something of interesting: it is possible to add zoom level to a maximum of 10. I like the huge xoom level of TOAW so I started to work on this project and this is the first result, keep in mind that I am at a beta stage and a lot of things needs a better detail.








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Post #: 46
RE: Map mod - 4/14/2011 6:02:41 PM   
JMass


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And this is from a scenario that I am designing, the editor is very open and friendly and I found very easy to convert JTCS scenarios to company level.





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Post #: 47
RE: Map mod - 4/14/2011 10:28:41 PM   
benpark


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Very cool, JMass. Looking forward to it.

Any advice on the scenario editing?

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Post #: 48
RE: Map mod - 4/15/2011 3:50:49 AM   
Agent S


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Post #: 49
RE: Map mod - 4/15/2011 12:32:40 PM   
JMass


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quote:

ORIGINAL: benpark
Any advice on the scenario editing?


It is very intuitive, I am compiling some data to cover the east front's companies and to convert the JTCS maps I consider that 2x2 JTCS hexes = 1 CC hex.

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Post #: 50
RE: Map mod - 4/15/2011 1:27:21 PM   
sabre1


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JMass,

Do you ever sleep with all the stuff you have going? Thanks for all your hard work.

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Post #: 51
RE: Map mod - 4/16/2011 4:14:42 PM   
Ian in Brentford

 

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If your looking for a source from which to extrapolate weapons data then “The Operational Art Of War” (“TOAOW”) might be a good place to start. You could use the existing scenarios and data that come with “Combat Command” to work out the relationship between the data in the two games and then extrapolate from there to use the massive “TOAOW” database to generate data for new formations in “Combat Command”. This is what I am doing for my “Wars In Indochina” mod and another one on the Western Front in 1918 which I am working on at the same time

One of the attractions of using the TOAOW database is that you can work out the equivalent data for individual vehicles and weapons (and even individual soldiers) and then multiply these up by the number of vehicles, tubes etc in a unit. You might for example want to have individual Russian Tank companies with a combat strength of 10 vehicles and field other tank units with the same equipment as under strength battalions of 17 or 18. tanks.

Keep up the good work
Regards
Ian

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Post #: 52
RE: Map mod - 4/19/2011 10:09:27 PM   
PirateJock


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Hi JMass
Just got the game and first thing done installed your graphic mod - looks great.

Thanks

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Post #: 53
RE: Map mod - 4/20/2011 12:30:40 AM   
Max 86


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Well, darn, I'm gonna have to get this after all. I have been looking for something to scratch the tactical itch ala CS, SP and TOAW and I am officially burned out on the grand strategy genre for awhile. Just tired of managing economies, productions and such.

The phases kind of takes you back doesn't it?

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Post #: 54
RE: Map mod - 4/28/2011 10:36:46 AM   
JMass


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I finally finished the first version of my zoom level 0 (only for the summer terrain for now). Unzip the files in the attachment in the folder SupportFiles, only CC2GraphicsTableSummer.txt will be overwrite because CC2TerrainSummerZoom0.bmp is a new file. It adds the zoom level 0 and,
over it, another zoom level 1, it is necessary for the interface.
Normal flags:

Attachment (1)

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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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Post #: 55
RE: Map mod - 4/28/2011 10:38:00 AM   
JMass


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Historical flags (swastika):


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Post #: 56
RE: Map mod - 4/28/2011 8:20:39 PM   
JMass


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Desert terrain, soon ready:






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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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Post #: 57
RE: Map mod - 4/28/2011 10:28:02 PM   
Wolfe


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JMass - just wanted to say thanks for the mod - gives CC a really good clean, crisp and clear boardgame-style look.

Looking forward to the extra-zoom style when it is done.

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Post #: 58
RE: Map mod - 4/29/2011 6:20:27 PM   
JMass


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The new version is ready, it contains 4 zoom levels for Summer, Desert and Jungle terrain and 1 zoom level for Fall and Winter terrain (delete my previous files). The mod is JSGME compatible. The mode come in three zipped file, witch original flags, with swastikas and with swastikas and the DAK palm, download and install what you prefer:

http://www.gamefront.com/files/20277401/JM_CCME_mod03.zip

http://www.gamefront.com/files/20277405/JM_CCME_mod03_swa.zip

http://www.gamefront.com/files/20277413/JM_CCME_mod03_swa-DAK.zip

< Message edited by JMass -- 4/29/2011 6:21:14 PM >


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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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Post #: 59
RE: Map mod - 4/29/2011 11:33:43 PM   
boatrigm


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Very cool and just in time for the weekend!

Thanks!

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Post #: 60
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