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RE: Map mod

 
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RE: Map mod - 4/30/2011 4:30:01 AM   
sabre1


Posts: 1928
Joined: 8/15/2001
From: CA
Status: offline


Thank YOU!

This game will catch on quick with easy to create scenarios and your map mods, simple UI, etc...

(in reply to boatrigm)
Post #: 61
RE: Map mod - 5/5/2011 3:58:56 PM   
JMass


Posts: 2187
Joined: 6/3/2006
From: Italy
Status: offline
In the next days I'll release the new version of my mod with all the terrains zoomed from level 0 to 3, a new Spring set, and two small zoom level 0 issues corrected.

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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

(in reply to sabre1)
Post #: 62
RE: Map mod - 5/6/2011 1:08:49 AM   
Joe 98


Posts: 4033
Joined: 1/5/2001
From: Wollondilly, Sydney
Status: offline
Excellent!

-

(in reply to JMass)
Post #: 63
RE: Map mod - 5/6/2011 2:03:19 AM   
Bulldog

 

Posts: 33
Joined: 11/15/2006
Status: offline
Thank You!

(in reply to Joe 98)
Post #: 64
RE: Map mod - 5/6/2011 5:18:37 PM   
JMass


Posts: 2187
Joined: 6/3/2006
From: Italy
Status: offline
I pushed hard to finish today so you all can use it this weekend
This version 04 contains all the terrains zoomed from level 0 to 3 and a new Spring set, to test it I attached below two scenarios modified, Carentan and Sword, just unzip the file in the folder Scenarios, no need to backup original files because I added _s to the original names, obviously you can edit what scenarios you want to use different terrain files.

You can download the mod with original flags or the zipped file with swastikas and the DAK palm:

http://www.gamefront.com/files/20306404/JM_CCME_mod04.zip

http://www.gamefront.com/files/20306414/JM_CCME_mod04_swa-DAK.zip



Attachment (1)

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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

(in reply to Bulldog)
Post #: 65
RE: Map mod - 5/6/2011 10:09:03 PM   
PirateJock


Posts: 458
Joined: 9/14/2006
From: North West, UK
Status: offline
Hi JMass

Thanks for these - downloaded and running. With the 2 modified scenarios, is it the map only that's been changed or have you modified the unit stats as well?

Cheers

(in reply to JMass)
Post #: 66
RE: Map mod - 5/6/2011 10:11:21 PM   
JMass


Posts: 2187
Joined: 6/3/2006
From: Italy
Status: offline

quote:

ORIGINAL: PirateJock
With the 2 modified scenarios, is it the map only that's been changed or have you modified the unit stats as well?


Only the terrain set used, it can be used for spring scenarios or as an alternatives to the summer set.

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

(in reply to PirateJock)
Post #: 67
RE: Map mod - 5/7/2011 3:21:36 AM   
Joe 98


Posts: 4033
Joined: 1/5/2001
From: Wollondilly, Sydney
Status: offline
I notice game terrain has Zoom 1,2 and 3 whereas you're mod has Zoom 0,1,2 and 3

What does that mean?

-



(in reply to JMass)
Post #: 68
RE: Map mod - 5/7/2011 3:23:24 AM   
junk2drive


Posts: 12901
Joined: 6/27/2002
From: Arizona West Coast
Status: offline
JM added a new zoom level, 0. So that you can zoom in closer than Boku gave you.

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(in reply to Joe 98)
Post #: 69
RE: Map mod - 5/30/2011 1:43:06 AM   
sabre1


Posts: 1928
Joined: 8/15/2001
From: CA
Status: offline
Thanks JMass, just upgraded to the new files. I am assuming I can delete 03 mods.

Makes the game so much nicer looking. I wish it helped with my game plan. lol

(in reply to junk2drive)
Post #: 70
RE: Map mod - 5/30/2011 9:48:52 AM   
JMass


Posts: 2187
Joined: 6/3/2006
From: Italy
Status: offline

quote:

ORIGINAL: sabre1

I am assuming I can delete 03 mods.


Yes you can!

quote:

I wish it helped with my game plan. lol


Uninstall it immediately!

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

(in reply to sabre1)
Post #: 71
RE: Map mod - 7/13/2011 11:24:51 PM   
Wolfe


Posts: 674
Joined: 1/20/2008
From: Shropshire, UK
Status: offline
Any chance of a swa-DAK flag mod for the new V1.01 update ?

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(in reply to JMass)
Post #: 72
RE: Map mod - 7/14/2011 5:34:42 AM   
JMass


Posts: 2187
Joined: 6/3/2006
From: Italy
Status: offline
I must check if the patch files are different from mine, for now I am using the old modded bitmap files with no apparent problem.

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

(in reply to Wolfe)
Post #: 73
RE: Map mod - 3/30/2012 4:32:59 PM   
gabeeg


Posts: 243
Joined: 11/18/2009
Status: offline
Is this mod compatible with the 1.04 beta?

...or is there any need for this mod with 1.04?

< Message edited by gabeeg -- 3/30/2012 4:40:06 PM >

(in reply to JMass)
Post #: 74
RE: Map mod - 3/30/2012 4:36:59 PM   
JMass


Posts: 2187
Joined: 6/3/2006
From: Italy
Status: offline
Yes it is, Gabeeg.

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

(in reply to gabeeg)
Post #: 75
RE: Map mod - 8/26/2012 9:44:21 AM   
redmarkus4


Posts: 4107
Joined: 12/1/2007
From: 0.00
Status: offline

quote:

ORIGINAL: vonRocko

Very nice Jmass! That makes me wonder why the developers couldn't do it? It appears to have taken just a few days for you to improve the game, why couldn't they do it and make the game look a little newer? After all, they want new game prices.
Anyhow, thanks Jmass.


Quite so - I often wonder about this question.

How is the AI on this game?

The map graphics had put me off completely - looked like a 1980's game to me - as they made me think the whole game was probably a bit sub-standard.

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(in reply to vonRocko)
Post #: 76
RE: Map mod - 8/26/2012 8:55:23 PM   
**budd**


Posts: 1473
Joined: 7/4/2009
From: Tacoma
Status: online
I picked this title up during the last holiday sale and I really like it. I like the 2 hour turns[4 hour nite time turns]the phase game play, and the fact that you can just load it up and play. The graphics aren't fancy but they tell you what you need to know, and Jmass graphics have improved it alot and Joe put out a graphic tile set also. They say its easy to mod for graphics and scenarios, a fact you will probably appreciate [hint, hint,] I've only played the medium to small scenarios and haven't noticed the AI doing anything really stupid. I've only played on the default settings, but you can change the AI settings to provide more of a challenge. Joe could probably answer better than I in anything regarding combat command. Here's a screen shot of the adjustments you can make to the AI.




Attachment (1)

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Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to redmarkus4)
Post #: 77
RE: Map mod - 8/27/2012 1:20:07 PM   
redmarkus4


Posts: 4107
Joined: 12/1/2007
From: 0.00
Status: offline
Thanks Budd

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Realtek sound card
Dell 3007WFP (running at 2560x1600) 32 bit monitor
Windows 7 Professional 64-bit O

(in reply to **budd**)
Post #: 78
RE: Map mod - 8/30/2012 1:11:02 PM   
Joe 98


Posts: 4033
Joined: 1/5/2001
From: Wollondilly, Sydney
Status: offline
The game is quite simple. As a result the AI is good!
.
.

(in reply to redmarkus4)
Post #: 79
RE: Map mod - 12/4/2012 3:11:22 PM   
James Crowley

 

Posts: 377
Joined: 6/10/2003
From: Chichester UK
Status: offline

quote:

ORIGINAL: JMass

I pushed hard to finish today so you all can use it this weekend
This version 04 contains all the terrains zoomed from level 0 to 3 and a new Spring set, to test it I attached below two scenarios modified, Carentan and Sword, just unzip the file in the folder Scenarios, no need to backup original files because I added _s to the original names, obviously you can edit what scenarios you want to use different terrain files.

You can download the mod with original flags or the zipped file with swastikas and the DAK palm:

http://www.gamefront.com/files/20306404/JM_CCME_mod04.zip

http://www.gamefront.com/files/20306414/JM_CCME_mod04_swa-DAK.zip




The links above do not appear to work ; is the mod still available?

_____________________________

Cheers

Jim

(in reply to JMass)
Post #: 80
RE: Map mod - 12/4/2012 9:13:35 PM   
Joe 98


Posts: 4033
Joined: 1/5/2001
From: Wollondilly, Sydney
Status: offline
quote:

ORIGINAL: JMass


The links above do not appear to work ; is the mod still available?



That is irrelevant.

When the game is installed you get the original map graphics.

When you install the patches the graphics above write over those map graphics.

So, you have it already.



(in reply to James Crowley)
Post #: 81
RE: Map mod - 12/5/2012 8:50:23 AM   
James Crowley

 

Posts: 377
Joined: 6/10/2003
From: Chichester UK
Status: offline

quote:

ORIGINAL: Joe 98

quote:

ORIGINAL: JMass


The links above do not appear to work ; is the mod still available?



That is irrelevant.

When the game is installed you get the original map graphics.

When you install the patches the graphics above write over those map graphics.

So, you have it already.





Ahha! OK, thanks for that.


_____________________________

Cheers

Jim

(in reply to Joe 98)
Post #: 82
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