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RE: new parameters for the modders

 
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RE: new parameters for the modders - 1/8/2013 2:52:21 AM   
Cathartes

 

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yeppers




Attachment (1)

(in reply to Platoon_Michael)
Post #: 31
RE: new parameters for the modders - 1/8/2013 3:47:16 AM   
Southern_land


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Expanded map?

(in reply to Cathartes)
Post #: 32
RE: new parameters for the modders - 1/8/2013 9:56:26 AM   
DAK_Legion

 

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Joined: 11/28/2008
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Hi!

where can we download this marvelous mafi tool?

wich is the size limit for pitf maps?..could work size maps style ccmt as big_urbanian?

thanks!


(in reply to Southern_land)
Post #: 33
RE: new parameters for the modders - 1/8/2013 10:08:10 AM   
Platoon_Michael


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Thanks,
It's looks good on the snow map.

What version of 5CC are you using?
I dont see set scale in my version (1.16)

(in reply to Platoon_Michael)
Post #: 34
RE: new parameters for the modders - 1/9/2013 3:28:05 PM   
DAK_Legion

 

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Open a map.txt
at the end of .txt put other tool.

no 5cc

(in reply to Platoon_Michael)
Post #: 35
RE: new parameters for the modders - 1/21/2013 7:04:57 AM   
Warloch

 

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But where is the new map editor???

(in reply to DAK_Legion)
Post #: 36
RE: new parameters for the modders - 1/21/2013 8:24:31 AM   
Manu

 

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Mafi has released a pitf version of his map editor 5CC http://cc2revival.npage.de/cc2revival.html

< Message edited by Manu -- 2/13/2013 8:21:17 PM >

(in reply to Warloch)
Post #: 37
RE: new parameters for the modders - 2/20/2013 10:14:08 AM   
CSO_Talorgan


Posts: 654
Joined: 3/10/2007
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quote:

ORIGINAL: Steve McClaire

I am not saying it's a bad idea, or that I wouldn't like to make such a thing myself. I am just saying that's not what the games produced under Matrix have been intended to be. They've been intended as stand alone games w/ extensive mod support, not game creation toolkits with a pre-made game thrown in. That was the distinction I was making.


OK

Understood

(in reply to Steve McClaire)
Post #: 38
RE: new parameters for the modders - 4/1/2013 3:51:17 AM   
Ludwig II

 

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quote:

ORIGINAL: Steve McClaire

quote:

ORIGINAL: kojusoki1
Steve,
How can I increase the amount of teams used during game? And what is teh maximum number of avaliable "slots"?
In CC we had 3 platoons, 5 teams each. What is teh situation here? Maps are huge so one might want to increase the quantity.

Michal


The number of teams available to each battle group depends on the number of company-sized units in its force pool. So you'd need to modify FPools.txt and add more units if you wanted to make BGs have more team slots.

The maximum number is 21 teams, though how many you can select will vary by platoon type as well (a tank platoon with 5 tanks can't fully fill a 7 slot platoon, for example).





Hi Steve,

Could you please be a bit more precise as to which parameters we would need to change in FPools to increase the number of slots available?

Thanks

(in reply to Steve McClaire)
Post #: 39
RE: new parameters for the modders - 4/1/2013 6:03:01 PM   
Steve McClaire

 

Posts: 2935
Joined: 11/19/2007
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quote:

ORIGINAL: Ludwig II
Hi Steve,

Could you please be a bit more precise as to which parameters we would need to change in FPools to increase the number of slots available?

Thanks


In FPools.txt each force pool has a list of units names and unit types (from unitstructure.txt). To get the maximum number of slots you need to have 7+ front line combat companies in the force pool. For an infantry BG this would be 7+ infantry companies. For an armored BG it would include armored companies as well.

Steve

(in reply to Ludwig II)
Post #: 40
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