Matrix Games Forums

New Fronts are opening up for Commander: The Great WarCharacters 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 Family
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Bombur mod 2

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Bombur mod 2 Page: [1] 2 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
Bombur mod 2 - 12/1/2012 12:08:35 AM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline
I´m creating a second Bombur mod, it will start in 1930 and will include custom units for the most important WWII nations (many generic units are included). A simplified tech tree, where techs are named by year will result in every nation getting all the units developed in that year once they research a given tech, for instance, USSR will get I-16´s by researching 1935 tech. There are lots of what and if techs that will allow some nations to develop hypothetical units (for instance the Do-19 for Germany or light carriers for USSR). An alpha version will be uploaded for playtest soon.

Nations:
USA
Britain
France
USSR
Germany
Italy
Japan




Attachment (1)
Post #: 1
RE: Bombur mod 2 - 12/1/2012 1:42:10 AM   
Jeffrey H.


Posts: 2855
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Sounds great Bombur, looking forward to it !

_____________________________

"Games lubricate the body and the mind" Ben Franklin.

(in reply to Bombur)
Post #: 2
RE: Bombur mod 2 - 12/2/2012 1:09:57 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline
Scenario uploaded, keep in mind it is an alpha version and it´s likely to have a ton of errors, there are also lots of things to be done.

(in reply to Jeffrey H.)
Post #: 3
RE: Bombur mod 2 - 12/3/2012 8:13:00 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Flag for Australia ( British people) regime is missing.

(in reply to Bombur)
Post #: 4
RE: Bombur mod 2 - 12/3/2012 9:25:09 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Duplicate production options in factories, Non Combat and Factory, the factory options cost twice the non combat, I suspect you meant to eliminate the noncombat option.

Also I have done several levels of research 1931 1932 1933 and gotten almost nothing new. I have the P-26 fighter and I think that is it.

(in reply to Bombur)
Post #: 5
RE: Bombur mod 2 - 12/4/2012 12:24:51 AM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:


Duplicate production options in factories, Non Combat and Factory, the factory options cost twice the non combat, I suspect you meant to eliminate the noncombat option.


-Correct, will be fixed



quote:


Also I have done several levels of research 1931 1932 1933 and gotten almost nothing new. I have the P-26 fighter and I think that is it.


-The SFT list is still far from complete, but the USA had few innovative SFT´s in the first half of the 1930´s. Take the Russians and you will have lots of new stuff.

(in reply to Twotribes)
Post #: 6
RE: Bombur mod 2 - 12/4/2012 12:40:38 AM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

Flag for Australia ( British people) regime is missing.



For some reason the ATZIP didn´t add the files, I added them manually, I can send you the two flags by e-mail (Albion is missing too), you simply unload them to the Bombur 1930 subfolder. Send an e-mail to afanelon@terra.com.br and I will give you the graphics. Again, thank you for all the help you´ve been giving to my mods.

(in reply to Twotribes)
Post #: 7
RE: Bombur mod 2 - 12/4/2012 3:30:31 AM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
No need, it loads without the flags I just open the editor and add a flag from the British, doesn't match but who cares? )

(in reply to Bombur)
Post #: 8
RE: Bombur mod 2 - 12/5/2012 12:58:08 AM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
US B-10 Bomber shows a picture of the Harker hart and says it is that aircraft. SFT type number 127 fixes this.

< Message edited by Twotribes -- 12/5/2012 9:36:32 PM >

(in reply to Bombur)
Post #: 9
RE: Bombur mod 2 - 12/5/2012 7:56:41 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
As Germany found the following production in the wrong tree.
MTB in Aircraft
37mm AT Gun in Ship
U-boat II in Aircraft
PZI in ship.

Corvette in missiles
ostwind in aircraft
type98 halftrack in Infantry
F-82 in vehicles
PZIIIE in Artillery
PZIIIG in ships
KVI in artillery
Marder in Artillery
M24 in ships
T-34m41 in artillery
T-54 in missiles
V-I in Aircraft ( shouldn't this be missiles?)
Rifle III in aircraft
B-29 in Infantry
Staff IV in ships
SU-100 In aircraft
LA-7 in ships
F3F in artillery
a6m5 in artillery and has no sft type associated with it (SFT 6type is 109)
ISU-152 in missiles
SU-76 in ships
H8K2 in vehicles
KI67 in Artillery
B7A in ships
A9 in Aircraft
b-25c in ships
Mosquito BIV in vehicles
Barracuda in Infantry
E-50 in ships
Shortsterling in ships
M40 in aircraft


< Message edited by Twotribes -- 12/5/2012 9:44:58 PM >

(in reply to Bombur)
Post #: 10
RE: Bombur mod 2 - 12/6/2012 12:12:04 AM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline
Fixed all the wrong itens. I will try to upload a corrected version this weekend.

(in reply to Twotribes)
Post #: 11
RE: Bombur mod 2 - 12/6/2012 11:40:15 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
I want 4 levels of cities below capitol and I want the ability to build them to the max level.

(in reply to Bombur)
Post #: 12
RE: Bombur mod 2 - 12/8/2012 12:53:43 AM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

I want 4 levels of cities below capitol and I want the ability to build them to the max level.



I would like to have more levels of cities too, but I don´t know how to implement them in random maps. Given the much more limited time scope of this mod, I won´t implement city upgrades, but you still can boost production by buiding factories.

(in reply to Twotribes)
Post #: 13
RE: Bombur mod 2 - 12/8/2012 3:37:11 AM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Make the cities as part of the LT. Go to rule var and assign the LT number to the city size ,you can assign 4 cities besides the Capitol. It tends to make most of the random cities what ever you assign as the first number but it does make the other 3 also.

My problem is I haven't figured out how to tell it to make the other 3 zero production, when you find them they start out full capacity. Only the first one is zero.

(in reply to Bombur)
Post #: 14
RE: Bombur mod 2 - 12/8/2012 4:02:22 AM   
Jeffrey H.


Posts: 2855
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
Actually, being able to raise the base production of cities might be the best way to even out some of the starting location differences that random games bring.



_____________________________

"Games lubricate the body and the mind" Ben Franklin.

(in reply to Twotribes)
Post #: 15
RE: Bombur mod 2 - 12/8/2012 5:26:38 AM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Had a problem recently with bombur mods, the random maps have capitols on islands not adjacent to the sea and no other city there. The AI doesn't seem to build shipyards or ports.

(in reply to Jeffrey H.)
Post #: 16
RE: Bombur mod 2 - 12/8/2012 12:24:59 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

Make the cities as part of the LT. Go to rule var and assign the LT number to the city size ,you can assign 4 cities besides the Capitol. It tends to make most of the random cities what ever you assign as the first number but it does make the other 3 also.

My problem is I haven't figured out how to tell it to make the other 3 zero production, when you find them they start out full capacity. Only the first one is zero.


Ok, I will try to implement this feature

(in reply to Twotribes)
Post #: 17
RE: Bombur mod 2 - 12/8/2012 12:26:39 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

Had a problem recently with bombur mods, the random maps have capitols on islands not adjacent to the sea and no other city there. The AI doesn't seem to build shipyards or ports.


-This will also happen in the standard random games, I believe. I have no idea how to fic this, maybe only editing manually the random map.

(in reply to Twotribes)
Post #: 18
RE: Bombur mod 2 - 12/8/2012 12:42:56 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline
Icreated the 4 types of cities in the rulevar, however, the computer keeps creating only one kind of city....

(in reply to Bombur)
Post #: 19
RE: Bombur mod 2 - 12/8/2012 6:11:29 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Did you assign the types in the rule ver? I know that when I do it most of the assigned cities are still the first kind, ( zero) but that some are the other types.

(in reply to Bombur)
Post #: 20
RE: Bombur mod 2 - 12/8/2012 9:09:13 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Did you catch that 20 mm flak is not associated with the sft? Either I missed it or what ever but F3F is in wrong tree also.

(in reply to Twotribes)
Post #: 21
RE: Bombur mod 2 - 12/8/2012 9:17:26 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Slight complaint. All nations by 1930 had basic ship types, yet for example the US only has destroyers and the Lexington in 1930. Germany has a destroyer CL and a BB. And of course they have submarines.

(in reply to Bombur)
Post #: 22
RE: Bombur mod 2 - 12/8/2012 11:10:43 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

Did you assign the types in the rule ver? I know that when I do it most of the assigned cities are still the first kind, ( zero) but that some are the other types.



Yes, I did, it only creates the 1st city of the list

(in reply to Twotribes)
Post #: 23
RE: Bombur mod 2 - 12/8/2012 11:12:55 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

Did you catch that 20 mm flak is not associated with the sft? Either I missed it or what ever but F3F is in wrong tree also.



Fixed the 20mm Flak, F3F is ok.

(in reply to Twotribes)
Post #: 24
RE: Bombur mod 2 - 12/8/2012 11:14:02 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline

quote:

ORIGINAL: Twotribes

Slight complaint. All nations by 1930 had basic ship types, yet for example the US only has destroyers and the Lexington in 1930. Germany has a destroyer CL and a BB. And of course they have submarines.



Most older units will be generic types, but I´ve just created the BB New Mexico for USA. There are lots of ships to be added.

(in reply to Twotribes)
Post #: 25
RE: Bombur mod 2 - 12/8/2012 11:19:57 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
Did you catch that the DD Leningrad is not associated with an sft?

(in reply to Bombur)
Post #: 26
RE: Bombur mod 2 - 12/9/2012 4:54:23 AM   
Jeffrey H.


Posts: 2855
Joined: 4/13/2007
From: San Diego, Ca.
Status: offline
This is sounding like fun already.


_____________________________

"Games lubricate the body and the mind" Ben Franklin.

(in reply to Twotribes)
Post #: 27
RE: Bombur mod 2 - 12/9/2012 8:56:47 PM   
Bombur

 

Posts: 2638
Joined: 7/2/2004
Status: offline
DD Leningrad fixed.
version 0.12 uploaded. It now contais the right flags.

(in reply to Jeffrey H.)
Post #: 28
RE: Bombur mod 2 - 12/9/2012 9:08:33 PM   
Twotribes


Posts: 4822
Joined: 2/15/2002
From: Jacksonville NC
Status: online
But But then I have to redo my changes LOL


(in reply to Bombur)
Post #: 29
RE: Bombur mod 2 - 12/9/2012 9:55:06 PM   
danlongman

 

Posts: 393
Joined: 3/27/2012
From: Over the hills and far away
Status: offline
This is very exciting. I love the Bombur mod that started c1900 but I will take what I can get.
This really makes the game for me. I have always felt tech development should be long, complex
and expensive with the option to make it easier. It seems silly to be able to develop new tanks
faster than you can deploy them and infantry has gone through so many evolutions through the years.

_____________________________

"Patriotism: Your conviction that this country is superior to all other countries because you were born in it." - George Bernard Shaw

(in reply to Twotribes)
Post #: 30
Page:   [1] 2 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Bombur mod 2 Page: [1] 2 3 4   next >   >>
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

0.104