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Advanced Squad Leader Mod - 2/25/2016 4:42:23 PM   
Richie61


Posts: 574
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From: Massachusetts
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Please see the attached "Advanced Squad Leader" mod put together for Tigers On The Hunt.

It's setup to use the "JoneSoft Generic Mod Enabler".

*** Please backup your "terrain" file if not using JSGME ***

Sample image.



Enjoy

Attachment (1)

< Message edited by Richie61 -- 3/10/2016 6:03:22 PM >


_____________________________

To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu



Post #: 1
RE: Advanced Squad Leader Mod - 2/25/2016 4:54:12 PM   
Gerry

 

Posts: 741
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Thanks very much Ed!!

You mentioned terrain but it looks mostly like the game terrain?

And unlike the SL mod this one does not have the star attributes from TotH?

(in reply to Richie61)
Post #: 2
RE: Advanced Squad Leader Mod - 2/25/2016 4:59:09 PM   
Richie61


Posts: 574
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From: Massachusetts
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Gerry,

No stars like base TotH or my Squad Leader mod. This was for the folks asking for an "ASL" like look.

Ed

_____________________________

To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu




(in reply to Gerry)
Post #: 3
RE: Advanced Squad Leader Mod - 2/25/2016 5:04:20 PM   
idjester

 

Posts: 352
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Very cool Richie61... Mine if I do a live broadcast with this installed to give people an idea of what it looks like and what to expect with this mod?

Thanks for the effort.

idjester

(in reply to Richie61)
Post #: 4
RE: Advanced Squad Leader Mod - 2/25/2016 5:08:26 PM   
Richie61


Posts: 574
Joined: 3/2/2009
From: Massachusetts
Status: offline
Not at all. It's a free mod for all to use.



_____________________________

To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu




(in reply to idjester)
Post #: 5
RE: Advanced Squad Leader Mod - 2/25/2016 5:41:56 PM   
Punisher007


Posts: 144
Joined: 3/24/2015
Status: online
Awesome MOD Ed! Great work! Cant wait to see IDJester play test this.

(in reply to Richie61)
Post #: 6
RE: Advanced Squad Leader Mod - 2/25/2016 6:16:26 PM   
casebier

 

Posts: 433
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From: the woodlands, texas
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this is great mod. THANKS!!!

(in reply to Punisher007)
Post #: 7
RE: Advanced Squad Leader Mod - 2/25/2016 6:26:31 PM   
DaveyJJ


Posts: 39
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From: Waterloo, Ontario
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Nice work.

(in reply to casebier)
Post #: 8
RE: Advanced Squad Leader Mod - 2/25/2016 6:36:00 PM   
Vin53

 

Posts: 71
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Sorry if mentioned somewhere before but does this Mod for Tigers include enemy AI?

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RE: Advanced Squad Leader Mod - 2/25/2016 6:38:24 PM   
Paullus

 

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Same AI as in the TotH game.

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to Vin53)
Post #: 10
RE: Advanced Squad Leader Mod - 2/25/2016 6:39:30 PM   
rosseau

 

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Pretty sure it's just a graphics mod. Just one more reason to buy the game, eh? Thank you, this is great.

(in reply to Vin53)
Post #: 11
RE: Advanced Squad Leader Mod - 2/25/2016 6:44:44 PM   
Dietrich53

 

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This is just plain awesome! Thank you very much!!!!

< Message edited by Dietrich53 -- 2/25/2016 6:45:03 PM >


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Post #: 12
RE: Advanced Squad Leader Mod - 2/25/2016 7:19:05 PM   
Richie61


Posts: 574
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From: Massachusetts
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Yes, it's just a graphic mod of images. It doesn't change a single thing on the game engine.

_____________________________

To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu




(in reply to Dietrich53)
Post #: 13
RE: Advanced Squad Leader Mod - 2/25/2016 10:53:08 PM   
RobertMc

 

Posts: 133
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From: Birmingham, Alabama, USA
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An AWESOME mod! Thank you very much!

(in reply to Richie61)
Post #: 14
RE: Advanced Squad Leader Mod - 2/26/2016 12:03:43 AM   
cataphract88


Posts: 532
Joined: 10/5/2012
From: Britannia
Status: offline

quote:

ORIGINAL: Richie61

Yes, it's just a graphic mod of images. It doesn't change a single thing on the game engine.


Your Squad Leader graphics mods have convinced me to buy this game.

_____________________________

Richard

(in reply to Richie61)
Post #: 15
RE: Advanced Squad Leader Mod - 2/26/2016 1:26:12 AM   
idjester

 

Posts: 352
Joined: 12/22/2011
Status: offline
Posted a new video on how to install the new maps, scenarios and mods... If you need help on what to do.

Thanks Richie61 for this... Next live steam will include your mod so everyone can see it in action.


https://www.youtube.com/watch?v=NLgekuJL3I4



(in reply to Richie61)
Post #: 16
RE: Advanced Squad Leader Mod - 2/26/2016 2:03:04 AM   
Big Ivan


Posts: 338
Joined: 6/9/2008
From: Mansfield, OH
Status: offline

quote:

ORIGINAL: Richie61

Please see the attached "Advanced Squad Leader" mod put together for Tigers On The Hunt.

It's setup to use the "JoneSoft Generic Mod Enabler".

*** Please backup your "terrain" file if not using JSGME ***

https://www.dropbox.com/sh/etxsj6qzn0thadw/AAAxsCXO4ElbOdKt-2jG623Na?dl=0

Sample image.



Enjoy


Where can you get JSGME at or can I copy it from another game like Campaign Series?
Thanks!

Big Ivan


_____________________________

Blitz call sign Ivan the Big.

(in reply to Richie61)
Post #: 17
RE: Advanced Squad Leader Mod - 2/26/2016 4:36:08 AM   
bo

 

Posts: 4175
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quote:

ORIGINAL: Richie61

Please see the attached "Advanced Squad Leader" mod put together for Tigers On The Hunt.

It's setup to use the "JoneSoft Generic Mod Enabler".

*** Please backup your "terrain" file if not using JSGME ***

https://www.dropbox.com/sh/etxsj6qzn0thadw/AAAxsCXO4ElbOdKt-2jG623Na?dl=0

Sample image.



Enjoy


Never played the Squad Leader series games, please explain what the numbers mean on the counters and will they coinside with Peter's game rules, thank you in advance.

Bo

(in reply to Richie61)
Post #: 18
RE: Advanced Squad Leader Mod - 2/26/2016 4:44:28 AM   
baldbrother

 

Posts: 272
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From: Adelaide South Australia
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Thanks for the mod. Never played ASL but prefer your graphics. What the various numbers etc designate? Thanks.

(in reply to Richie61)
Post #: 19
RE: Advanced Squad Leader Mod - 2/26/2016 4:47:26 AM   
kylania

 

Posts: 141
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quote:

ORIGINAL: Big Ivan
Where can you get JSGME at or can I copy it from another game like Campaign Series?
Thanks!


Here!




Attachment (1)

(in reply to Big Ivan)
Post #: 20
RE: Advanced Squad Leader Mod - 2/26/2016 4:51:37 AM   
kylania

 

Posts: 141
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quote:

ORIGINAL: baldbrother

Thanks for the mod. Never played ASL but prefer your graphics. What the various numbers etc designate? Thanks.


Here's the description from the ASLSK Tutorial PDF.

quote:


A German 1st Line rifle squad has the following values printed on the front of the counter: 4-6-7. These are, from left to right, Firepower (FP), Range, and Morale Level. A squad typically represents ten soldiers, although this will vary somewhat depending upon nationality and date.

A squad’s FP is primarily based upon its weaponry. In the case of the German 1st Line squad, this would be a light machine gun with a two-man crew, six riflemen with bolt-action rifles, and a sergeant and a corporal who could be armed with either rifles or submachine guns.

To better understand FP, compare a German Elite rifle squad: 4-6-8, to a German Conscript rifle squad: 4-3-6. The elite squad is a highly trained, highly motivated unit, while the conscript squad is either a poorly trained unit, or a unit that has suffered casualties to its key personnel. But both squads have the same exact FP... because they have the same equipment.

A squad’s range, however, is based on both equipment and training. A German 1st Line squad has the same range as a German Elite squad, 6 hexes, so both squads are capable of effective fire at long range. But the German Conscript squad only has a range of 3 hexes; it has the same basic weapons as the other two squads, but it does not have the coordination (again due to lack of training or casualties to key personnel) to fire effectively at the same range as the better squads.

(in reply to baldbrother)
Post #: 21
RE: Advanced Squad Leader Mod - 2/26/2016 5:20:06 AM   
Vin53

 

Posts: 71
Joined: 8/21/2005
Status: offline

quote:

ORIGINAL: kylania


quote:

ORIGINAL: baldbrother

Thanks for the mod. Never played ASL but prefer your graphics. What the various numbers etc designate? Thanks.


Here's the description from the ASLSK Tutorial PDF.

quote:


A German 1st Line rifle squad has the following values printed on the front of the counter: 4-6-7. These are, from left to right, Firepower (FP), Range, and Morale Level. A squad typically represents ten soldiers, although this will vary somewhat depending upon nationality and date.

A squad’s FP is primarily based upon its weaponry. In the case of the German 1st Line squad, this would be a light machine gun with a two-man crew, six riflemen with bolt-action rifles, and a sergeant and a corporal who could be armed with either rifles or submachine guns.

To better understand FP, compare a German Elite rifle squad: 4-6-8, to a German Conscript rifle squad: 4-3-6. The elite squad is a highly trained, highly motivated unit, while the conscript squad is either a poorly trained unit, or a unit that has suffered casualties to its key personnel. But both squads have the same exact FP... because they have the same equipment.

A squad’s range, however, is based on both equipment and training. A German 1st Line squad has the same range as a German Elite squad, 6 hexes, so both squads are capable of effective fire at long range. But the German Conscript squad only has a range of 3 hexes; it has the same basic weapons as the other two squads, but it does not have the coordination (again due to lack of training or casualties to key personnel) to fire effectively at the same range as the better squads.




So does that mean that the ASL counters used in the mod correspond to the unit values in Tigers On The Hunt?

(in reply to kylania)
Post #: 22
RE: Advanced Squad Leader Mod - 2/26/2016 5:35:49 AM   
Richie61


Posts: 574
Joined: 3/2/2009
From: Massachusetts
Status: offline
Big Ivan,

Chad did a thread about it and has a link to it in his first post at the Blitz.
http://www.theblitz.org/message_boards/showthread.php?tid=65299

Ed

_____________________________

To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu




(in reply to Big Ivan)
Post #: 23
RE: Advanced Squad Leader Mod - 2/26/2016 5:41:27 AM   
Richie61


Posts: 574
Joined: 3/2/2009
From: Massachusetts
Status: offline
quote:

ORIGINAL: Vin53
So does that mean that the ASL counters used in the mod correspond to the unit values in Tigers On The Hunt?


Nope. The numbers on these counters are for the ASL board game and don't correspond to TotH. They are for looks
only.

Now my Squad Leader mod matches TotH.

Here is a quick chart of the two counters. ASL vs TotH



< Message edited by Richie61 -- 2/26/2016 5:42:45 AM >


_____________________________

To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.

Sun Tzu




(in reply to Vin53)
Post #: 24
RE: Advanced Squad Leader Mod - 2/26/2016 9:19:05 AM   
Paullus

 

Posts: 697
Joined: 6/9/2015
From: Sweden
Status: offline
Well I can see a pattern that will work for the ASL numbers to the TotH values.

TotH Fire Power Letters A -G ASL first digit 8 - 2 , Moral TotH number of stars ASL last digit

_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to Richie61)
Post #: 25
RE: Advanced Squad Leader Mod - 2/26/2016 1:52:31 PM   
dwinston

 

Posts: 103
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What is the "JoneSoft Generic Mod Enabler"?

Thanks

(in reply to Richie61)
Post #: 26
RE: Advanced Squad Leader Mod - 2/26/2016 2:46:05 PM   
Big Ivan


Posts: 338
Joined: 6/9/2008
From: Mansfield, OH
Status: offline

quote:

ORIGINAL: Richie61

Big Ivan,

Chad did a thread about it and has a link to it in his first post at the Blitz.
http://www.theblitz.org/message_boards/showthread.php?tid=65299

Ed


Thanks Ed!

Got it installed but, when I enable graphics through JSGME the old graphics still remain.
Any ideas as to what I'm doing wrong?

John


_____________________________

Blitz call sign Ivan the Big.

(in reply to Richie61)
Post #: 27
RE: Advanced Squad Leader Mod - 2/26/2016 3:19:52 PM   
DerGrenadier


Posts: 99
Joined: 12/11/2011
From: Germania Superior
Status: offline

quote:

ORIGINAL: Big Ivan


quote:

ORIGINAL: Richie61

Big Ivan,

Chad did a thread about it and has a link to it in his first post at the Blitz.
http://www.theblitz.org/message_boards/showthread.php?tid=65299

Ed


Thanks Ed!

Got it installed but, when I enable graphics through JSGME the old graphics still remain.
Any ideas as to what I'm doing wrong?

John



Iam having the same. Seems not to work.


_____________________________







(in reply to Big Ivan)
Post #: 28
RE: Advanced Squad Leader Mod - 2/26/2016 3:35:52 PM   
idjester

 

Posts: 352
Joined: 12/22/2011
Status: offline
Yeah, I have one... Don't use JSGME. I got it installed and working in 15 seconds. Then uninstalled it in 15 more seconds.

If your having problems I created a video on how to install map, scenarios, and mods. Make a backup copy of your terrain file first please.

idjester

(in reply to DerGrenadier)
Post #: 29
RE: Advanced Squad Leader Mod - 2/26/2016 4:18:21 PM   
kylania

 

Posts: 141
Joined: 1/2/2015
Status: offline

quote:

ORIGINAL: Big Ivan

Got it installed but, when I enable graphics through JSGME the old graphics still remain.
Any ideas as to what I'm doing wrong?



It's the way it's packaged. For some reason Richie or Dropbox has separated the folders incorrectly so you get an empty ASL folder and a Graphics folder which means you're ending up with the terrain.png file being in the root folder instead of Graphics.

For JSGME you'll want to place the "ASL Mod" folder inside the MODS folder and under that you want the graphics folder with your replacement content.

The path should be this:
TotH Root Folder -> MODS -> ASL Mod -> Graphics -> terrain.png

That way when you enable ASL Mod via JSGME you're replacing the terrain.png in the Root -> Graphics folder.

(in reply to Big Ivan)
Post #: 30
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