Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: HUSKY and others

 
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] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: HUSKY and others Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: HUSKY and others - 1/14/2018 8:47:31 PM   
Dili

 

Posts: 4305
Joined: 9/10/2004
Status: offline
No just the last one i think. Make a copy of your game directory and overwrite it with this.

(in reply to DarrenMarshall)
Post #: 31
RE: HUSKY and others - 1/16/2018 8:28:39 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Each uploade contains a full version of the mod.
The last (version 2.0) I released 1/8/2018.
Upload this version to a copy of the original AE.

Every my uploade is valid for 30 days.

(in reply to Dili)
Post #: 32
RE: HUSKY and others - 2/17/2018 12:47:12 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Small upgrade pwhexe.dat

http://leteckaposta.cz/568712790

(in reply to Dali101)
Post #: 33
RE: HUSKY and others - 2/26/2018 8:16:04 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
New Version 2.1

Finally, I can offer you a larger and more valuable scenario 27.
Still many unfinished (primarily Balkan battlefield and AI behavior)
In Scenario 26 only minor changes and repairs.
I will describe in more detail later.

Link:

http://leteckaposta.cz/696203874

(in reply to Dali101)
Post #: 34
RE: HUSKY and others - 3/1/2018 6:34:23 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Introduction to the mod WitM ver2.1

Presently there is 2 scenario in play and 1 scenario under development:
SCN 26 7.7.1943 , 90 turns “Operation Husky“
SCN 27 2.6.1943 , 280 turns “Operation Husky Long“ (mini campaign, extending the previous scenario SCN 26)
SCN 28 1.10.1942 , cca 600 turns “From Operation Torch“ (Under development).

Legend:

Axis side:
Germany in the mod is in position of IJ Army.
Italy, Hungary, Bulgaria, Romania, Croatia, French Vichy, Slovak State in the mod in position of IJ Navy

Allied side:
Great Britain in the mod is in position of British
France (FFr) in the mod is in position of French
Greece in the mod is in position of Commonwealth
Belgian in the mod is in position of Commonwealth
Netherland in the mod is in position of Dutch
Canada in the mod is in position of Canada
USA in the mod is in position of US Army
US Navy in the mod is in position of US Navy
Australia in the mod is in position of Australian
New Zealand in the mod is in position of New Zealand
India in the mod is in position of India
South Africa in the mod is in position of Commonwealth
Poland and Czechoslovakia in the mod is in position of Commonwealth
Yugoslav in the mod is in position Chinese.


Date:
SCN 26 8.7.1943 , 90 turns
SCN 27 2.6.1943 , 280 turns

(in reply to Dali101)
Post #: 35
RE: HUSKY and others - 3/1/2018 8:31:01 AM   
Dili

 

Posts: 4305
Joined: 9/10/2004
Status: offline
Nice growing of the map.

First note in the Italian ships most torpedoes don't show their names.
typo in Vittorio Veneto BB, its 120mm guns are only for illumination, so should not be present.

< Message edited by Dili -- 3/1/2018 8:40:38 AM >

(in reply to Dali101)
Post #: 36
RE: HUSKY and others - 3/2/2018 7:21:08 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Hi Alex,
thank you for refining. Illumination cannons are on multiple boats. Probably unnecessary ...
We'll look at the torpedoes together. The Italian Navy had quite a lot of types.

I will continue to expand the map. The next scenario will be the complete Balkan and Greek battlefields.

(in reply to Dili)
Post #: 37
RE: HUSKY and others - 3/2/2018 7:38:57 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
SCN 27
What is not done ...

The map will expand slightly.
I want to portray the Balkan battlefield and bloody NLAY fight.
Missing some small Italian and German ships.
The navy of these states are ready for about 90%.
I have a little problem with the status of the Italian merchant shipyard in this period.
(I'll be grateful for every possible asset)
There is still something to do on the PWHEX.dat file. Missing some rivers and railways.
But mostly in the marginal parts of the battlefield.
Missing many graphics details, aircraft icons, unit characters etc ...

The game is currently suitable for the PBEM game. But the situation of the axis side is of course very difficult.
AI behavior is only at the beginning. The concept of AI behavior will be historical
progress. With some tolerance, especially time (sometimes AI gathers the necessary means of invasion in three days and sometimes in ten days ...).
I'm looking for the opponents for the PBEM game. Especially for testing purposes.

Thank you all for your emails and mail. I will continue in the development. D.

btw:I apologize to everyone for my bad English.

(in reply to DarrenMarshall)
Post #: 38
RE: HUSKY and others - 3/2/2018 3:00:36 PM   
Dili

 

Posts: 4305
Joined: 9/10/2004
Status: offline

quote:

ORIGINAL: Dali101

Hi Alex,
thank you for refining. Illumination cannons are on multiple boats. Probably unnecessary ...
We'll look at the torpedoes together. The Italian Navy had quite a lot of types.

I will continue to expand the map. The next scenario will be the complete Balkan and Greek battlefields.


I mean the torpedo names don't show up in some ships, it is blank.



(in reply to Dali101)
Post #: 39
RE: HUSKY and others - 3/3/2018 9:09:47 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
It is a mistake . I accidentally erased the 53.3cm torpedo from the devices.
I'll issue a fix soon.

(in reply to Dili)
Post #: 40
RE: HUSKY and others - 3/5/2018 8:51:10 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Correction of missing Italian torpedo. Bugs in scenario27.

(upload only scenarios27)

http://leteckaposta.cz/759331014

(in reply to Dali101)
Post #: 41
RE: HUSKY and others - 3/9/2018 9:19:48 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
I need to specify that my mod is being processed in the latest official version of 1.7.11.24.
I'm currently evaluating the suitability to upgrade to version 1.8.11.26 (a or b ??)

(in reply to Dali101)
Post #: 42
RE: HUSKY and others - 3/14/2018 7:55:48 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
New screenshot pack in SCN WitM27

http://leteckaposta.cz/235290967

(in reply to Dali101)
Post #: 43
RE: HUSKY and others - 3/16/2018 1:04:45 PM   
tarkalak

 

Posts: 203
Joined: 6/26/2017
From: Bulgaria
Status: offline
Do you model/plan to model the countries that switched sides midwar in the allied OOB?

I mean Italy, Romania and Bulgaria?

_____________________________

I do not know what is scarier: that I do understand nothing of this demonic script or that I am starting to see the demons that it evokes.

Me, studying for a PHD entry exam in Applied Mathematics.

(in reply to Dali101)
Post #: 44
RE: HUSKY and others - 3/17/2018 12:51:35 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Partially yes. It is planned.
At least in Italy, it is now under development. After the surrender of Italy, RSI will be created in the north.
And in the south (it is necessary to occupy Palermo allies) west allies.

It does not have the final state yet. I still improve and finish.

Bulgaria and Romania are still part of this mode (temporally and partly geographically), and their change to state allies is technically problematic. So here ...

(in reply to tarkalak)
Post #: 45
RE: HUSKY and others - 3/26/2018 3:29:23 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Black Day of the Italian Navy (from the ongoing PBEM game):

Day Time Surface Combat, near Bizerte at 78,172, Range 13,000 Yards

Japanese aircraft
no flights

Japanese aircraft losses
IMAM Ro.43: 3 destroyed

Japanese Ships
BB Littorio, Shell hits 22, and is sunk
BB Andrea Doria, Shell hits 7, on fire
CL Duca D'aosta
CL Eugenio di Savoia, Shell hits 1
CL Scipione Africano, Shell hits 1
DD Euro, Shell hits 3
DD Dardo, Shell hits 1, on fire
DD Grecale, Shell hits 5, and is sunk
TB Cassiopea, Shell hits 1, on fire
DE Lira
DE Impavido, Shell hits 1
TB T3, Shell hits 1, and is sunk
TB Insidioso, Shell hits 1

Allied Ships
BB Valiant, Shell hits 2
BB Warspite, Shell hits 1
BB Nelson, Shell hits 1
BB Rodney, Shell hits 2
CL Aurora, Shell hits 1, on fire
CL Penelope, Shell hits 2
DD Faulknor
DD Inglefield
DD Eclipse
DD Eskimo, Shell hits 1, heavy fires
DD Laforey
DD Lookout
DD Loyal

Low visibility due to Rain
Maximum visibility in Rain: 15,000 yards
Range closes to 19,000 yards...
Range closes to 13,000 yards...
CONTACT: Allies radar detects Japanese task force at 13,000 yards
Wootten, M.L. crosses the 'T'

(in reply to Dali101)
Post #: 46
RE: HUSKY and others - 5/10/2018 11:34:19 AM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Small upgrade pwhex.dat

http://leteckaposta.cz/308919929

(in reply to Dali101)
Post #: 47
RE: HUSKY and others - 5/14/2018 11:46:06 AM   
verdugo94

 

Posts: 126
Joined: 4/23/2015
Status: offline
I want to download the mod but I am unable from the links that you provided, could you please reupload them? Thanks

(in reply to Dali101)
Post #: 48
RE: HUSKY and others - 5/14/2018 12:12:31 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
I write it in earlier posts.
Each upload has 33 days of life.

But I'm just ahead of WitM 2.2. Please wait a few days and it will be released. Dali

(in reply to verdugo94)
Post #: 49
RE: HUSKY and others - 5/14/2018 1:02:32 PM   
verdugo94

 

Posts: 126
Joined: 4/23/2015
Status: offline
Ok, thanks you

(in reply to Dali101)
Post #: 50
RE: HUSKY and others - 5/17/2018 3:44:39 PM   
Kull


Posts: 1329
Joined: 7/3/2007
From: El Paso, TX
Status: offline
How were you able to address the issue of personal names? Many names are editable in the scenario files, but the engine has to generate a lot of new ones as the game progresses, in particular pilot replacements. I'd asked about modding those once, and was told they are hardcoded - were you able to solve that?

< Message edited by Kull -- 5/17/2018 3:45:08 PM >


_____________________________


(in reply to verdugo94)
Post #: 51
RE: HUSKY and others - 5/18/2018 2:31:58 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
I will respond in detail to you in the mail.

(in reply to Kull)
Post #: 52
RE: HUSKY and others - 5/18/2018 2:34:26 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
WitM 2.2

http://leteckaposta.cz/473379336

I will write details later. Dali

(in reply to Dali101)
Post #: 53
RE: HUSKY and others - 5/21/2018 1:13:05 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
WitM ver 2.2
What's new....

The version primarily focused on scenario 27.
Scenario 26 remained almost unchanged.

Scenario 27 has a slightly enlarged map. The scope is similar to the previous version.
In addition, it includes the Balkan battlefield and the fight of NLYA units. It's a little experimental, but it's already tested and functional.
The AI scenario is further enhanced. There are many minor and more significant changes to the experience of the ongoing PBEM game.

There is a date for the game, the number of turn is 580. It can be played all year 1944 and occupy Italy.

As always, many details are not complete .....

(in reply to Dali101)
Post #: 54
RE: HUSKY and others - 5/23/2018 12:56:11 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Small upgrade version 2.2.
Fix some parameters and add HEX ON graphical files.

I recommend applying.


http://leteckaposta.cz/786023363

(in reply to Dali101)
Post #: 55
RE: HUSKY and others - 6/25/2018 5:24:23 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
WitM 2.3 (complete upload)

http://leteckaposta.cz/691973659



(in reply to Dali101)
Post #: 56
RE: HUSKY and others - 7/2/2018 12:59:31 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Small upgrade SCN27 and pwhex.dat

http://leteckaposta.cz/201665760

(in reply to Dali101)
Post #: 57
RE: HUSKY and others - 7/30/2018 1:39:53 PM   
Dali101

 

Posts: 109
Joined: 4/17/2016
Status: offline
Upload complete version WitM 26 and 27:

http://leteckaposta.cz/916299138

(in reply to Dali101)
Post #: 58
RE: HUSKY and others - 8/1/2018 8:43:19 AM   
adarbrauner

 

Posts: 1285
Joined: 11/3/2016
From: Zichron Yaaqov, Israel; Before, Treviso, Italy
Status: offline
If the map is enlarged so to equal 20 miles per hex (BTW a brilliant solution), and ships speed doubled accordingly to adequate, "speed" of LCUs has remained calibrated for 40 miles hex, right? Meaning they are "slower" here, isn't it?

(in reply to Dali101)
Post #: 59
RE: HUSKY and others - 8/1/2018 5:51:17 PM   
Dili

 

Posts: 4305
Joined: 9/10/2004
Status: offline
I have been playing with Dali, the author of this scenario, yes and ship range is also increased to double. But the naval combat results make this increase of speed problematic in my opinion. Submarines are not very efficient with ships speeds as they are - maybe doubling torpedo accuracy or speed will improve it. As it is ship speed in my opinion is not warranted and gives more problems than it fixes. Yes, remaining has they are it turns ship slower but for the closed confines of Mediterranean makes possible what happened historically several attacks per day against shipping.

The issue with land units speed exist and only somewhat can be offset making better roads. Since it is said that land combat tempo is considered too fast by some experts maybe the issue is not so bad, but i don't have an opinion yet.

It is what is possible with constraints. Of course Dali would have his opinion, hope he have time to post them.

(in reply to adarbrauner)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: HUSKY and others Page: <<   < prev  1 [2] 3   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

0.160