Strategic Command WWII: World at War Community Pack

Moderator: Hubert Cater

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Hubert Cater
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RE: Strategic Command WWII: World at War Community Pack

Post by Hubert Cater »

Hi pvtbobo,

If you prefer to play with the original 3D units and not the Naval War mod graphics pack, then the easiest way to correct the Pillbox issue for the Soviet Storm Troopers is to do the following:

1) Navigate to root installation folder and then the Campaigns folder.

2) Open the '_1939 World at War' subfolder and then copy the 'Bitmaps' folder.

3) Navigate to the USER folder where you have edited the Naval War campaigns and then open the subfolder for that edited campaign.

4) Paste the Bitmaps folder in there and it should now correct the Pillbox issue you are having.

Hope this helps,
Hubert
pvtbobo
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RE: Strategic Command WWII: World at War Community Pack

Post by pvtbobo »

Hello Mr.Cater,
As always...many many thanks, now it works. Best regards and thank you for caring.Thank you Mr. Heirog too!
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Hubert Cater
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RE: Strategic Command WWII: World at War Community Pack

Post by Hubert Cater »

My pleasure [:)]
chopper66
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RE: Strategic Command WWII: World at War Community Pack

Post by chopper66 »

The soviet counters stop working for me too. They can be brought back by going to options and again choosing the mod, but will disappear again. The max zoom map loses its map and is only left with country symbols. I am playing a custom campaign.
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RE: Strategic Command WWII: World at War Community Pack

Post by Hubert Cater »

Hi Chopper66,

Which mod are you playing and which graphical mod have you applied where you are losing Soviet counters? Also, are you playing 3D or Nato style counters?

Thanks,
Hubert
chopper66
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RE: Strategic Command WWII: World at War Community Pack

Post by chopper66 »

SIPRES NATO counter mod and Nato style counters (not 3D).
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Hubert Cater
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RE: Strategic Command WWII: World at War Community Pack

Post by Hubert Cater »

In your customized campaign subfolder from within your USER\Campaigns folder, delete the unit sprite files in the following folder if you wish to use the SIPRES NATO counter MOD as this should resolve the issue for you:

Bitmaps\Major_04

Hope this helps,
Hubert
pvtbobo
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RE: Strategic Command WWII: World at War Community Pack

Post by pvtbobo »

Hello again! Another day another problem [:)]. Now I am trying to make some changes to the 1939 WaW Naval Mod campaign and almost all the names of the units are wrong. I have a Polish Air Wing called Rommel, a German General called Giulio di Cesare ...what I can do to remediate...unfortunately I already made some modifications...Thank you for your patience..

Image


Later edit:
Solved! I copied unit.txt from 1939 Waw/text to the same folder in my custom campaign. It worked. Do you know if I need to copy other files?
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Hubert Cater
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RE: Strategic Command WWII: World at War Community Pack

Post by Hubert Cater »

Great to hear and I believe it was just the one file that was in error.
chopper66
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RE: Strategic Command WWII: World at War Community Pack

Post by chopper66 »

ORIGINAL: Hubert Cater

In your customized campaign subfolder from within your USER\Campaigns folder, delete the unit sprite files in the following folder if you wish to use the SIPRES NATO counter MOD as this should resolve the issue for you:

Bitmaps\Major_04

Hope this helps,
Hubert

Thanks Hubert
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steevodeevo
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RE: Strategic Command WWII: World at War Community Pack

Post by steevodeevo »

Hi folks,

Every time I try to load a player mod scenario from the pack, at the end of teh first turn I get this and it crashes:

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Hairog
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RE: Strategic Command WWII: World at War Community Pack

Post by Hairog »

I hope the Community Mods will get their tweeks soon. I know I submitted mine for the Naval Mods.

Maybe that will fix your error.
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helmseye
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RE: Strategic Command WWII: World at War Community Pack

Post by helmseye »

quick question

has the starting technology changed for naval war mod? it used to give all countries (IMHO) a better start but now seems to of gone?
"Victory needs no explanation, defeat allows none"
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Hairog
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RE: Strategic Command WWII: World at War Community Pack

Post by Hairog »

ORIGINAL: helmseye

quick question

has the starting technology changed for naval war mod? it used to give all countries (IMHO) a better start but now seems to of gone?

I used a higher level for the beta. I decided to keep as much as I could of the scenarios as close as I can to the original in the mod. You already have so many changes to deal with that changing of the tech. would be too much.
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ouldy
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RE: Strategic Command WWII: World at War Community Pack

Post by ouldy »

Hi

In the Naval War Mod game, it doesnt seem possible to reinforce the destroyer units. Does anyone know if this is an issue please.
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RE: Strategic Command WWII: World at War Community Pack

Post by Hairog »

Screening Task Forces are limited to 6 strength points max. They are easy to damage and shatter, but they are very easy and fast to rebuild. Historically, hundreds of destroyers were lost compared to very few capital ships. They are expendable and should be used as obstacles to hinder enemy movement.

The best way to think of the Naval Mod is to imagine zooming in on a fleet with individual Task Forces playing their roles. Most naval games have this model to simulate naval warfare. You have a large scale map to move fleets and when the fleets meet, you move to a tactical map with individual ships.

In this case, it's one step up from individual ships to Task Forces. Radar, airplanes and their carriers of WWII have made this scale adjustment nessicary. You didn't have surface ships shooting at each other to any great extent after the first few encounters. The planes decided the battle way before the surface units got within range.
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RE: Strategic Command WWII: World at War Community Pack

Post by ouldy »

Thank you
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Hairog
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RE: Strategic Command WWII: World at War Community Pack

Post by Hairog »

NP. Hope you enjoy the Naval Mod.
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akashamon
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RE: Strategic Command WWII: World at War Community Pack

Post by akashamon »

Hi I just tried the naval mod for the first time. I like it.

I have one question about how the new naval ZOC work. I can't seem to figure out when the ZOC will be in effect consistently. Sometimes my subs can move next to enemy task forces or strike forces other times they can not. Is there a way to better predict this?

Thanks!
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RE: Strategic Command WWII: World at War Community Pack

Post by Hairog »

Wolf Packs have no Zone of Control. I will have to look around to see what's going on. All zones of control should work the same...unless there were a few versions that snuck through where you had to have two overlapping Zones of Control for it to work. I bet that is what is going on. So you can either play with that in mind, which could be another take on it, or tell me which campaigns you need and I'll see if I can find them and put a link up.
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