Naval Mod ready for testing (Full Version)

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Hairog -> Naval Mod ready for testing (5/7/2020 6:45:50 PM)

Version 2.1 with corrections suggested by hottegetthoff. Thank you for helping out.

Download it from

HERE



[image]local://upfiles/751/C1FDE617D12A4C4D8EC05B493EB89023.jpg[/image]




Hairog -> RE: Naval Mod ready for testing (5/7/2020 6:49:04 PM)

All the artwork is modified from Welch, IronX, Bill, and Hubert's wonderful creations.


[image]local://upfiles/751/A0BD54008C2647E2BC12344D1992BA0C.jpg[/image]




Hairog -> RE: Naval Mod ready for testing (5/7/2020 6:50:35 PM)

Austrians



[image]local://upfiles/751/998B9336CCCD4399AB49727EBE959F10.jpg[/image]




Hairog -> RE: Naval Mod ready for testing (5/7/2020 7:05:23 PM)

Readme



[image]local://upfiles/751/C3FD79AF818645009B56DBA4CA1C905F.jpg[/image]




Hubert Cater -> RE: Naval Mod ready for testing (5/7/2020 9:05:03 PM)

Great stuff Hairog, thanks for sharing [8D]




hottegetthoff -> RE: Naval Mod ready for testing (5/9/2020 1:34:48 PM)

Good to hear someone is improving the naval aspect.
How are the ZOC distributed?
Have you made any significant changes to balance?




Hairog -> RE: Naval Mod ready for testing (5/10/2020 6:34:53 PM)

Every unit has the same ZOC. When steaming at sea and you see smoke on the horizon you slow down and send out your recon and screening forces to see what's up. Even if it's a tramp steamer or Filipino fishing boat, it takes time. Then there is the fact that He could have a radio capable of reaching your enemies. For whatever the reason you do not just blithely glide by each other and give them the finger no matter how small the opposing task force is you would take care of it then move on.

Just like it takes movement or ops points to overrun a land unit, it takes movement points to deal with any task force.

The balance is the same and I'm sure it is historically accurate since it was done by Bill or Hubert. Even though there are fewer units to move because they are organized in squadrons, divisions and flotillas, they are in the same ratio.




cavalry -> RE: Naval Mod ready for testing (5/12/2020 10:57:59 AM)

Hairog,
I am new to this game and thank you for making such a great contribution. Looks very nice. There is no instructions as to how to install the mod. Does it just get extracted inside the mod folder within the game that I have set up? The problem is the other mod I have downloaded and uninstalled in that folder does not work. When I click on the button to look at the mods there is nothing there. Even though all the files are inside the mod folder in the game. Any ideas?




Hairog -> RE: Naval Mod ready for testing (5/13/2020 3:15:49 AM)

Sorry cavalry for the delay.

everything but the folder "Naval War Units Counters Round" goes into the "Campaigns" folder that is in Documents/My Games/Strategic Command WWI/Campaigns.

"Naval War Units Counters Round" goes into the Mods folder.

Restart and then choose the "1914 Call to Arms Naval Mod" scenario, then select the graphics mod "Naval War Units Counters Round" from your list of mods.

Let me know if it works like it should.

Harry




hottegetthoff -> RE: Naval Mod ready for testing (5/13/2020 11:19:34 AM)

Its a minor issue, but the dreadnought counters have no upper text (that states the tpe of unit), i think this was an issue in early blue max as well.




cavalry -> RE: Naval Mod ready for testing (5/13/2020 12:51:39 PM)

Thank you for your help. The problem with this is that the game is or seems to be split into installations on the computer. I have never had this with a matrix game ever before.




Hubert Cater -> RE: Naval Mod ready for testing (5/13/2020 3:20:55 PM)

Hi Cavalry,

I can appreciate the confusion, however the game installation is technically not split into different locations on the computer. The game installs, typically, into the Program Files folder, and then all USER files are placed in the Documents folder, e.g. custom mods, campaigns, save game files and so on.

This is based on a security protocol initiated by Microsoft, going back over 10 years to the release of the Microsoft Vista operating system.

The problem is if you allow the game to also attempt to write files to the Program Files directory, they will be virtualized and not easy to actually find. The virtualization of these files is an attempt by Microsoft to allow for some backwards compatibility, but as a user you will have a very difficult time finding those files as they get hidden away on your computer etc.

Thus the current recommendation for all modern software to adhere to this protocol by having the user files placed in the Documents or other similar user files folders.

I can't speak for the other programs, perhaps they have never been updated, or perhaps they default to install outside of the Program Files folder (not recommended) which is another way to work around the security protocol.

There is more info on the web for this in links/blogs such as this:

https://devblogs.microsoft.com/oldnewthing/20150902-00/?p=91681

https://www.sevenforums.com/news/19426-user-account-control-data-redirection.html

https://docs.microsoft.com/en-us/previous-versions/technet-magazine/cc138019(v=msdn.10)

Hope this helps,
Hubert





cavalry -> RE: Naval Mod ready for testing (5/14/2020 3:55:58 PM)

Dear Hubert,

Thank you very much for taking the time to write this comprehensive reply. The strange thing is none of my other installations have acted like this one. Even before other games I have from matrix.

Anyway everything is working okay so I do not plan to try and change anything. I grew up in an age without computers or that's a lie there was just one in school and I never saw it.

Never mind with good people like you we can get by.




Hairog -> RE: Naval Mod ready for testing (5/17/2020 3:55:06 AM)

Version 2.0 -

I put some additional units to take the screne shops and forgot to take them out. They are gone now.

Thank you to hottegetthoff for spotting this problem. The new version is available in the first post.




Rick402 -> RE: Naval Mod ready for testing (5/17/2020 5:25:52 AM)

confused as to which one is the naval wars counter and or how do i install?[image][/image]

[image]local://upfiles/63031/0B4F8C4F4DCA4D678D8F7C4E3102D9F0.jpg[/image]




Hairog -> RE: Naval Mod ready for testing (5/17/2020 6:39:44 AM)

Oh crap! I forgot to include the graphics. I included them in a new download which is



HERE

or at the first post.

Sorry about that.




Rick402 -> RE: Naval Mod ready for testing (5/17/2020 6:47:15 AM)


quote:

ORIGINAL: Hairog

Oh crap! I forgot to include the graphics. I included them in a new download which is



HERE

or at the first post.

Sorry about that.

no biggie thanks for replying quikly, your Mod Looks AMAZING! Thank You for All your hard work, sir!




Hairog -> RE: Naval Mod ready for testing (5/17/2020 12:32:54 PM)


quote:

ORIGINAL: hottegetthoff

Its a minor issue, but the dreadnought counters have no upper text (that states the tpe of unit), i think this was an issue in early blue max as well.


The single dreadnought counters are not used. All dreadnoughts are in Divisions. There are two Divisions to a Squadron. The Battle Squadron Division is made up of 2 - 3 dreadnoughts and or battle ships and attached destroyers etc.




Rick402 -> RE: Naval Mod ready for testing (5/18/2020 12:35:58 AM)


quote:

ORIGINAL: Hairog


quote:

ORIGINAL: hottegetthoff

Its a minor issue, but the dreadnought counters have no upper text (that states the tpe of unit), i think this was an issue in early blue max as well.


The single dreadnought counters are not used. All dreadnoughts are in Divisions. There are two Divisions to a Squadron. The Battle Squadron Division is made up of 2 - 3 dreadnoughts and or battle ships and attached destroyers etc.

so a battle squadron is 2/3 BB and roughly how many DD?




Rick402 -> RE: Naval Mod ready for testing (5/18/2020 1:13:13 AM)

and one more thing can you install this mod on top or With Another Mod Already Installed? Yes/No?




Hairog -> RE: Naval Mod ready for testing (5/18/2020 3:36:26 AM)

Yes to install with other mods. If you have other mods chosen I have no idea which on takes precedence. Hubert related that to us once but I lost track of were it is.

Put everything but the folder Naval War Unit Counters Round, in the Campaign folder located in Documents/My Games/Strategic Command WWI/Campaigns. Put the Naval War Unit Counters Round in the Mod folder.

The bitmap mod only changes the unit counters. Any other mods like Welk's Map Mod or Blue Max map mods will still work. Just make sure any other unit mod is turned off.

The graphics shown were done using the Naval War Unit Counters Round mod and the Blue Max Mod. No other mod was turn on.




Rick402 -> RE: Naval Mod ready for testing (5/18/2020 3:49:37 AM)

sp it needs to go in C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods? Correct or the Other Documents? its my understanding you put in in Documents under the C:\Users\<username>\Documents\My Games, just want to make sure this is correct only the counters i know goes in the mods folder the rest goes in campaigns, but wanting to know if the rest goes under
C:\Users\<username>\Documents\My Games\Strategic Command WWI




Hairog -> RE: Naval Mod ready for testing (5/18/2020 4:20:50 AM)

For the 1914 Scenario I just took what Hubert decided was the order of battle and divided by 2 the number of dreadnoughts to simulate a Battle Squadron Division. If I had went with just Battle Squadrons the RN would have only 4 (boring) so I decided to go with Divisions which had two per Battle Squadron.

The totals are pretty eye opening for destroyers compared to capital ships. In 1916 there were 160 destroyers for 28 Dreadnoughts/battleships in the Grand Fleet. During the Battle of Jutland there were 46 destroyers assigned to direct escort for the Battle Squadrons. The other 120 something were running around in Flotillas screening the big boys.

The numbers and composition changed constantly throughout the war and make it pretty confusing to figure out so I trusted the developers numbers rather than spend my time duplicating their efforts.

Here's what the Grand Fleet looked like in 1918. I have no facts and figures on how the fleet was in 1914 so I went with Hubert's and Bill's estimate.

Grand Fleet
Commander-in Chief: Adm Sir David Beatty in battleship Queen Elizabeth (attached destroyer: Oak)
1st BS (Adm Sir Charles Madden) battleships: Revenge (F), Emperor of India, Iron Duke, Benbow, Marlborough, Canada, Ramillies, Resolution, Royal Oak, Royal Sovereign (attached cruiser: Blonde)
2nd BS (VAdm Sir John de Robeck) battleships: King George V (F), Orion, Ajax, Centurion, Conqueror, Monarch, Thunderer, Agincourt, Erin (attached cruiser: Bellona)
4th BS (VAdm Sir Montague Browning) battleships: Hercules (F), Colossus, Bellerophon, Collingwood, Neptune, St. Vincent (attached cruiser: Boadicea)
5th BS (VAdm A C Leveson) battleships: Barham (F), Malaya, Valiant, Warspite (attached cruiser:Blanche)
6th BS (RAdm H Rodman) battleships: New York(USN) (F), Arkansas(USN), Florida(USN), Texas(USN), Wyoming(USN)
Cruisers (with main body)
2nd CS (RAdm E F Bruen) armoured cruisers: Minotaur (F), Cochrane, Shannon
4th LCS (RAdm A F Everett) light cruisers: Calliope (F), Cambrian, Caroline, Comus, Cordelia, Constance
7th LCS (RAdm G H Borrett) light cruisers: Carysfort (F), Aurora, Penelope, Undaunted, Cleopatra
Flying Squadron (RAdm R F Phillimore)[q] aircraft carriers: Furious (F), Argus, Vindictive, Nairana, Pegasus, Campania[r]
Battlecruiser force
Commander-in-Chief: VAdm Sir William Pakenham in battle cruiser Lion
1st BCS (RAdm Sir Henry Oliver) battlecruisers: Repulse (F), Renown, Tiger, Princess Royal
2nd BCS (RAdm Sir Lionel Halsey) battle cruisers: New Zealand (F), Australia(RAN), Inflexible, Indomitable
1st CS (VAdm T D W Napier) battle cruisers: Courageous (F), Glorious
1st LCS (RAdm W H Cowan): Inconstant (F), Galatea, Royalist, Phaeton, Caledon
2nd LCS (RAdm J A Fergusson): Birmingham (F), Dublin, Melbourne(RAN), Sydney(RAN), Yarmouth
3rd LCS (RAdm A T Hunt): Chatham (F), Southampton, Chester, Birkenhead
6th LCS (RAdm E S Alexander-Sinclair): Cardiff (F), Calypso, Caradoc, Cassandra, Ceres
Destroyer Command
Commodore (Destroyers): Cdre H J Tweedie in light cruiser: Castor
3rd DF leaders: Nimrod, Talisman; destroyers: Maenad, Mameluke, Marvel, Menace, Michael, Munster, Napier, Noble, Nonsuch, Onslaught, Petard; temporarily attached from 4th DF (Devonport): Lawford, Nizam, Norseman, Oracle, Oriana, Orpheus
11th DF leaders: Valorous, Seymour, Kempenfelt; destroyers: Romola, Sarpedon, Tancred, Tenacious, Tormentor, Vancouver, Vanessa, Vanity, Versatile, Viscount, Vittoria, Vivacious, Vortigern, Voyager, Walker, Walrus, Watchman
12th DF leaders: Valhalla, Saumarez; destroyers: Scimitar, Scotsman, Scout, Scythe, Seabear, Sepoy, Simoom, Sirdar, Speedy, Tomahawk, Torch, Trinidad, Tryphon, Vivien, Waterhen, Winchester, Wolsey, Wrestler
13th DF light cruiser: Champion, leaders: Valentine, Valkyrie; destroyers: Vimiera, Vega, Vectis, Violent; Vendetta, Verulam, Wakeful, Westminster; Verdun, Viceroy, Vesper, Venetia; Wolfhound, Ursa, Ursula, Urchin; Umpire, Ulster, Tower, Tristram; Vidette, Winchelsea, Westcott; Windsor, Whitley, Woolston, Walpole, Wessex
14th DF leaders: Vampire, Anzac; destroyers: Medina, Norman, Octavia, Opportune, Orford, Paladin, Patriot, Pellew, Penn, Peregrine, Peyton, Plover, Plucky, Pylades, Relentless, Sabre, Seafire, Seraph, Somme, Sparrowhawk, Splendid, Tactician, Tobago, Tyrant, Velox, Warwick, Whirlwind; due to transfer to 1st DF but temporarily retained by 14th DF: Nonpareil, Observer, Offa, Orestes
15th DF leaders: Parker, Grenville; destroyers: Patrician, Radstock, Raider, Rapid, Ready, Restless, Rigorous, Rob Roy, Rocket, Rosalind, Rowena, Sable, Sabrina, Salmon, Sorceress, Tirade, Trenchant, Undine; temporarily attached from 2nd DF (Buncrana): Marne, Medway, Michael, Mystic, Nicator, Pelican
21st DF (transferring from 6th DF, Dover) leaders: Botha, Douglas, Swift; destroyers: Mansfield, Melpomene, Milne, Miranda, Moorsom, Murray, Nugent, Phoebe
Harwich Force
5th LCS (RAdm Sir Reginald Tyrwhitt) light cruisers: Curacoa (F), Coventry, Curlew, Concord, Centaur, Conquest, Danae, Dragon
10th DF leaders: Spenser, Shakespeare, Bruce, Montrose; destroyers: Radiant, Redgauntlet, Redoubt, Retriever, Satyr, Sceptre, Sharpshooter, Skate, Skilful, Springbok, Starfish, Stork, Sturgeon, Swallow, Sybille, Sylph, Taurus, Teazer, Tempest, Tetrarch, Thisbe, Thruster, Torrid, Truculent
Dover Force
6th DF (Dover) leader: Broke; modern destroyers: Manly, Mastiff, Meteor, Morris, Termagant, Trident, Afridi, Amazon, Cossack, Crusader, Viking, Zubian
Minelaying destroyers
20th DF (Immingham) leaders: Abdiel, Gabriel, destroyers: Tarpon, Telemachus, Vanoc, Vanquisher, Venturous, Ferret, Legion, Prince, Sandfly
Submarines operating with the Battle Fleet
12th S/MF: light cruiser: Fearless; submarines: K2, K3, K5, K6, K7, K8, K15
13th S/MF: leader: Ithuriel; K9, K10, K11, K12, K14, K16, K22
North Sea patrols
8th S/MF (Yarmouth) submarines: H21, H28, H29, H30, V1, V2
9th S/MF (Harwich) submarines: E29, E31, E41, E43, E45, E51, E52, E53, E56, L9, L15, L14, L17, C23, C25
10th S/MF (Tees) submarines: E27, E33, E39, E40, E42, E44, G6, G12, G13, L11, L12, L16
11th S/MF (Blyth) submarines: G1, G2, G3, G4, G5, G10, J2, J3, J4, J5, J6, J7
14th S/MF (Blyth) submarines: H8, H11, H12, H14, H15, H22, H23, H24, H25, H26, L8, R1, R2, R9, R12




Rick402 -> RE: Naval Mod ready for testing (5/18/2020 4:37:28 AM)

i figured it out! thank you for the help! good looking mod thus far!




Hairog -> RE: Naval Mod ready for testing (5/18/2020 5:18:15 AM)

Glad to here! Most of the graphics were done by IronX and Welk. I just modified stuff. The reason I could do the mod is because of Hubert's great and powerful editor.




FOARP -> RE: Naval Mod ready for testing (5/18/2020 8:04:41 AM)


quote:

ORIGINAL: Hairog

All the artwork is modified from Welch, IronX, Bill, and Hubert's wonderful creations.


[image]local://upfiles/751/A0BD54008C2647E2BC12344D1992BA0C.jpg[/image]


Apologies if these are actually errors in the original files, but why is Antwerp not a port and why is the hex north-east of Antwerp not a coast-line hex?




Rick402 -> RE: Naval Mod ready for testing (5/18/2020 11:39:48 PM)

are the ships or Div/Flottilas stronger in your mod than vanilla game? just wondering wht to do with these ships, now i can have a Proper Battle of Jutland!
these 2 ship counters have No text. Bug?




Hairog -> RE: Naval Mod ready for testing (5/19/2020 4:13:28 AM)


quote:

ORIGINAL: FOARP


quote:

ORIGINAL: Hairog

All the artwork is modified from Welch, IronX, Bill, and Hubert's wonderful creations.


[image]local://upfiles/751/A0BD54008C2647E2BC12344D1992BA0C.jpg[/image]


Apologies if these are actually errors in the original files, but why is Antwerp not a port and why is the hex north-east of Antwerp not a coast-line hex?




Dang it! Sorry all. The default mode when you first enter the editor is the change hex tool. When I start to scroll around I, much too often, blow up or add land hexes, sea hexes, etc. most I catch but not all obviously. That is a big one.
Thanks FOARP for seeing it and bringing it to my attention.

Fixing it now and should have a revision by tomorrow.




Hairog -> RE: Naval Mod ready for testing (5/20/2020 9:56:37 PM)

2.1 HERE and every where There's a HERE




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