Search found 46 matches

by HoustonAerosFan
Sat Aug 17, 2019 4:04 pm
Forum: WarPlan
Topic: WarPlan Dev Diary #1 - Introduction
Replies: 9
Views: 1394

RE: WarPlan Dev Diary #1 - Introduction

So this isn't never-to-appear "Battlefields"?
by HoustonAerosFan
Sat Jan 12, 2019 12:26 pm
Forum: Tech Support
Topic: Unable to Update From D/L to 4.1.0.20
Replies: 6
Views: 157

RE: Unable to Update From D/L to 4.1.0.20

Good Lord !! Why on earth would you distribute software only to have your users have to uninstall it??? Why not just distribute 4.1.0.20 ???
by HoustonAerosFan
Sat Jan 12, 2019 12:08 pm
Forum: Tech Support
Topic: Unable to Update From D/L to 4.1.0.20
Replies: 6
Views: 157

Unable to Update From D/L to 4.1.0.20

I just d/led TOAW IV and installed it - it ran OK.

When I try to do the first update from 4.0.0.11 (the download) to 4.1.0.20, I get a message saying I have an older version installed and the installation can't continue.

What's going on here? [X(]
by HoustonAerosFan
Sat Aug 06, 2016 10:34 am
Forum: Mods and Scenarios
Topic: World War One Mod!
Replies: 78
Views: 5251

RE: World War One Mod!

Warhorse - I did eventually find them on The Blitz.

I'm surprised after all these years someone hasn't modded one of the SP games. I think there was a Civil War (er, uh - War of Northern Aggression) mod done a number of years ago.
by HoustonAerosFan
Fri Aug 05, 2016 7:43 pm
Forum: Mods and Scenarios
Topic: World War One Mod!
Replies: 78
Views: 5251

RE: World War One Mod!

<t> One thing I might suggest, for v2 in the future, would be to reduce the game scale. I'd suggest no more than 100 m/hex and no less than 50 m/hex and 1-2 minute turns. This is because No Man's Land varied from typically 50-200 m in width.<br/> <br/> The scale in both m/hex and time/turn is set in...
by HoustonAerosFan
Sat Jul 30, 2016 3:28 pm
Forum: Mods and Scenarios
Topic: World War One Mod!
Replies: 78
Views: 5251

RE: World War One Mod!

Oh, yes - Ye olde "U" hotkey.....
by HoustonAerosFan
Thu Jul 28, 2016 9:11 pm
Forum: Mods and Scenarios
Topic: World War One Mod!
Replies: 78
Views: 5251

RE: World War One Mod!

Looks great so far.

I've already forgotten the old interface...how do I tell what terrain is in a hex?
by HoustonAerosFan
Sat Apr 18, 2015 6:25 pm
Forum: John Tiller's Campaign Series
Topic: Dev Diary #6 - 2D View: NATO and unit icons, chits explained
Replies: 41
Views: 666

RE: Developer Diary #6 - 2D NATO symbols and chit sets in "Middle East"

<t> <<We also have a WW1 game we're working on, a release date has yet to be determined. >><br/> <br/> Might I suggest getting this released while the centennial is still on?<br/> <br/> My interest in the period at least quadrupled last year. Sadly, no tactical games available except for Tiller's ra...
by HoustonAerosFan
Sat Mar 28, 2015 5:46 pm
Forum: Mods and Scenarios
Topic: Korean War Mod
Replies: 47
Views: 3526

RE: Korean War Mod

That fixed it! I had to make the folder myself.

Mucho gratis! (whatever...)
by HoustonAerosFan
Sat Mar 28, 2015 5:26 pm
Forum: Mods and Scenarios
Topic: Korean War Mod
Replies: 47
Views: 3526

RE: Korean War Mod

Mike -

I d/led this morning from your DropBox link above.

No executables with Korea in the name.
by HoustonAerosFan
Sat Mar 28, 2015 4:06 pm
Forum: Mods and Scenarios
Topic: Korean War Mod
Replies: 47
Views: 3526

RE: Korean War Mod

<t> Warhorse -<br/> <br/> I d/led from your DropBox account. While all the editors work, when I select a scenario to play and hit "OK" rising sun.exe crashes. BTW, I don't see a Korean War.exe anywhere.<br/> <br/> I tried several XP/98/95 compatibility settings and nothing worked.<br/> <br/> Any ide...
by HoustonAerosFan
Sun Mar 08, 2015 11:01 pm
Forum: Mods and Scenarios
Topic: Anyone Doing a WW1 Mod?
Replies: 4
Views: 317

RE: Anyone Doing a WW1 Mod?

Is it posted anywhere?
by HoustonAerosFan
Sat Mar 07, 2015 10:32 pm
Forum: Mods and Scenarios
Topic: Anyone Doing a WW1 Mod?
Replies: 4
Views: 317

Anyone Doing a WW1 Mod?

<t> With the centennial of WW1 upon us, has anyone thought of doing this?<br/> <br/> Scale might be an issue, since the trenches averaged about 200 yards apart in the west and the company was the main maneuver element.<br/> <br/> Really a dearth of tactical land games for WW1. Landships! (1994) and ...
by HoustonAerosFan
Mon Mar 02, 2015 9:14 am
Forum: John Tiller’s Campaign Series Support
Topic: A part of the manual which makes no sense
Replies: 2
Views: 115

RE: A part of the manual which makes no sense

I'm glad for the yet.[:)]

The greying out of certain terrain seems like an unnecessary restriction.
by HoustonAerosFan
Mon Mar 02, 2015 12:48 am
Forum: John Tiller’s Campaign Series Support
Topic: A part of the manual which makes no sense
Replies: 2
Views: 115

A part of the manual which makes no sense

<t> 13.8 Accessing All Terrain Types for Rising Sun and West Front<br/> Once you are in the map editor, you can use go the File on the Tool and click New. You will be prompted once more to select a<br/> region, but this time, you will have access to all five of the region types. Once you make your d...
by HoustonAerosFan
Sun Jan 25, 2015 9:40 pm
Forum: John Tiller’s Campaign Series Support
Topic: Map Creation - How to Simulate Defilade Positions?
Replies: 4
Views: 123

RE: Map Creation - How to Simulate Defilade Positions?

<t> One note for the developers - placing an embankment hex side (to simulate a "bump" in the terrain) on a hex side between two hexes of the same elevation shows up in 2D but not in 3D (I guess because embankments alter the way the terrain "rise" looks in 3D). I assume this hex side is active even ...
by HoustonAerosFan
Sun Jan 25, 2015 8:36 pm
Forum: John Tiller’s Campaign Series Support
Topic: Map Creation - How to Simulate Defilade Positions?
Replies: 4
Views: 123

RE: Map Creation - How to Simulate Defilade Positions?

Thanks, Jason![&o]

So, the system will recognize a dune on a hex side where there is a change in elevation? I was wondering as the graphics generated doing this aren't always pretty....
by HoustonAerosFan
Sun Jan 25, 2015 7:40 pm
Forum: John Tiller’s Campaign Series Support
Topic: Map Creation - How to Simulate Defilade Positions?
Replies: 4
Views: 123

Map Creation - How to Simulate Defilade Positions?

<t> When making a map, how would one simulate the cover provided vehicular units using terrain to create a "hull down" position (where only the turret is visible to the enemy)? Think back to the old SPI board games like Panzer '44 or October War here.<br/> <br/> I'm thinking maybe a hedge might work...
by HoustonAerosFan
Sat Jan 10, 2015 4:07 pm
Forum: John Tiller’s Campaign Series Support
Topic: Help Needed w/ Audio Tweaks
Replies: 3
Views: 179

Help Needed w/ Audio Tweaks

<t> I trying to figure out how to do a few things with the program audio w/o success:<br/> <br/> 1) How do I turn off the (irritating) music that plays during the individual game menus? Other than turning the speakers off, that is. <br/> <br/> 2) How do I turn off the (also irritating) screeching so...
by HoustonAerosFan
Tue Jan 06, 2015 10:12 pm
Forum: John Tiller’s Campaign Series Support
Topic: Error Code 486
Replies: 3
Views: 138

RE: Error Code 486

Thanks! That worked.

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