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Modern OPs Mod - 7/11/2008 11:54:34 PM   
dkong

 

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Although pretty busy with multiple projects. I just can't help but start another one to create a modern operation mod for AT. Here are some preliminary screenshots.

I am creating the first scenario to be in Africa desert. But I want to make a game map that is as inviting (at least to me) as the one you see below, so thus I embark on making a map in AT that looks exactly as the one found here.




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RE: Modern OPs Mod - 7/11/2008 11:55:33 PM   
dkong

 

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Also create some modern US units for testing.






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RE: Modern OPs Mod - 7/11/2008 11:58:17 PM   
dkong

 

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Once the laborous task of hex making & unit configuring, is time to test it out in gameplay. The map looks decent.... at least better than default. =)

I had also created new 'Trans' files for the city to make it expand to be bigger (gone are the little circle), it is still in editing phase, so it will look better later.




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RE: Modern OPs Mod - 7/11/2008 11:59:02 PM   
dkong

 

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Here is a screenshot of how the map looks in strategic map view.




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RE: Modern OPs Mod - 7/12/2008 3:24:33 PM   
Joshuatree

 

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Hmm, looking nice. One thing's for sure... you've got too much time on your hands
A small request, could you make the background of US forces a little less, uhm, red? Maybe blue/ grey-ish?

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RE: Modern OPs Mod - 7/12/2008 9:59:24 PM   
dkong

 

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How about these? Yeah those red were to bright.




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RE: Modern OPs Mod - 7/13/2008 9:11:33 AM   
Ramcat

 

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This looks very nice. I've been waiting for a moderan warfare update for awhile. 

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RE: Modern OPs Mod - 7/13/2008 10:09:43 AM   
Herode_2


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Yes, I love thap map ! It has a little abstract flavour, that's cool.
Reminds me the Boardgame mod of Delyn_Locksmiths



< Message edited by Herode2 -- 7/14/2008 12:54:52 PM >

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RE: Modern OPs Mod - 7/14/2008 3:38:54 AM   
dkong

 

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Now that I'd tested making a map of Africa desert (a very small one). I am going to do a larger version (H48 x W73 hexes), providing a bit more room for tactical maneuvering.

Landtypes & movetypes will be modified so that the elevated low mountains will be portrayed in a realistic fashion.






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RE: Modern OPs Mod - 7/14/2008 8:33:45 PM   
Jeffrey H.


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One thing that's missing in AT is terrain elevations. Hence your interesting looking map won't likely be useful to the AI or the player in general. Seems like a big oversight, not including terrain elevations in AT.....

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RE: Modern OPs Mod - 7/14/2008 10:14:26 PM   
dkong

 

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Good Point.

What if I input an event that does the following (the following is not the actual script):

**Simulating a firing arc on a higher elevation (no unit can occupy or move across hex 1,2,3 since is a steep slope)**
Check Each Turn
Check hex A = Regime
then execute OffenseMod of certain SFtype (Tanks, art...etc) = +25% at A
and execute DefenseMod of all SFType = -25% at 4,5,6
and execute DefenseMod of all SFType = -15% at 8,9,10,11
Check hex B = Regime
and execute DefenseMod of all SFType = -25% at 5,6,7
and execute DefenseMod of all SFType = -15% at 9,10,11,12
and so on....

I beleive this work to simulate elevation for movement & combat purposes? Albiet some tedious work involved...

The modern ops mod will be played at a smaller scale, meaning tanks will be able to fire at 2 hexes, and Artillery at 4 hexes...etc. So units occupying hex such as A & B, will be given advantage over unit below the cliff. Since the check is done at the beginning of each turn... this means that a unit that moved into Hex A will need to wait until next turn to be able to fire its weapon.

I welcome any other solution... (I am really just a newbie to this game, had it for over 3 weeks and open to critics & advices). Thanks!





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