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LSA Meuse Mod (Work in Progress)

 
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LSA Meuse Mod (Work in Progress) - 4/2/2020 9:56:53 PM   
Tejszd

 

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Thought I would move this discussion out of the LSA Outstanding Bugs thread;

quote:

ORIGINAL: SchnelleMeyer

Meuse in LSA - Fantastic! - How far advanced is it currently Tejszd?
Any big issues left?


I have converted all the TLD Meuse data, images, etc. to LSA.
- added a couple small new German BG's as I pulled the vehicles below out (don't let them be caught as the only BG on a map);
- 8.8 cm Fla.K. Sfl. auf schwere Zugkraftwagen 12t
- 521st Panzerjäger 1 Battalion


For issues;
- how do I stop the French BG's from rushing into Belgium? In TLD there was no stacking so they couldn't. Surprise doesn't work on Turn 3 or later. Static BG's would work for a bit but might make playing the French boring and mobile BG's would incorporate them leaving too few BG's???
- how the heck do you make a strat map??? I have 20 new maps by Southernland and an idea for a new strat map but....


For tasks;
- add bridge coding to maps to allow units to move under where applicable. Not sure if I can add girders or not yet to bridge with overhanging infrastructure.
- Adjust points/slots to make the desired # of available units per BG (probably will just make all 15 spots available)
- BG strength by day must be determined as TLD let you set the exact number and units by day while LSA applies percentage over time
- BG reinforcement I need to review
- Rearrange units in a BG to align with the column unit type headers; Infantry, Vehicles, Support
- Set # of observers for a side really low so the multiplier will have them appear only when playing recruit (hopefully this works so it can help the computer player)
- Split some French BG's making it harder for the French to have a good balanced force. Ex. B1 heavy tanks separate from cavalry light tanks


quote:

ORIGINAL: STIENER

would love to see a meuse mod for LSA too. can you make it GR friendly too Tejszd?


Haven't played much on GR but if I remember correctly there are 2 things required to make GR friendly;
1) make it a plugin mod instead of using a mod sub-directory
2) one of the images but be the original (at least for CC5)?

If/when completed I could look at this....


< Message edited by Tejszd -- 4/3/2020 8:52:40 PM >
Post #: 1
RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 6:07:46 PM   
SchnelleMeyer

 

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Wow you are quite far advanced with the mod! - Good effort Tejszd!
Nice to separate those Army level TD units as well as the French tanks. - Hopefully the AI will use them wisely as well.

Issues: French BGs rushing into Belgium: Is Belgium German territory? - Maybe try to lower the map values of the Belgian maps? - I dont understand this problem exactly before seeing it or having a better description/Screenshots.
Making a new stratmap: Can use the old stratedit (I havent tried this myself, but Dak_Legion made a good guide for that.) Or you can make it in Photoshop or Gimp. Having a PS-script that can out put the coordinates to a text file would save a lot of time. Send me a PM if you need more details or help with this.



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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 8:19:13 PM   
Tejszd

 

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Here is the 1st turn of the Meuse Campaign, Day 3 Turn 3 or May 12 ~11:00, starting positions with French Cavalry BG's in Belgium screening the French infantry BG's on the Meuse.




Attachment (1)

< Message edited by Tejszd -- 4/3/2020 9:09:48 PM >

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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 8:19:55 PM   
Tejszd

 

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Here is after the 1st Turn moves with the French Infantry BG's leaving the river maps and moving into Belgium.

In reality the French Cavalry put up some resistance and then retreated East toward the French line along the Meuse; Montherme, Nouzonville, Sedan, etc. but I do not expect the AI to retreat with them....




Attachment (1)

< Message edited by Tejszd -- 4/3/2020 9:09:34 PM >

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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 8:32:43 PM   
SchnelleMeyer

 

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Ok , I understand. First thing I thought was adjusting the the INF BGs starting maps further to the rear, so they would move forward and reach the river maps just in time for the Germans to break through the cavalry units. And also adjust the Belgian maps values to as low as possible to make them less attractive for the AI to occupy.

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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 9:08:04 PM   
Tejszd

 

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Here is what I was thinking for the new strat map (64 map version to replace the CC5/TLD 44 version);





Attachment (1)

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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 9:30:56 PM   
SchnelleMeyer

 

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Impressive with a 64 map mod I must say. The strat looks awesome to me. - Maybe the road network could be simplified for a cleaner look? - I am thinking of the roads with the lower visibility, and the roads for example on Charleroi / Namur areas.

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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 9:45:30 PM   
Tejszd

 

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Ya, the road network and water could use some more work especially in the North/Top of the map. It is multiple Google map images combined to get the trees/water and roads (the number of roads I have been reducing as there definitely were a lot less in 1940 than what I have grabbed here now).

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RE: LSA Meuse Mod (Work in Progress) - 4/3/2020 10:00:50 PM   
SchnelleMeyer

 

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I would never thought that it came from Google maps! - Nice work!

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RE: LSA Meuse Mod (Work in Progress) - 4/6/2020 12:20:03 AM   
STIENER

 

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awesome work Tejszd !!

yes...you are right I think about what needs to be done to make it GR compatible. Gamerat and I....well mostly Gamerat....modded the LSA / GJS Ver 9.0 and made it work on GR. he would have some answers on how to make your mod work there. he's the PC guy im just the historical guy.

question....in the meuse mod are you planning on having the BG's respawn if disbanded??

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RE: LSA Meuse Mod (Work in Progress) - 4/6/2020 7:03:46 AM   
Alan Sharif

 

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Wow. Very impressive work.

_____________________________

A Sharif

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RE: LSA Meuse Mod (Work in Progress) - 4/10/2020 12:40:35 PM   
Amgot

 

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Great to see that this is still in the works Tejszd. Definitely my most awaited LSA mod, I played the TLD version and it was already great.

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RE: LSA Meuse Mod (Work in Progress) - 6/24/2020 9:40:16 PM   
CSO_Talorgan


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quote:

ORIGINAL: SchnelleMeyer

Making a new stratmap: Can use the old stratedit (I havent tried this myself, but Dak_Legion made a good guide for that.) Or you can make it in Photoshop or Gimp. Having a PS-script that can out put the coordinates to a text file would save a lot of time. Send me a PM if you need more details or help with this.


Interesting

quote:

ORIGINAL: SchnelleMeyer

Impressive with a 64 map mod I must say. The strat looks awesome to me.


Quite

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RE: LSA Meuse Mod (Work in Progress) - 11/22/2020 10:17:12 PM   
Tejszd

 

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Hi Steve McClaire,

I've been testing the new bridge features in LSA, compared to TLD, and have the blown bridge image, repaired bridge image and overheard girder image working. But when blowing a bridge I do not get an explosion graphic, is it tied to a specific weapon number?

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RE: LSA Meuse Mod (Work in Progress) - 11/23/2020 9:27:44 PM   
CSO_Talorgan


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.

< Message edited by CSO_Talorgan -- 11/24/2020 11:16:25 PM >

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RE: LSA Meuse Mod (Work in Progress) - 11/23/2020 10:28:22 PM   
Steve McClaire

 

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quote:

ORIGINAL: Tejszd
Hi Steve McClaire,

I've been testing the new bridge features in LSA, compared to TLD, and have the blown bridge image, repaired bridge image and overheard girder image working. But when blowing a bridge I do not get an explosion graphic, is it tied to a specific weapon number?


There is a new FX (ExpBr.fx / ExpBrm.fx) in Effects.azp. If you're using an Effects.azp from a different game (or your own home brew) you're probably missing that.

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RE: LSA Meuse Mod (Work in Progress) - 11/24/2020 12:13:53 AM   
Tejszd

 

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Thanks for the tip Steve. I was using the GtC explosions in Meuse for TLD but I had thought of that so already tested removing the mod's Effects.azp file.

Tried again tonight to be safe but still no bridge explosion. Is it tied to an element and or weapon??

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Post #: 17
RE: LSA Meuse Mod (Work in Progress) - 11/24/2020 11:40:29 PM   
Steve McClaire

 

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It uses 'secondary explosion' which should always be the third weapon in your weapon list, after hand-to-hand and grenade.


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Post #: 18
RE: LSA Meuse Mod (Work in Progress) - 11/25/2020 1:26:36 AM   
Tejszd

 

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Thanks Steve!

I copied the LSA secondary explosion data into the Meuse Weapons.txt and that did the trick (along with using the LSA Effects.azp file).

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Post #: 19
RE: LSA Meuse Mod (Work in Progress) - 11/25/2020 4:23:44 PM   
Steve McClaire

 

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Cool, glad it's working now. Happy bridge blowing. :)

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RE: LSA Meuse Mod (Work in Progress) - 11/27/2020 6:49:17 PM   
Tejszd

 

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Steve, when there are multiple connections between 2 maps, like Best below, how do you connect/make sure that on map 3 the BG appears on the North or South entry/exit VL as I do not see anything in the btd to force that?

Best.btd
to Son North 50 24 6 3
to Son South 50 24 12 3

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RE: LSA Meuse Mod (Work in Progress) - 11/30/2020 5:50:28 PM   
Steve McClaire

 

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When you have two connections the links are determined by the order they're listed in the two BTDs.

If you look at best.btd it has 'to Son North' and 'to Son South' and in son.btd it has 'to Best North' and 'to Best South' in that order. The first one (north) in each list connects to the first in the other, and the second ones (south) connect to each other.

And multiple connections are limited to two, in case that effects your planning.







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RE: LSA Meuse Mod (Work in Progress) - 12/1/2020 12:15:36 AM   
Tejszd

 

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Thanks Steve!

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