Cold War 46 Skirmish Mod 1.4

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Paul59
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Re: Cold War 46 Skirmish Mod 1.4

Post by Paul59 »

stephenterrell wrote: Sat Jul 25, 2020 7:54 am Thanks for giving BA2 a new lease of life.

I have been experimenting with altering the points for each side after selecting very large map and very large force (Wilderness defend). Something strange seems to happen to the Soviet force size if i give it around 4800 points. It often results in a very small force of perhaps 10-20 infantry and a few tanks. Nothing like the size of force that it could have been. Sometimes it generates the size of force that would be expected so it is rather confusing.
Somewhere between 4000 and 5000 points something seems to occasionally go wrong. Is this a known problem?
Hi Stephen, yes this is a known problem. It's not really anything to do with the mod directly, as the same thing can happen with the vanilla Skirmish Generator.

It seems that the Skirmish Generator can sometimes have problems generating a full points army, this issue gets worse as the available number of different units decreases and the target points total selected increases. So the armies in my Skirmish mods with relatively few different units, such as the Italian EF and Japanese EF, suffer more from this issue than others.

The two armies in the Cold War mod do have a huge number of available different units, but the issue can still happen if the points total selected is very big, and 4800pts is way above what the Skirmish Generator was designed to handle!

Luckily, all you have to do to fix it is keep creating skirmishes until you get one that is unaffected, although if the issue affects the AI army it can be rather difficult to spot.
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stephenterrell
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Re: Cold War 46 Skirmish Mod 1.4

Post by stephenterrell »

Hi, thanks for the helpful reply.

I am really thankful for all the good work you are doing.

Steve
stephenterrell
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Re: Cold War 46 Skirmish Mod 1.4

Post by stephenterrell »

Just a minor funny i have seen here and on other Skirmishes, the enemy seems able to drive its tanks all over minefields without setting them off.

The use of tank traps adds an interesting, if unfair, dimension to the skirmishes. They work well.
Paul59
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Re: Cold War 46 Skirmish Mod 1.4

Post by Paul59 »

stephenterrell wrote: Sun Jul 26, 2020 7:35 am Just a minor funny i have seen here and on other Skirmishes, the enemy seems able to drive its tanks all over minefields without setting them off.

The use of tank traps adds an interesting, if unfair, dimension to the skirmishes. They work well.
Yes, I have seen that too. The enhanced engineering mod is not my work, I just added it to the mods in case people wanted to use it, especially scenario designers who make scenarios using my skirmish mods. So I don't know what is wrong with the minefields, maybe as these are quick improvised minefields they only have a small chance of harming an enemy tank?

The enhanced engineering mod does give the player an unfair advantage, and I have mentioned this in the intro to each mod, so it is up to the player whether he wants to use them or not, I personally don't.
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stephenterrell
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Re: Cold War 46 Skirmish Mod 1.4

Post by stephenterrell »

I just do it to annoy the AI :)
Paul59
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Re: Cold War 46 Skirmish Mod 1.4

Post by Paul59 »

stephenterrell wrote: Sun Jul 26, 2020 7:35 am Just a minor funny i have seen here and on other Skirmishes, the enemy seems able to drive its tanks all over minefields without setting them off.

The use of tank traps adds an interesting, if unfair, dimension to the skirmishes. They work well.
I have just noticed this old thread about minefields;

viewtopic.php?f=312&t=73790

Apparently there is something wrong with how they are implemented in the game, so it's probably nothing to do with the Enhanced Engineering mod at all!

I will see if I can find a solution.
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Paul59
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Re: Cold War 46 Skirmish Mod 1.4

Post by Paul59 »

I have now fixed the faulty Minefields, it was due to the System BA2 scripts (Objects.bsf) only enabling Minefields to work against the player's units. I have added a custom Objects.bsf to my mods, and changed it's scripting so that minefields work against both sides units.

When I release new versions of my Skirmish mods (including the minefield fix) at some point in the future.
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stephenterrell
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Re: Cold War 46 Skirmish Mod 1.4

Post by stephenterrell »

Excellent work,
much appreciated.
Blastom1016
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Re: Cold War 46 Skirmish Mod 1.4

Post by Blastom1016 »

It's really fun to play with.
I think the Soviet tanks are good against infantry but bad against tanks, while German tanks are good against tanks but decent against infantry.
Us tanks sux against both infantry and tanks, lol. While the bazooka couldn't even penetrate the side armor of tanks, lol.

Really exciting to boil out Soviet tanks with zerging Sheman 76 + 105mm howitzer - never thought T34s could be so hard to deal with even with the "nerfed" stats in BA2 :)
MikeAP
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Re: Cold War 46 Skirmish Mod 1.4

Post by MikeAP »

Just wanted to tell you how much I appreciate this mod. Thanks for your work!


Would it be possible to modify two small things-

1. US Jeeps play a .30cal sound (correct) but also an MG42 sound (sounds weird)
2. The M26 Pershing plays a .50cal sound for its coaxial machine gun. Any chance this could be changed to the standard .30cal?
Paul59
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Re: Cold War 46 Skirmish Mod 1.4

Post by Paul59 »

MikeAP wrote: Sat Dec 10, 2022 2:09 pm Just wanted to tell you how much I appreciate this mod. Thanks for your work!


Would it be possible to modify two small things-

1. US Jeeps play a .30cal sound (correct) but also an MG42 sound (sounds weird)
2. The M26 Pershing plays a .50cal sound for its coaxial machine gun. Any chance this could be changed to the standard .30cal?
Thanks Mike,

I just used the original animation and sound files that came with these units. The Pershing was created by other modders; Amaris and Petcat. The Jeep is actually an official Slitherine unit, no one has altered it at all. As I hate game music and sound effects, I usually play with the sound turned right down, so I never noticed these errors!

I will see what I can do, and repost the mod when I get a chance.
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Paul59
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Re: Cold War 46 Skirmish Mod 1.4

Post by Paul59 »

MikeAP wrote: Sat Dec 10, 2022 2:09 pm Just wanted to tell you how much I appreciate this mod. Thanks for your work!


Would it be possible to modify two small things-

1. US Jeeps play a .30cal sound (correct) but also an MG42 sound (sounds weird)
2. The M26 Pershing plays a .50cal sound for its coaxial machine gun. Any chance this could be changed to the standard .30cal?
It's not worth the effort for me to update the mod downloads, so here are the corrected animation files for the Airborne Jeep and the Pershing:

https://www.mediafire.com/file/c1djf9d5 ... P.TXT/file

https://www.mediafire.com/file/6xbu5x17 ... G.TXT/file

Just download these 2 files and paste them into your Documents/My Games/BA2/CAMPAIGNS/Cold War 46 Skirmish 1.6/DATA/BATTLE/UNITS folder. Overwriting the 2 original files.

If you wished you could also use them in the West Front Skirmish mods (West Front British Skirmish, West Front Combined Skirmish and West Front US Skirmish).


cheers

Paul
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Bombax
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Re: Cold War 46 Skirmish Mod 1.4

Post by Bombax »

It took me a while to discover this skirmish mod - I'm writing this in 2025! - but it's an absolute delight to play. Thank you for all your hard work, Paul!
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