Posted: Mon Jul 06, 2009 1:15 am
hmm, so from memory there are three folders to copy over, is there any obvious 'idiot' thing I might be doing? something hidden in the instructions?
I browse to the mod folder "BJRmodVer1.05-Full"; select subfolders "data", "game" and "image"; right-click and copy.richardsd wrote:hmm, so from memory there are three folders to copy over, is there any obvious 'idiot' thing I might be doing? something hidden in the instructions?


That is correct. Also, you should see the borders for Vichy France.richardsd wrote:So, if it works the most obvious first difference would be Cherbourg having moved?
I think we may skip directly to version 2.00 because of all the major changes that we're introducing. These include Paul's map changes viewtopic.php?p=96108#96108 and the whole host of class file modifications being made by Borger and Timothy.jjdenver wrote:Hey guys - how long until 1.06 is available?
We're still in alpha testing so I'd recommend 1.05.jjdenver wrote:sounds great - any time estimate? A friend and I are considering whether to use 1.05 or 2.0 for our next game.
I'm glad you got finally got in working.richardsd wrote:which I now have working! which is important timing wise because the family is away for a week! so thanks (its great that you don;t have to remember the air attacks rule!)
I put my issues down to a MSoft bug
That´s great. Finally, could you remove north africa sea lane and replace it with new transportation loops? This too would be fine (some Free french units seems to be on the water...)rkr1958 wrote:BJR Mod Version 2.00 has just been released to the alpha test team! All house rules and more have been implemented in the CEaW game engine. No more house rules to follow. Anything that you can do you're allowed to do. In addition to the items detailed above by Borger, v2.00 includes a wealth of new features and map improvements. We expect to begin beta testing later this weak, which will consist of a number of PBEM games to test out and tweak game balance.
Done. Additional transport loops (including) this one are in the new version. The "sea lane" has been restored back to its land hexes. Also, we've added the Kiel Canal transport loop, which allows movement between the North and Baltic Seas.leridano wrote:That´s great. Finally, could you remove north africa sea lane and replace it with new transportation loops?rkr1958 wrote:BJR Mod Version 2.00 has just been released to the alpha test team! All house rules and more have been implemented in the CEaW game engine. No more house rules to follow. Anything that you can do you're allowed to do. In addition to the items detailed above by Borger, v2.00 includes a wealth of new features and map improvements. We expect to begin beta testing later this weak, which will consist of a number of PBEM games to test out and tweak game balance.
Not sure I know what you're referring to here.leridano wrote:some Free french units seems to be on the water...)
I mean this:rkr1958 wrote:Not sure I know what you're referring to here.leridano wrote:some Free french units seems to be on the water...)
But this doesn´t matter anymore since you have removed the North Africa sea lane... You are doing a very good work. I think CEAW is a good game and you are turning this game into a much better one. Since you have hardcoded all house rules, have improved the map and have added new transportation loops, CEAW BJR mod 2.00 has nothing to do with the vanilla game. It seems to me you have entered in CEAW main core game and you can do almost everything with the game... Thanks for this work!