Page 4 of 20
Posted: Fri Jan 13, 2012 3:56 pm
by bebro
Re the earlier problem at scn end:
It is at least partly solved now. I do get the correct de-briefings now as well, that was clearly my mistake. However, I still get always the DV screen, even with MVs or even a loss.
Now I deactivated GME, and started a vanilla 39 campaign. I lost deliberately at Poland, but got the original DV screen as well (the German guy pointing an MG to some soldier leaving a bunker hands-up).
I have to say I never paid attention when I played the campaign if you get different screens according to victory type/or loss. If there's someone who played a lot recently and is sure those different screens at the end of a scn are used indeed depending on outcome could you drop me a note?
Posted: Fri Jan 13, 2012 4:29 pm
by VPaulus
I've deliberately lost first scenario 39' DLC and got the same screenshot as you bebro, the one with the DV.
Strange.

Posted: Fri Jan 13, 2012 4:38 pm
by bebro
VPaulus wrote:I've deliberately lost first scenario 39' DLC and got the same screenshot as you bebro, the one with the DV.
Strange.

Thx, so there might be more to it. I'll test a bit further, and when I don't find anything I'll ask in the tech forum next week whether this could be a bug... After all there are those additional screens in the outcomes folder...
Posted: Fri Jan 13, 2012 4:51 pm
by VPaulus
Ask in the main page. Not in the Tech forum.
Tech forum is not related with game bugs, it's for system issues, like when PzC can't run or CTD.
Posted: Sun Jan 15, 2012 10:39 am
by bebro
Part one is available, please see opening post of this thread

Posted: Sun Jan 15, 2012 12:45 pm
by VPaulus
Great!
Thanks.
RSM Redux will be extended to this mod.
Posted: Sun Jan 15, 2012 12:48 pm
by nikivdd
Thank you from liberating me from the editor

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Gonna download it and give it a go. Thanks for making the first part available

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Posted: Sun Jan 15, 2012 1:17 pm
by Sleezly
Thanks bebro gonna give it a try today!
Posted: Sun Jan 15, 2012 1:32 pm
by bebro
Ahh, there's one important remark I need to add:
In scns 2, 3 and 4 you'll see customized gfx instead of the normal gfx for air bases. These airstrips are also much bigger, occupying several hexes. In case you're wondering, full airbase functionality (refuel and repair) is given in those scns on the objective-type hex marked by a flag next to the airstrip. Refuel is possible on adjacent hexes as normal.
Posted: Sun Jan 15, 2012 2:46 pm
by nikivdd
Just did the first mission and it was very nicely put together.
It is an easy mission and a sample of what this mod has to offer. It works for me, i want to play the rest of this campaign and drop anything else i'm doing

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Only with luck i found out that those destroyers have a bigger range, perhaps changes to "vanilla" equipment could be mentioned somewhere.
I really like those new tiles but i will need a bit of time to get used to them. Also at first i didn't figure out which unit is core and which is not. Probably because of the excitement lol.
Anyway, i gonna be smarter in the next mission and check out the units before i do my moves.
I finished the first mission in 10/12 turns and 800 PP to take to the next mission. I didn't lose any units.
The second mission is more difficult than the first one. I played this one twice to get a DV.
12 turns is perhaps 1 turn too short. I also had two days of rain and one day of mud. I was glad to receive two planes to hammer japanese units on river hexes.
Those japanese mortars are nasty buggers and the Betty's were no threat at all. There were more japanese units to deal with than i anticipated. Luckily i could transport a few units from the west part of the map to the frontline, i was glad to have another artillery unit and the bridge engineer was a boon

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The hardest part was to find the exact spot to resupply my fighter plane. Fortunately i found out it is the hex with the watchtower.
So the second mission i finished in 10/12 turns and 191PP to take to the next mission. Lost a unit.
So far,....so very good

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Posted: Sun Jan 15, 2012 2:47 pm
by VPaulus
I don't know what others might think, but IMO, if we're going to play on the US side, the strength plates should be the ones which are used to play with the original. In terms of gameplay we're already too much used to identify those as our own units. Otherwise it will be a little confusing, at least in the beginning.
I at least will try to change for my own comfort.
Posted: Sun Jan 15, 2012 2:48 pm
by Sleezly
Just finished the first 2 scenarios! Nice job on those units! The USMC planes look great and the mortar teams are a nice addition! Looking forward to more of this! Thanks!

Posted: Sun Jan 15, 2012 3:54 pm
by bebro
Thanks a lot for the feedback everyone
I don't know what others might think, but IMO, if we're going to play on the US side, the strength plates should be the ones which are used to play with the original. In terms of gameplay we're already too much used to identify those as our own units. Otherwise it will be a little confusing, at least in the beginning.
Hadn't thought of this, you mean I should switch to those with green background for the US, and those with grey for Japan? Would be no problem though, could be easily done.
Only with luck i found out that those destroyers have a bigger range, perhaps changes to "vanilla" equipment could be mentioned somewhere.
Yep, better should have done this. I'll compile a list over the next days...let's hope I can remember everything
Anyway, i gonna be smarter in the next mission and check out the units before i do my moves.
I finished the first mission in 10/12 turns and 800 PP to take to the next mission. I didn't lose any units.
The second mission is more difficult than the first one. I played this one twice to get a DV.
12 turns is perhaps 1 turn too short. I also had two days of rain and one day of mud. I was glad to receive two planes to hammer japanese units on river hexes.
Good. Yeah, rain and mud are a bit more common here than in summertime Europe. It's intended, and sometimes you can really have bad luck, but everything should still be doable.
Those japanese mortars are nasty buggers and the Betty's were no threat at all. There were more japanese units to deal with than i anticipated. Luckily i could transport a few units from the west part of the map to the frontline, i was glad to have another artillery unit and the bridge engineer was a boon Smile.
The hardest part was to find the exact spot to resupply my fighter plane. Fortunately i found out it is the hex with the watchtower.
So the second mission i finished in 10/12 turns and 191PP to take to the next mission. Lost a unit.
That will make life quite hard in the next scn. Overall I wasn't sure how much prestige players would need, so that just offered a modest amount for DV/MV. Hope it's not too little.
As for aircraft refuel etc, as posted above, it's always the hex that has the flag. In scn 4 this will be right next to the tower (meant to show the improvised control tower they had). Maybe I should work out something to make that more clear.
Thx again

Posted: Sun Jan 15, 2012 4:07 pm
by VPaulus
bebro wrote:
I don't know what others might think, but IMO, if we're going to play on the US side, the strength plates should be the ones which are used to play with the original. In terms of gameplay we're already too much used to identify those as our own units. Otherwise it will be a little confusing, at least in the beginning.
Hadn't thought of this, you mean I should switch to those with green background for the US, and those with grey for Japan? Would be no problem though, could be easily done.
It's the other way. In your campaign, we're playing US with the green background, and Japan with the black. I'm suggesting the other way around black for US and green for Japan. Because we're used to play the foes with green and black the friendly.

Posted: Sun Jan 15, 2012 4:11 pm
by bebro
Ahh, I see. I had not changed them at all so far, it seems the game just took those for the US displayed right now. I'll offer the the alternative with colors switches in the next days...I need a little break from modding before

Posted: Sun Jan 15, 2012 4:28 pm
by VPaulus
bebro wrote:.I need a little break from modding before

Sure.
Soon I finished adding the new sounds to your mod, I'll too make a small break.

Posted: Sun Jan 15, 2012 9:34 pm
by bebro
Uhm, seems it's too early for a break: looks like in scn 4 the victory conditions aren't shown between the turns.

I'll provide an update asap (tomorrow)...
To anyone who doesn't want to wait, for a DV there you need to take all objectives with at least 4 turns left. MV is achieved by taking all objectives.
Posted: Sun Jan 15, 2012 9:38 pm
by VPaulus
Are the Zero and the USMC M3 ATY working with sound?
And the LVT... You can give a LVT to a unit, but the unit can't go to sea with it, right?
Posted: Mon Jan 16, 2012 12:50 am
by morge4
So far am enjoying this one...
In scenario 2, as I finished I was shown an 'Axis Surrendered' (in very Germanic writing) and was not able to proceed further, this has happened twice now??
overall, I like it but can't get to scenario's 3 and4 like this??
Posted: Mon Jan 16, 2012 12:16 pm
by MikeAP
Looking through the files here, I see alot of original PZC data...terrain files, graphics, units etc..
I would recommend sorting through your mod and deleting the original PZC data in order to reduce the download size.
There's no need to include original PZC data in the mod.