Search found 703 matches

by jackyo123
Fri Jan 03, 2025 4:06 am
Forum: Scenario Design and Modding
Topic: Scenario 190 GC May 1942 Start
Replies: 12
Views: 2471

Re: Scenario 190 GC May 1942 Start

hey just headed over to the website, there are no files under the scenario 1942.

has it been moved? and does anyone have a copy they can post here?
by jackyo123
Tue Jul 09, 2024 8:11 pm
Forum: Scenario Design and Modding
Topic: WiTE2 Editor Ques re: units
Replies: 1
Views: 411

Re: WiTE2 Editor Ques re: units

nvm - it was just one further click away
by jackyo123
Tue Jul 09, 2024 5:20 pm
Forum: Scenario Design and Modding
Topic: starting unit pools location?
Replies: 1
Views: 33651

starting unit pools location?

hey folks

I have been able to find the startng pools for resources, freight, manpower, etc - but I cant seem to locate the pools for various units like tanks, machine guns, rifle squads, etc.

is there a way to edit these? or does 'freight' become these items?

if there is, how do I find it? I've ...
by jackyo123
Tue Jul 09, 2024 2:47 pm
Forum: Scenario Design and Modding
Topic: Soviet NKPS and RR Construction Brigades
Replies: 5
Views: 460

Re: Soviet NKPS and RR Construction Brigades

I ended up modding the scenarios to insure there are enough RR construction brigades and associated engineers for both sides in the scenarios I've been playing. Very quick and easy to do, under ten minutes work to add 10 engineer units and 5 RR units.
by jackyo123
Tue Jul 09, 2024 2:44 pm
Forum: Scenario Design and Modding
Topic: Scenario Building
Replies: 11
Views: 841

Re: Scenario Building

hey did you ever get an answer on these, or figure them out? Am playing with the editor for a possible Bagration scenario but the air ops are, as you noted, very complex and very undocumented in the witw editor manual.
by jackyo123
Wed Jul 03, 2024 5:28 pm
Forum: Scenario Design and Modding
Topic: WiTE2 Editor Ques re: units
Replies: 1
Views: 411

WiTE2 Editor Ques re: units

hey folks

in the original WITE, you could edit unit strengths/values direct from the MAP mode by right clicking on a unit, and then having access to be able to change their unit counts, readiness, fatigue, morale, etc. Also allowed you to 'clone' and copy/paste additional units (like NKVS Railroad ...
by jackyo123
Sat Jul 04, 2015 7:00 pm
Forum: Tech Support
Topic: Windows 8.1 GeForce GTX 965M Doesnt work!
Replies: 2
Views: 237

RE: Windows 8.1 GeForce GTX 965M Doesnt work!

Defintely to the quick start menu. Tried it with a bunch of difrerent resolutions, no dice.

any other suggestions?
by jackyo123
Thu Jul 02, 2015 10:28 pm
Forum: Tech Support
Topic: Windows 8.1 GeForce GTX 965M Doesnt work!
Replies: 2
Views: 237

Windows 8.1 GeForce GTX 965M Doesnt work!

<t> hi folks<br/>
<br/>
just upgraded from a Quosmo Winu7 rig to an Asus G751 ROG running win8.1 <br/>
<br/>
Issue : After starting, the screen resizes to a SQUARE about 1024x1024 in size (I have tried screen resolutions ranging from 1600x900 down to 1024x768). None of my screen resolutions make ...
by jackyo123
Mon Dec 29, 2014 9:45 pm
Forum: Scenario Design and Modding
Topic: LandDebug file AI modding
Replies: 0
Views: 122

LandDebug file AI modding

<t> hey folks<br/>
<br/>
I am trying to debug a few AI scripts using the landdebug file that shows running ai scripts. In it, there are references to LOC 0x0 for some units and other things I don;t understand. For instance - below - what is the 'mod #' - what is delay 29999? (ive confirmed that ...
by jackyo123
Sun Dec 28, 2014 12:45 am
Forum: The War Room
Topic: Stacking Cost?
Replies: 3
Views: 211

Stacking Cost?

hey folks

I noticed that some of my units had a 'stacking cost' number - I cntrl-f'd through the manual, and could not find anything about this.

what does this number signify?
by jackyo123
Mon Dec 22, 2014 1:27 pm
Forum: Scenario Design and Modding
Topic: ai question
Replies: 2
Views: 186

RE: ai question

<t> that is what I always assumed - but clearly something is going on with scripts #16x - there are about 5 or 6 scripts - some with specified air unuits, some with ground units, that have AUCKLAND or ADEN as the target base - but the task force plotting is near Midway, or Canton, as are the other ...
by jackyo123
Sun Dec 21, 2014 2:53 pm
Forum: Scenario Design and Modding
Topic: ai question
Replies: 2
Views: 186

ai question

<t> hey folks<br/>
<br/>
in the stock ai scripts (such as #162,#163, etc) where the ai is set to raid midway or canton or some other southpacific base, andy mac lists 'ADEN' as the assault base.<br/>
<br/>
why would this be set like this? why would he not, say for the mdiway script, list midway ...
by jackyo123
Sat Dec 13, 2014 7:52 pm
Forum: Scenario Design and Modding
Topic: Grand Campaign 1942 AI recopy works fine
Replies: 8
Views: 441

RE: Grand Campaign 1942 AI recopy works fine

<t> yes - you renamed the .dat file of the scenario in question - in this case, #65 - and rename the stock ai file (#1,#2, etc) to the #65 spot you just put on hold.<br/>
<br/>
now a few caveats: you may choose to make some minor edits to bring down the 'rush' to port moresby by the japanese that ...
by jackyo123
Sat Dec 13, 2014 2:51 am
Forum: The War Room
Topic: No Torpedos?
Replies: 16
Views: 345

RE: No Torpedos?

<t> i have tried editing the torp values as above for both the toe HQ's, and i find only the catalinas within a few hexes of the HQ will actually load them. Is this by design?For instance - i have an HQ in Sydney with torps and the catalinas there can carry them - but in Townsville, my catalinas ...
by jackyo123
Sat Dec 13, 2014 2:39 am
Forum: The War Room
Topic: Task Force color ques?
Replies: 3
Views: 189

RE: Task Force color ques?

<t> thanks - but went through the whole pdf manual with the words 'orange' as keyword and found nothing. yes, orange was mentioned as part of ship damage and when base supply was less than 50% - but could not find it in relation to the TF screen. I looked specifically in those 2 places you mentioned ...
by jackyo123
Fri Dec 12, 2014 7:47 pm
Forum: The War Room
Topic: Task Force color ques?
Replies: 3
Views: 189

Task Force color ques?

<t> hey folks<br/>
<br/>
have a few questions re: the 'colors' that show up when you do a 'show TF's' from the main screen:<br/>
<br/>
1> So far as i can tell, a DARK red under endurance needed means there is not enough fuel. However, what does a 'pale' red mean? The TF *does* have enough fuel ...
by jackyo123
Wed Dec 10, 2014 6:53 pm
Forum: The War Room
Topic: General Patrol/Attack questions
Replies: 11
Views: 256

RE: General Patrol/Attack questions

thanks - for #1 - is altitude or anything else a dependent? for intance, the manual says patrol craft on asw missions will only attack a sub if its at 100 feet altitude.
by jackyo123
Wed Dec 10, 2014 5:17 pm
Forum: The War Room
Topic: General Patrol/Attack questions
Replies: 11
Views: 256

General Patrol/Attack questions

<t> hi folks<br/>
<br/>
have some general questions about how ai will react to various scenarios:<br/>
<br/>
<br/>
1> Will a patrolling aircraft on NAVAL SEARCH attack a submarine on the surface? If yes - is it altitude dependent? And will it also attack enemy surface ships that it finds?<br ...
by jackyo123
Wed Dec 10, 2014 5:13 pm
Forum: The War Room
Topic: No Torpedos?
Replies: 16
Views: 345

RE: No Torpedos?

thanks all!
by jackyo123
Mon Dec 08, 2014 11:35 pm
Forum: The War Room
Topic: No Torpedos?
Replies: 16
Views: 345

No Torpedos?

<t> I realized last night that my torp capable planes - even on the west coast of the USA - showed torpedos as 'red' and unavailable as ordnance. i double checked my HQ's and set torp ordnance to 20 (the max) but still nothing several turns later<br/>
<br/>
according to the manual torps are ...

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