Search found 24 matches

by IAN 1963
Mon Jul 16, 2007 9:19 am
Forum: Battlefront
Topic: Using Battlefront for tactical early 20th contrary games
Replies: 3
Views: 198

RE: Using Battlefront for tactical early 20th contrary games

Hi
Thanks very much for that I have signed up for the Run5 forum and posted more details of what I want to do there.

Ian
by IAN 1963
Fri Jul 13, 2007 11:28 am
Forum: Battlefront
Topic: Using Battlefront for tactical early 20th contrary games
Replies: 3
Views: 198

Using Battlefront for tactical early 20th contrary games

<t> Hi<br/>
<br/>
I want to use the battlefront engine to produce a series of scenarios covering tactical combat in the period 1898 -1930. Starting with scenarios from the Russian civil war.<br/>
<br/>
I realise this will take some time because I have only just bought the game, and need to ...
by IAN 1963
Thu Jul 12, 2007 5:40 am
Forum: Advanced Tactics Series
Topic: Resolve out of game
Replies: 29
Views: 311

Resolve out of game

<t> Hi<br/>
<br/>
Would it be possible to have a feature you could set game parameters so that once a combat has about to be resolved you had the option to choose a “Resolve Out Of Game” option. The game would then pause and save and you would be presented with a page of dada units / unit state ...
by IAN 1963
Tue Jul 10, 2007 4:26 pm
Forum: Battlefront
Topic: about scale...
Replies: 8
Views: 237

RE: about scale...

<t> Hi<br/>
How feasable would it be to design scenerios with a scale of say 500 or 333 meters per hex. Dosent look as if there is going to be a WW1 mod for the Campaighn Series to soon so wondered about using this game to do a grand tactical company battery armoured sections level mod.<br/>
<br ...
by IAN 1963
Sun Jul 01, 2007 12:58 pm
Forum: Advanced Tactics Series
Topic: Advanced Tactics, how tactical ?
Replies: 1
Views: 218

Advanced Tactics, how tactical ?

<t> How suitable is this games engine going to be for simulating tactical combat at battalion/company platoon level ?<br/>
<br/>
Will you be able to assign different fire factors and different ranges to a unit take into account unit facing when determining combat results, and instruct a unit to ...
by IAN 1963
Sat Jun 30, 2007 3:49 pm
Forum: John Tiller's Campaign Series
Topic: Subterranean Quarry
Replies: 2
Views: 57

Subterranean Quarry

<r> Hi<br/>
<br/>
Would anybody be able to email me a PDF of the Advance Squad Leader scenario Subterranean quarry, which shipped with the ASL “Partisans” module ? I passed my copy on years ago but want to try and design a mini scenario for East Front. (Matrix version) I can get the layout of the ...
by IAN 1963
Sat Jun 30, 2007 1:09 pm
Forum: Mods and Scenarios
Topic: World War One Mod
Replies: 53
Views: 4454

RE: World War One Mod

<t> Would a better way to simulate this be to increase the effect of being out of supply, reduce the range of HQ units and make all except battalion ones static and only allow battalion HQ’s to move 1 hex a turn?<br/>
<br/>
Could the engine be modifies to reflect this ?<br/>
<br/>
PS I have been ...
by IAN 1963
Fri Jun 29, 2007 5:17 am
Forum: Advanced Tactics Series
Topic: Some more screenshots (graphic heavy)
Replies: 18
Views: 514

RE: Some more screenshots (graphic heavy)

Hi
Can we have NATO symbles as well, perhaps using the 2D set from TOAOW III ? Otherwise looks very good indead.

Ian
by IAN 1963
Wed Jun 27, 2007 8:47 pm
Forum: John Tiller's Campaign Series
Topic: Wish list
Replies: 167
Views: 2665

RE: Wish list

<t> 1.Borrow the 2D unit Graphics from operational Art Of War III so that they can ve customised for each game.<br/>
2.After the Vietnam game due out later this year do the next game for the 1916-1926 period. Comne guys you gave us the armoured trains and railway guns, now gice us the was when they ...
by IAN 1963
Wed Jun 27, 2007 8:34 pm
Forum: Mods and Scenarios
Topic: World War One Mod
Replies: 53
Views: 4454

RE: World War One Mod

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Zeitgeist<br/>
<br/>
Has anyone ever thought of doing this?<br/>
<br/>
Before asking that, what do you all think it would take (what changes would need be made) to similate this conflict (other than the necessary OOB changes)<br/>
<br/>
Your thoughts?<br ...
by IAN 1963
Mon Jun 25, 2007 8:46 pm
Forum: Mods and Scenarios
Topic: World War One Mod
Replies: 53
Views: 4454

RE: World War One Mod

<r> Hi<br/>
Have a look at the "Baltic Generals" site washington.edu/toliy/panzer they have a very extensive WW1 era modd for Panzer Gneral II, I wonder if theIR work could be converted for the Campaighn Series the way some of the other Panzer General stuff has? I have contacted them suggesting ...
by IAN 1963
Thu Jun 21, 2007 6:25 am
Forum: John Tiller's Campaign Series
Topic: Korean War Mod
Replies: 16
Views: 279

RE: Korean War Mod - Jet fighters

Thanks very much, I have got it now.

Ian
by IAN 1963
Wed Jun 20, 2007 8:19 pm
Forum: John Tiller's Campaign Series
Topic: Korean War Mod
Replies: 16
Views: 279

RE: Korean War Mod - Jet fighters

Hi
Tried looking for this mod and cannot find it at the Blitz. Anybody elso know where it can be fund or able to post it at "Games depot"?

Many thanks
Ian
by IAN 1963
Wed Jun 20, 2007 8:09 pm
Forum: John Tiller's Campaign Series
Topic: Any scenarios using ships?
Replies: 7
Views: 74

RE: Any scenarios using ships?

<t> Hi<br/>
<br/>
Thought you would like to know that I am currently play testing a smallish navel scenario called “Baltic Breakout”. I hope to have this up at the “Games Depot” by the end of next week.<br/>
<br/>
Issues so far identified in play testing include the inability of warships to lay ...
by IAN 1963
Mon Jun 18, 2007 8:02 am
Forum: Mods and Scenarios
Topic: Index Of Graphics Files
Replies: 26
Views: 720

RE: Index Of Graphics Files

<t> Really Nice Work.Ladmo We need somewhere where we can post mods like the "Cambat mission mod index" and the various other sites that do the same job so that they can be saired and downlloaded.<br/>
<br/>
Does anybody know if these sort of unit mod sites for the game already exist ?<br/>
<br ...
by IAN 1963
Sun Jun 17, 2007 8:51 am
Forum: Mods and Scenarios
Topic: Index Of Graphics Files
Replies: 26
Views: 720

RE: Index Of Graphics Files

<t> Hi asiaticus<br/>
<br/>
Nothing that complex as I am afraid I am not that experienced a modder. At the moment I am modifying existing “up” files. For the Chasseur 'a pied (where we are basically talking about changing the colour of the breaches) I won’t need to change any of the . bit files ...
by IAN 1963
Sat Jun 16, 2007 3:42 pm
Forum: Mods and Scenarios
Topic: Index Of Graphics Files
Replies: 26
Views: 720

RE: Index Of Graphics Files

<t> Hi Guys <br/>
Thanks for that I have started work on mods for 3 French Infantry units, Chasseur ‘a pied,, Chasseur alpin, and 13th DBLE, the latter two for the 1940 Norway campaign. These will all use the same sets of file numbers currently taken by ordinary French units so I will also supply a ...
by IAN 1963
Wed Jun 13, 2007 6:22 pm
Forum: Mods and Scenarios
Topic: Index Of Graphics Files
Replies: 26
Views: 720

Index Of Graphics Files

<t> Hi<br/>
I bought this game as soon as it came out and agree with others that it now has a new lease of life and some very interesting modding potential.<br/>
<br/>
I would like to start working on doing some graphics to extend even further the range of units available starting with aircraft ...
by IAN 1963
Sat Oct 14, 2006 12:03 pm
Forum: Horse and Musket: Volume I, Frederick the Great
Topic: Two quick questions
Replies: 1
Views: 71

Two quick questions

<t> 1. Am I right in thinking that it is the original Horse and Musket series you have taken over and no the “Horse & Musket II” games “Prussia’s Glory” etc?<br/>
2. Can you use unit portraits that are compatible with “Blackpowder Wars” i.e. 20% higher than they are wide so that all the work that ...
by IAN 1963
Sun Nov 27, 2005 12:27 pm
Forum: Horse and Musket: Volume I, Frederick the Great
Topic: Say Tim, what are the chances?
Replies: 12
Views: 225

RE: Say Tim, what are the chances?

<t> Hi <br/>
Now that the perameters and specs for the game have been fixed could we please have a table showing the fire and melee factors of the various weapons included in the game. It would also be helpful to have the fire and melee defence modifiers it is proposed to use for cuirassiers etc ...

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