Score Mod Ver - Update 1.02 posted!

Post new mods and scenarios here.
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FeurerKrieg
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Score Mod version 1

Post by FeurerKrieg »

Hi all - attached below is the Score Mod.

Here is the excellent map panzerlehr62 made to show the locations and score easily.

[center]Image[/center]

EDIT: Latest version posted at the beginning of this thread.

Cheers!
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Upper portion used with permission of www.subart.net, copyright John Meeks
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Andrew Williams
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RE: Score Mod version 1

Post by Andrew Williams »

Now available here:

Longest Day MODS

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oldspec4
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RE: Score Mod version 1

Post by oldspec4 »

Quick question.. Is this still a mod primarily for H2H or does it apply for AI play?

Thanks for the work here.
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panzerlehr62
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RE: Score Mod version 1

Post by panzerlehr62 »

Hello,

There should be a connection between Ouistreham and Hermanville Sur Mer, I will get that updated asap.

Gz..

Edit: FK check your email, updated map was just sent...Also I added total points in the upper right corner.

As far as game play, as FK said we designed it for H2H mainly to give the German player something to play for. The outcome may still be an Allied victory no matter how well you play the German side, but at least it will take longer to achieve. Any feedback will be greatly appreciated.

He spent a lot of time on the actual movement of the Allies during this 4 day period to determine the points you see listed on the map. One thing I did notice (not testing) just to make sure the GC worked (we had an early map issue that caused a slight problem) was that the 505/82 out of St Mere Eglise moved inland toward PontLAbbe with the Mod and moved to Ravenoville (toward the sea) without the mod on the opening night turn. Not sure I would want to move that BG in either direction, but if I did it would be inland. So as FK points out the Allied BGs should push inward toward the higher value maps.
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FeurerKrieg
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RE: Score Mod version 1

Post by FeurerKrieg »

ORIGINAL: oldspec4

Quick question.. Is this still a mod primarily for H2H or does it apply for AI play?

Thanks for the work here.

Hi -

It is designed for H2H. However, it will functionally work against AI. On the map level, the AI will still try to capture and defend flags as it did before. However on the strategic level, the AI is likely (not thoroughly tested yet) to pull back to defend the high value areas. This can however, cause the AI to block it own reinforcements that arrive on Day 2, 3 and 4.

EDIT: Sorry - I guess I was just thinking of AI Germany, but if the AI is Allies, I think this should work just fine, as strat AI should attempt to drive deep which will open up beaches for follow on units. This may cause the AI to get into your supply lines which would be interesting. Again, haven't tested AI usage much at all yet.
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Upper portion used with permission of www.subart.net, copyright John Meeks
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Platoon_Michael
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RE: Score Mod version 1

Post by Platoon_Michael »

I found this thread to be very interesting.
I have always wondered does the game have any type of AI when it comes to the strategic map. And I don’t recall seeing any information about it.(or don’t remember)

It would be nice to see what comes of this when someone only plays against the AI as that’s mostly what I do.
Do you guys have any intentions of doing the same for WAR?
This thread got me to wondering what are the points for the maps in WAR,so I complied a list,if anyones interested
Also if its possible could you post your readme file for the mod here so I can read it as I dont own tLD? Thanks


Andler 700Points
Assenois 700
Bastogne 950
Beho 600
Bulngen 600
Butgnbch 700
Champion 950
Champs 800
Chengone 800
Clervaux 850
Dasburg 700
Eifel1 750
Eifel2 400
Elsnbrn 750
Eschwilr 550
Foy 500
Fraiture 550
Gruflnge 750
Habschd 600
Hnerschd 700
Hosigen 900
Hotton 900
Houfflaz 900
Lagieze 700
Laroche 750
Leidnbrn 500
Liefnrg 900
Lmrswler 550
Lngvilly 650
Losheim 850
Lutrbois 600
Lutrmnge 1200
Magaret 750
Malmedy 700
Malschd 750
Manhay 850
Marche 750
Martlnge 650
Marvie 750
Meyerode 600
Nadrin 550
Neffe 400
Novile 750
Ramschd 650
Recht 600
Reuland 950
Rocherth 700
Rosieres 800
Schnberg 600
Senchamp 600
Setz 750
Sibret 750
Stavelot 700
Sthubert 800
Stoumont 550
Stvith 650
Troispnt 1100
Troisvrg 650
Vielsalm 800
Wardin 550
weiler 650
Wiltz 800
Wllerode 650
Wntrsplt 650
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FeurerKrieg
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RE: Score Mod version 1

Post by FeurerKrieg »

Those scores are misleading - each map in WAR is probably just like TLD, that is, the score values will not be in hundreds, but probably teens or less.

I don't own WAR though, so I'm not likely to do this for it anytime soon, but panzerlehr has it I think, so maybe he will tackle that project.

I'll post the readme in minute.
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Upper portion used with permission of www.subart.net, copyright John Meeks
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FeurerKrieg
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RE: Score Mod version 1

Post by FeurerKrieg »

TLD Score Mod Readme file attached.
Attachments
readme.txt
(6.32 KiB) Downloaded 52 times
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Upper portion used with permission of www.subart.net, copyright John Meeks
Pz Leader
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RE: Testing results

Post by Pz Leader »

Downloaded. Thank you Krieg and Lehr for developing and providing this mod to the community.
Tejszd
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RE: Testing results

Post by Tejszd »

Thank you!!!
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FeurerKrieg
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RE: Testing results

Post by FeurerKrieg »

You are very welcome guys - I hope someone else can enjoy the vision we have for the game.

Cheers
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Upper portion used with permission of www.subart.net, copyright John Meeks
Pz Leader
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RE: Score Mod version 1

Post by Pz Leader »

Andrew,

FYI - I was unable to DL mod from link you provided. To clarify, the link to the website works, but the link for mod does not work. I get an http 404 error.
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Andrew Williams
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RE: Score Mod version 1

Post by Andrew Williams »

ok thanks

will check.



Fixed... updated V1.01 link working now.
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FeurerKrieg
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Re: Score Mod Ver - Update 1.02 posted!

Post by FeurerKrieg »

Updated the readme a bit and might as well bump this too!
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Upper portion used with permission of www.subart.net, copyright John Meeks
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