VETBoB 1.0

Post new mods and scenarios here.
berndn
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RE: VETBoB Beta

Post by berndn »

An idea would be to use only some text files and create a small plugin file which you can upload. Would like to check the smaller package then. Trial and error but not with a 170 MB file ;)
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

Is it possible that winzip is putting all the files into a new folder then zipping it/
If so how do I correct that?

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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

Getting closer
the mod installs but for some reason didn't create a folder in the mods folder of WaR.
Therefore it doesn't run.
But it did install.

Looks like the extra folder winzip created was one culprit.

now to figure out why it wont run. :)
Or is it :(

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berndn
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RE: VETBoB Beta

Post by berndn »

Given the INI file syntax and the name of the utility I tend to think that the utility will exchange/swap original files with new ones like it did with the older versions which didn't had the MOD switch.

Just a guess however. Maybe a friendly soul can verify this? Andrew ?
berndn
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RE: VETBoB Beta

Post by berndn »

And while I'm checking the Installer script I did my question would be if you have checked to start with a renamed, patched exe?
In general, we could use an exe file and place it in the WaR base directory, giving the EXE the mod name or something which makes sure it's not named CCE.exe?
Could be possible tend to force it if ModSwap really overwrites/exchanges files.
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

Nevermind
That did correct the issue.
Winzip was putting all my files into another folder then zipping it.
thus my file was.New folder\TT's VETBoB\ (then all my files)
The Mod loads through the same manner as starting WaR

I do not know how zon got his metal mod to have it's own icon in the start menu for LSA

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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

My Mod.ini looks as follows........


[General]
Name=TT's VETBoB
Description=TT's VETBoB for WaR
Game Version Required=4.00

[ExclusiveFiles]


[InstallFiles]


Campaign.txt=\data\base\

alsteams.txt=\data\base\

axsteams.txt=\data\base\

bgroups.txt=\data\base\

Elements.txt=\data\base\

fpools.txt=\data\base\

nations.txt=\data\base\

soldiers.txt=\data\base\

Uniforms.txt=\data\base\

Vehicles.txt=\data\base\

Weapons.txt=\data\base\

GENames.txt=\data\base\

SolActn.txt=\data\base\

SSNames.txt=\data\base\

UKNames.txt=\data\base\

USNames.txt=\data\base\

CCImages.pix=\GRAPHICS\

GameGadg.gdg=\GRAPHICS\

ScrnGadg.gdg=\GRAPHICS\

shadows.azp=\GRAPHICS\

Tanks.azp=\GRAPHICS\

Terrain=\GRAPHICS\

TerrainA.stm=\GRAPHICS\

uniticons.bmp=\GRAPHICS\

Wrecks.azp=\GRAPHICS\

guns.azp=\GRAPHICS\

Soldier=\GRAPHICS\

SoldierB=\GRAPHICS\

sound.sfx=\LOCALFX\

Effects.azp=\LOCALFX\

DefaultVox.sfx=\LOCALFX\

EGEVox.sfx=\LOCALFX\

ESSVOX.sfx=\LOCALFX\

FT.azp=\LOCALFX\

GEVox.sfx=\LOCALFX\

Music.sfx=\LOCALFX\

SSVox.sfx=\LOCALFX\

USVox.sfx=\LOCALFX\

Schnberg.bgm=\MAPS\

Schnberg.btd=\MAPS\

Schnberg.los=\MAPS\

Schnberg.mmm=\MAPS\

Schnberg.ovm=\MAPS\

Schnberg.rfm=\MAPS\

Schnberg.txt=\MAPS\



[HideFiles]

[RequiredMaps]

[Required Mods]

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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

And with an updated description.

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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

I should have added a Battles/Save folder
It does not like loading the current GC from stock WaR :)
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

You can now download the Modswap version.
Still lots of work to do but it is very much playable.
Modswap version
Tejszd
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RE: VETBoB Beta

Post by Tejszd »

Thank you Platoon_Michael!
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

Slowly but surly it's progressing.


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johnsilver
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RE: VETBoB Beta

Post by johnsilver »

Tremendous mod and once got past a crash issue.. Have enjoyed it immensely.
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

Thanks,
It's still in the Beta stages with improvements still being worked on.
It's just a shame how much work still needs to be done.

Lately I've been working on changing the dates in game so they reflect the actual dates from the Campaign.

For some reason I u don't update this page as much as I do the one at CCS

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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

Updated original post.
There is a new version available.
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CSO_Talorgan
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RE: VETBoB Beta

Post by CSO_Talorgan »

ORIGINAL: Platoon_Michael

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"M4 Crocodile"?

Did they actually call them that?
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

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johnsilver
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RE: VETBoB Beta

Post by johnsilver »

ORIGINAL: Platoon_Michael

Updated original post.
There is a new version available.

The strategic map above, that was temporarily in one of the mods was a lot better IMO. Hopefully one day (understand you are extremely busy) can incorporate it once again back into the mod.

Edit:

I think what CSO-Talorgan meant was that only the Churchill version of the flame tank was known as the Crocodile. Not sure if the M4 version had a nickname even really.
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Platoon_Michael
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RE: VETBoB Beta

Post by Platoon_Michael »

I've been editing the BG's and Force Pools for the Allies and thought I was doing pretty good.
Now I'm stumped on Game Play and/or Historical accuracy?

And looking over the Axis BG's and Force Pools I hate what I did last time.


Despite having quite a few books here at home on the Bulge and then using the Internet as well Finding/Reading then trying to edit just doesn't go as fast as I would like.

Case in point:
Do I add Tank Destroyers and the AA-Gun 90mm and Artillery F.O.'s to any of the Infantry BG's that are at Elsenborn Ridge?
Thus creating the impossible task of taking this map,or will that then just leave the Axis player to totally ignore that map?

Do I add a few more Fuel Depts to some of the Inside Maps on the Strategic Map in order to get the AI to deploy properly and not just sit on the outer maps(aka fuel depots) preventing other BG's from entering the game.

I was thinking Trois Ponts,Stoumont and maybe Stavelot as such places.

I also have 5 more openings for new BG's that I believe if were all Allied BG's could better help the game.
I.E. Team Snafu around St.Vith,maybe 1 or 2 more Armored BG's entering from both the South and North.

IDK

Edit:
I also don't feel that there's any true attrition to the game (Or I don't understand it) so do I incorporate that?
Do I force the players hand by just adding/removing Units on a certain date?
I've already done so with some units like the Tiger Tank,It shows up for one day and one day only in the Force Pool,if you don't.grab it, it's gone(I'm assuming the game wont remove it from your current BG,make up although I haven't tried it yet) I'm hoping that if you see and grab the Tiger it's your until it's destroyed?

Also done the same for FO's for Allies I've started with Mortars then Air Support then Artillery.

But then again if said player still has his Air Support on a Day when the Weather is Bad does that ruin the game?


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johnsilver
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RE: VETBoB Beta

Post by johnsilver »

Do I add Tank Destroyers and the AA-Gun 90mm and Artillery F.O.'s to any of the Infantry BG's that are at Elsenborn Ridge?
Thus creating the impossible task of taking this map,or will that then just leave the Axis player to totally ignore that map?
Do I add Tank Destroyers and the AA-Gun 90mm and Artillery F.O.'s to any of the Infantry BG's that are at Elsenborn Ridge?
Thus creating the impossible task of taking this map,or will that then just leave the Axis player to totally ignore that map?

That map is a nice one to take and then hang onto as it is, or rather should say it is when playing with units returning. It's a shame that when playing with units returning? The 14th cavalry seems to kind of "get stuck" returning to just that sole locale however. It has (seemingly vs AI and with US as recruits) 15+ AT guns and nearly half are of the 3" variety.

When playing the Axis set as "Elite" One can no longer use tanks and infantry get pulverized eventually. Example? The 48th VG units is no longer strong when set as Elite. They have 4 total AT guns and 2 Stugs, plus 5 2cm "chopper" vehicles that fall easily to the various allied armor and guns.

IMO? That is/was not a trouble spot. Trois points? nasty map and difficult to take regardless. Shame it is so close to the other allied supply hexes, or would be perfect. how about Vieselam? Houffalize, LaRoache, Meyerode? trying to come up with nasty maps that are in sort of the middle. St. Vith wouldn't be a bad idea to add anyway as i generally get there in-and-out before the allies bother with it.
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