WITM Mod- Released
Moderators: wdolson, Don Bowen, mogami
- kokubokan25
- Posts: 1252
- Joined: Mon Jul 19, 2004 8:43 pm
- Location: Iliaca, Spain
WITM Mod- Released
Ok, here you are the mod:
The link to download the files:
http://www.sendspace.com/file/igcl2k
WAR IN THE MEDITERRANEAN- SUPER MOD
Installation:
1-Make a new WITP Installation of the 1.804 versión in a new folder. This mod it’s a heavy modification of the original game and is necessary a new installation. The players can simply install the new copy of the game in a folder named “witp2” in the same matrix games/witp folder.
2-Download the file named “WITM Super Mod Ver 1.04.zip” from the sendspace site and unzip in a temporal folder.
3-The file contain the following items:
-a folder named ART (with all the graphic material, planes, ships, etc.)
-a folder named SCEN (with the scenario files, the scenario is in the slot number 31)
-a file named WITP-ico to change the original WITP icon to a new and different icon, if you wish, of course.
-a file named pwhex.dat.
The files pwhex.dat and WITP-ico go to the main game folder (follow the above example go to the path: program files/matrix games/witp2 folder).
The ART folder (in the temp folder) go the same name folder overwriting all files in destiny.
And the SCEN folder (in the temp folder) go to the SCEN folder of the new installation.
4-After that, the players can change the icon of the game using the new WITP-ico.
5-The mod and scen 31 are now ready to play. You only need open the WITP game normally (the new installation of course), and selection the PBEM mode. It’s obvious that variants like “surprise attack”, “alternate start”, etc are useless in this mod and scenary.
MAIN FEATURES:
1. This mod it’s only for PBEM game.
2. I cannot modify the victory conditions, they are hard coded also. Both players must agree before start the victory conditions. By example: take Alexandría would be a automatic victory of the axis side, etc..
3. French bases: In the play map are several french bases, they are in Tunisia, Corsica and south of France. When the scen starts, january 42, the French Vichy it’s a puppet state of Germany, however have some kind of neutrality. Unfortunately, in the WITP game, the “axis” side was only a nation (japanese), and i must use only a side to “simulate” the italy/germany side. Then, the french side it’s “allied” when the game starts. The french bases are empty and they only serve to be future allied objectives. The players must agree before start how use those bases. Only from november 42, from start, etc..
4. Mine barrage: In the Otranto channel and the Sicily channel you can see some kind of “dots”, really bases level 0. Those “bases” are only for tender mine barrage and not for upgrade to any level or disembark troops/air units. Simply use them to put mines.
5. DEF Upgrade= OFF. The option of “free upgrade path” to air groups must be deactivaded. Since italy and germany co-exist in only one side, if you active this funtion, will be possible to axis side upgrade MC-200 to Bf109, BR-20 to Ju-88, Bf109 to Mc-202, etc.
6. Industry and production: I have decide maintain this option ON for testing. This decision was because i think it’s important try to reflect the italy fuel problems during 43 and you limitated aircraft production.
7. This first scenary, the 31, it’s planned to be played in North Africa, main Mediterranean islands and Italy. For this reason, i have only “put” roads/rails in those areas. The rest of the map can be accesed but most hexes only are clear/desert/forest hexes.
8. THE LEADERS/PILOTS ARE THE SAME ORIGINAL WITP. It's a huge work change one by one the name of 10.000 leaders/pilots, Sorry. Only the German uboats captains are the real.
BUGS AND HARDCODED
Several original game funtions cannot be edited by me (or by anyone i think), so you must simply ignore those problems:
1- HQ: I have use the restricted HQ with italy/german units that appears in main Italy. To embark/traslate those units you must spent PP as usual however this feature had some “problems”. The game (by unknown reasons) only leave change the HQ to “Southeast fleet”. Imagine the HQ routine have some kind of relationship with the map zone where the unit is. You must simply selection this HQ and then embark/traslate the unit as usual.
2- “Return to base”: In the allied TF screen, the “return to base” option cannot be select. I think this problem was “generated” somewhere in past when I was editing the mod. To give orders to return to base, simply point the TF to desired base manually.
3- Allied AK/AP: The original game produce a continuous stream of AK/AP to the allied ship pool. I cannot “erase” those ships so simply ignore. They appear in the “Ship availability” screen with the word “Unknown”. The correct reinforcements appear with a base to arrive.
The WITM Team:
They are many people that help me to make this “utopic” mod. I hope not forget anyone:
From the PdL spanish forum: Beren (original idea, first steps and some OOB), Haplo, and the beta testers; Gauna, LordSpain, Buntke, Sky, Fampa and Gromt.
From the Matrix Games forum: Captain Cruft, Iron Duke, m10bob, Andy Mac, Nemo121, pauk, BigJ62 (I use your excellent editor), el cid again, Dili, and mogami.
Graphic artist: Many many thanks to Cobra, without your map, i would never start to work in this mod. To Dixie for make the plane sides and tops and for your help in OOB RAF in the Middle East and Med theatre.
The ships are, of course, made by me.
FINAL NOTE:
1-Of course everyone it's free to modify/upgrade my work and share it.
2-Also, everyone it's free to make me any suggestion, correction, etc.
3-Keep in mind that this mod is a work from many people/modders and, unfortunately, it's very far to be free of errors.
4-Remember i decide release the mod without finish a good testing, i hope the players can help to make this.
5-and to finish SORRY MY BAD ENGLISH.
Fremen.
The link to download the files:
http://www.sendspace.com/file/igcl2k
WAR IN THE MEDITERRANEAN- SUPER MOD
Installation:
1-Make a new WITP Installation of the 1.804 versión in a new folder. This mod it’s a heavy modification of the original game and is necessary a new installation. The players can simply install the new copy of the game in a folder named “witp2” in the same matrix games/witp folder.
2-Download the file named “WITM Super Mod Ver 1.04.zip” from the sendspace site and unzip in a temporal folder.
3-The file contain the following items:
-a folder named ART (with all the graphic material, planes, ships, etc.)
-a folder named SCEN (with the scenario files, the scenario is in the slot number 31)
-a file named WITP-ico to change the original WITP icon to a new and different icon, if you wish, of course.
-a file named pwhex.dat.
The files pwhex.dat and WITP-ico go to the main game folder (follow the above example go to the path: program files/matrix games/witp2 folder).
The ART folder (in the temp folder) go the same name folder overwriting all files in destiny.
And the SCEN folder (in the temp folder) go to the SCEN folder of the new installation.
4-After that, the players can change the icon of the game using the new WITP-ico.
5-The mod and scen 31 are now ready to play. You only need open the WITP game normally (the new installation of course), and selection the PBEM mode. It’s obvious that variants like “surprise attack”, “alternate start”, etc are useless in this mod and scenary.
MAIN FEATURES:
1. This mod it’s only for PBEM game.
2. I cannot modify the victory conditions, they are hard coded also. Both players must agree before start the victory conditions. By example: take Alexandría would be a automatic victory of the axis side, etc..
3. French bases: In the play map are several french bases, they are in Tunisia, Corsica and south of France. When the scen starts, january 42, the French Vichy it’s a puppet state of Germany, however have some kind of neutrality. Unfortunately, in the WITP game, the “axis” side was only a nation (japanese), and i must use only a side to “simulate” the italy/germany side. Then, the french side it’s “allied” when the game starts. The french bases are empty and they only serve to be future allied objectives. The players must agree before start how use those bases. Only from november 42, from start, etc..
4. Mine barrage: In the Otranto channel and the Sicily channel you can see some kind of “dots”, really bases level 0. Those “bases” are only for tender mine barrage and not for upgrade to any level or disembark troops/air units. Simply use them to put mines.
5. DEF Upgrade= OFF. The option of “free upgrade path” to air groups must be deactivaded. Since italy and germany co-exist in only one side, if you active this funtion, will be possible to axis side upgrade MC-200 to Bf109, BR-20 to Ju-88, Bf109 to Mc-202, etc.
6. Industry and production: I have decide maintain this option ON for testing. This decision was because i think it’s important try to reflect the italy fuel problems during 43 and you limitated aircraft production.
7. This first scenary, the 31, it’s planned to be played in North Africa, main Mediterranean islands and Italy. For this reason, i have only “put” roads/rails in those areas. The rest of the map can be accesed but most hexes only are clear/desert/forest hexes.
8. THE LEADERS/PILOTS ARE THE SAME ORIGINAL WITP. It's a huge work change one by one the name of 10.000 leaders/pilots, Sorry. Only the German uboats captains are the real.
BUGS AND HARDCODED
Several original game funtions cannot be edited by me (or by anyone i think), so you must simply ignore those problems:
1- HQ: I have use the restricted HQ with italy/german units that appears in main Italy. To embark/traslate those units you must spent PP as usual however this feature had some “problems”. The game (by unknown reasons) only leave change the HQ to “Southeast fleet”. Imagine the HQ routine have some kind of relationship with the map zone where the unit is. You must simply selection this HQ and then embark/traslate the unit as usual.
2- “Return to base”: In the allied TF screen, the “return to base” option cannot be select. I think this problem was “generated” somewhere in past when I was editing the mod. To give orders to return to base, simply point the TF to desired base manually.
3- Allied AK/AP: The original game produce a continuous stream of AK/AP to the allied ship pool. I cannot “erase” those ships so simply ignore. They appear in the “Ship availability” screen with the word “Unknown”. The correct reinforcements appear with a base to arrive.
The WITM Team:
They are many people that help me to make this “utopic” mod. I hope not forget anyone:
From the PdL spanish forum: Beren (original idea, first steps and some OOB), Haplo, and the beta testers; Gauna, LordSpain, Buntke, Sky, Fampa and Gromt.
From the Matrix Games forum: Captain Cruft, Iron Duke, m10bob, Andy Mac, Nemo121, pauk, BigJ62 (I use your excellent editor), el cid again, Dili, and mogami.
Graphic artist: Many many thanks to Cobra, without your map, i would never start to work in this mod. To Dixie for make the plane sides and tops and for your help in OOB RAF in the Middle East and Med theatre.
The ships are, of course, made by me.
FINAL NOTE:
1-Of course everyone it's free to modify/upgrade my work and share it.
2-Also, everyone it's free to make me any suggestion, correction, etc.
3-Keep in mind that this mod is a work from many people/modders and, unfortunately, it's very far to be free of errors.
4-Remember i decide release the mod without finish a good testing, i hope the players can help to make this.
5-and to finish SORRY MY BAD ENGLISH.
Fremen.

RE: WITM Mod- Released
DL underway. Looking forward to seeing it.
We are all dreams of the Giant Space Butterfly.
RE: WITM Mod- Released
Thanks a lot !
War Options 1941 mod : https://sites.google.com/site/waroptionswitpaemod/
RE: WITM Mod- Released
Congrats on the release of your mod. I'll be sure to check it out when i get a spare moment. (hopefully sometime soon!)
RE: WITM Mod- Released
Very cool fremen!
I'll be checking it out tonight!![&o][&o]
B
I'll be checking it out tonight!![&o][&o]
B
-
- Posts: 1533
- Joined: Tue Nov 21, 2006 7:01 pm
- Location: UK
RE: WITM Mod- Released
yahoo - but working away from home. Cant wait for thursday
well done, and thanks for all hard work
well done, and thanks for all hard work
- Captain Cruft
- Posts: 3707
- Joined: Wed Mar 17, 2004 12:49 pm
- Location: England
RE: WITM Mod- Released
Thanks very much Fremen, I shall have a look later.
RE: WITM Mod- Released
Thanks fremen.[;)]
Looking forward to trying it out.[&o]
Looking forward to trying it out.[&o]
RE: WITM Mod- Released
Very cool.
A couple of missing ship profiles and shils.[;)]
Type VIIB SS
Type VIIC SS
Adua SS
Brin SS
Bolzano CA
Already started to upgrade the ground unit jpegs.[;)]
A couple of missing ship profiles and shils.[;)]
Type VIIB SS
Type VIIC SS
Adua SS
Brin SS
Bolzano CA
Already started to upgrade the ground unit jpegs.[;)]
RE: WITM Mod- Released
Wow, Fremen!
Wonderful job!
TOMLABEL
Wonderful job!
TOMLABEL

Art by the Rogue-USMC
WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art
"If destruction be our lot - it will come from within"...Abraham Lincoln
- kokubokan25
- Posts: 1252
- Joined: Mon Jul 19, 2004 8:43 pm
- Location: Iliaca, Spain
RE: WITM Mod- Released
ORIGINAL: Halsey
Very cool.
A couple of missing ship profiles and shils.[;)]
Type VIIB SS
Type VIIC SS
Adua SS
Brin SS
Bolzano CA
Already started to upgrade the ground unit jpegs.[;)]
Here is the link to the missing ships:
http://www.sendspace.com/file/bjxvqb
and this is the link to the complete Mod WITH the missing ships:
http://www.sendspace.com/file/es0hne
Thanks Halsey!

RE: WITM Mod- Released
This looks like fun; nice work!
Couple of questions:
Is there an end date?
No reinforcements?
Couple of questions:
Is there an end date?
No reinforcements?
Fear the kitten!
RE: WITM Mod- Released
I think you need to swap the manouver rating for the 109F and 109G. From what I've read the 109F was the most manouverable of all the 109 series. Manouverability decreased as weight, armour and armament increased. I would suggest making the 109f (36) and the 109(g) 33 or 34 (33) if you add the wing pod guns. The 190A-4 should be more manouverable than the Spit Vb as the 190 gave this version of the spit a severe inferiority complex
excellent mod [:D][:D][:D]
excellent mod [:D][:D][:D]
There are two types of ships in the world
Submarines and Targets
D.B.F
Submarines and Targets
D.B.F
- kokubokan25
- Posts: 1252
- Joined: Mon Jul 19, 2004 8:43 pm
- Location: Iliaca, Spain
RE: WITM Mod- Released
ORIGINAL: irrelevant
This looks like fun; nice work!
Couple of questions:
Is there an end date?
No reinforcements?
End date is dec 43.
Yes, a huge pool of reinforcements, most allied. You can see them in the reinforcements screen.

- kokubokan25
- Posts: 1252
- Joined: Mon Jul 19, 2004 8:43 pm
- Location: Iliaca, Spain
RE: WITM Mod- Released
ORIGINAL: trojan
I think you need to swap the manouver rating for the 109F and 109G. From what I've read the 109F was the most manouverable of all the 109 series. Manouverability decreased as weight, armour and armament increased. I would suggest making the 109f (36) and the 109(g) 33 or 34 (33) if you add the wing pod guns. The 190A-4 should be more manouverable than the Spit Vb as the 190 gave this version of the spit a severe inferiority complex
excellent mod [:D][:D][:D]
Thanks trojan. I will take a look on this to further patches.

RE: WITM Mod- Released
Can you explain the channel hexes and the reason for their inclusion?[;)]
- kokubokan25
- Posts: 1252
- Joined: Mon Jul 19, 2004 8:43 pm
- Location: Iliaca, Spain
RE: WITM Mod- Released
ORIGINAL: Halsey
Can you explain the channel hexes and the reason for their inclusion?[;)]
You read the first post Halsey? [;)]
4. Mine barrage: In the Otranto channel and the Sicily channel you can see some kind of “dots”, really bases level 0. Those “bases” are only for tender mine barrage and not for upgrade to any level or disembark troops/air units. Simply use them to put mines.

RE: WITM Mod- Released
ORIGINAL: fremen
ORIGINAL: irrelevant
This looks like fun; nice work!
Couple of questions:
Is there an end date?
No reinforcements?
End date is dec 43.
Yes, a huge pool of reinforcements, most allied. You can see them in the reinforcements screen.
Duh! Can't see them on the first turn, I expect. [:o] What a N00b![8|][:D]
Fear the kitten!