
Core of Heroes and Leaders mod
RE: Core of Heroes and Leaders mod
Omaha Dog Green full board


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- OmahaDog..llboard.jpg (739.29 KiB) Viewed 747 times
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RE: Core of Heroes and Leaders mod
Omaha full boards until now 1


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- Omahafull..ilnow1.jpg (179.56 KiB) Viewed 745 times
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RE: Core of Heroes and Leaders mod
The release 3.1 of Heroes and Leaders mod is already available in this same "thread", in the post # 1:
tm.asp?m=4354865#
The main news are:
1.- US Infantry, except PTO (Marines, early US Army)
2.- US Landing crafts of the European Theater Operations
3.- US Aircrafts, except the Marines aircrafts and part of the navy
4.- German and US Spotters
5.- US Corpsman and Wehrmacht Sanitatsdienste
6.- Bunkers and batteries of the German Atlantic Wall
7.- New terrain file for the Historical Modules "American Eagles" and “Omaha.”
8.- New Sprites file
9.- New Events file
10.- New Miscellaneous file.
11.- New Units file.
12.- New rules
13.- Full scenarios of Historical Modules Carentan and Barrikady.
14.- Full panels for Historical Modules Carentan and Barrikady.
15.- New Heroes, less "Superman."
16.- Modifications and errata corrections.
tm.asp?m=4354865#
The main news are:
1.- US Infantry, except PTO (Marines, early US Army)
2.- US Landing crafts of the European Theater Operations
3.- US Aircrafts, except the Marines aircrafts and part of the navy
4.- German and US Spotters
5.- US Corpsman and Wehrmacht Sanitatsdienste
6.- Bunkers and batteries of the German Atlantic Wall
7.- New terrain file for the Historical Modules "American Eagles" and “Omaha.”
8.- New Sprites file
9.- New Events file
10.- New Miscellaneous file.
11.- New Units file.
12.- New rules
13.- Full scenarios of Historical Modules Carentan and Barrikady.
14.- Full panels for Historical Modules Carentan and Barrikady.
15.- New Heroes, less "Superman."
16.- Modifications and errata corrections.
Semper fidelis
RE: Core of Heroes and Leaders mod
Omaha Vierville full board


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- OmahaVier..llboard.jpg (758.31 KiB) Viewed 747 times
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RE: Core of Heroes and Leaders mod
Omaha full boards until now


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- Omahafull..ilnow2.jpg (275.87 KiB) Viewed 745 times
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RE: Core of Heroes and Leaders mod
Omaha full boards until now


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- Omahafull..ilnow3.jpg (377.43 KiB) Viewed 745 times
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RE: Core of Heroes and Leaders mod
Omaha Dog White full board


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- OmahaDog..llboard.jpg (737.64 KiB) Viewed 747 times
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RE: Core of Heroes and Leaders mod
Omaha full boards until now


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- Omahafull..ilnow4.jpg (479 KiB) Viewed 745 times
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RE: Core of Heroes and Leaders mod
Omaha Hamel au Prete full board


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- OmahaHame..llboard.jpg (766.23 KiB) Viewed 747 times
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RE: Core of Heroes and Leaders mod
Omaha full boards until now


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- Omahafull..ilnow5.jpg (580.04 KiB) Viewed 745 times
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RE: Core of Heroes and Leaders mod
Omaha La Fraisnaie full board


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- OmahaLaF..llboard.jpg (775.51 KiB) Viewed 751 times
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RE: Core of Heroes and Leaders mod
Omaha full boards until now


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- Omahafull..ilnow6.jpg (680.88 KiB) Viewed 750 times
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RE: Core of Heroes and Leaders mod
Hi asl3d,
I just played the scenario "Omaha Dog White" Congratulations, very good work.
I see that at the beginning many German units are visible, and that the bunkers can not be assaulted, I do not know if this is done or is an error.
Another error is that the bunkers begin badly faced, reason why its back part with worse armoring is exposed to antitank shots.
I just played the scenario "Omaha Dog White" Congratulations, very good work.
I see that at the beginning many German units are visible, and that the bunkers can not be assaulted, I do not know if this is done or is an error.
Another error is that the bunkers begin badly faced, reason why its back part with worse armoring is exposed to antitank shots.
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
Hi asl3d,
I just played the scenario "Omaha Dog White" Congratulations, very good work.
I see that at the beginning many German units are visible, and that the bunkers can not be assaulted, I do not know if this is done or is an error.
Another error is that the bunkers begin badly faced, reason why its back part with worse armoring is exposed to antitank shots.
Hello Chinchin,
Thank you very much for your kind words, once again.
Many German units are visible:
Yes, but I do not know why it happens. I do not force this to happen in the design of the scenario. I imagine that Artificial Intelligence decides which units are "exposed" and which are not. Another possibility is that the visible units are on high ground and on the Crest Line. But I can not assure you.
The bunkers can not be attacked:
The bunkers can be attacked. Another thing is that they are "easy" to eliminate.
In the address (post # 156) that I copy below, the characteristics of the bunkers are summarized.
tm.asp?m=4354865&mpage=6&key=#
Bunkers start badly faced:
You're right. But this is not too serious. The most important thing is the protection effect provided by the terrain qualified as "pillbox". The armor also increases the protection even more. However, I have already corrected the "front" orientation of the pillboxes. In the next scenario, all scenarios will appear with the affected pillboxes already corrected.
Thanks for help, one more time.
Semper fidelis
RE: Core of Heroes and Leaders mod
Watching Terrain.xls I understood everything.
Many German units are visible:
This is because the "Entrenchment" terrain has LOS type open, to solve this it is enough to put trenches or Foxholes, with "T" or "F" in the editor. This brings 2 easy problems to solve, that the TM is + 2 + 2 = 4, and that the drawing that is superimposed on the trenches or Foxholes is not pretty with the map. You can fix it by editing one of the 3 drawings of Foxholes, for example the art / hexes / Foxholes03.tga by one empty, so the map will remain intact, but the units will be hidden.
The bunkers can not be attacked:
I meant that bunkers can not be attacked in closed combat like other vehicles, but it is already well explained in post 156. I also saw in Terrain.xls that the Pillbox terrain has the movement Prohibited for all units.
Thanks for the clarifications!
Many German units are visible:
This is because the "Entrenchment" terrain has LOS type open, to solve this it is enough to put trenches or Foxholes, with "T" or "F" in the editor. This brings 2 easy problems to solve, that the TM is + 2 + 2 = 4, and that the drawing that is superimposed on the trenches or Foxholes is not pretty with the map. You can fix it by editing one of the 3 drawings of Foxholes, for example the art / hexes / Foxholes03.tga by one empty, so the map will remain intact, but the units will be hidden.
The bunkers can not be attacked:
I meant that bunkers can not be attacked in closed combat like other vehicles, but it is already well explained in post 156. I also saw in Terrain.xls that the Pillbox terrain has the movement Prohibited for all units.
Thanks for the clarifications!
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
Watching Terrain.xls I understood everything.
Many German units are visible:
This is because the "Entrenchment" terrain has LOS type open, to solve this it is enough to put trenches or Foxholes, with "T" or "F" in the editor. This brings 2 easy problems to solve, that the TM is + 2 + 2 = 4, and that the drawing that is superimposed on the trenches or Foxholes is not pretty with the map. You can fix it by editing one of the 3 drawings of Foxholes, for example the art / hexes / Foxholes03.tga by one empty, so the map will remain intact, but the units will be hidden.
The bunkers can not be attacked:
I meant that bunkers can not be attacked in closed combat like other vehicles, but it is already well explained in post 156. I also saw in Terrain.xls that the Pillbox terrain has the movement Prohibited for all units.
Thanks for the clarifications!
Many German units are visible:
Yes, I think it's the "Entrenchment" type of terrain although the option of TEM +4 may be excessive for this type of fortification (like a building). But suppressing the value of the TEM of "excel" would influence other scenarios.
I propose to maintain the situation as it is now. It is always possible to deploy the hidden units in the trenches, although we would also have to reflect a little more on this solution.
Semper fidelis
RE: Core of Heroes and Leaders mod
Omaha Easy Green full board


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- OmahaEasy..llboard.jpg (750.24 KiB) Viewed 751 times
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RE: Core of Heroes and Leaders mod
Hello Asl3d,
Yesterday I discovered that the unit "Soviet Mountain Guards Squad" does not take casualties. Reviewing Units.xls I see that it's wrong, in "Reduce ID #" it says 10 and it should be 11. Is that so?
Yesterday I discovered that the unit "Soviet Mountain Guards Squad" does not take casualties. Reviewing Units.xls I see that it's wrong, in "Reduce ID #" it says 10 and it should be 11. Is that so?
My native language is Spanish, and no English language mastery, sorry.
RE: Core of Heroes and Leaders mod
ORIGINAL: CHINCHIN
Hello Asl3d,
Yesterday I discovered that the unit "Soviet Mountain Guards Squad" does not take casualties. Reviewing Units.xls I see that it's wrong, in "Reduce ID #" it says 10 and it should be 11. Is that so?
Hello Chinchin,
In effect, you are right (as always), "Reduce ID #" has to be 11 and not 10 as it is now in the file.
Right now I have changed the "units.xls" file and it is available in the Core of Heroes and Leaders mod download.
Also, when the next scenario, Omaha Easy Green, is published, I will also include the new file "units.xls."
Thank you very much for your wonderful help.
Semper fidelis
RE: Core of Heroes and Leaders mod
Not at all! It is a pleasure to be able to help in something.
My native language is Spanish, and no English language mastery, sorry.