Modding

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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oi_you_nutter
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Modding

Post by oi_you_nutter »

with the new features in COTA over HTTR it would be an idea candidate for modding for other conflicts or campaigns

will COTA have the same modding capabilities as HTTR or more ?
ugh
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Arjuna
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RE: Modding

Post by Arjuna »

A little more.

We have just finished segregating the map key out of the Game resources into its own bmp file. So modders can now edit the map key images that appear in the Game and have these synced with their custom map patterns. In fact we've gone one better and now you can link a map to specified directory within the Graphics\Map directory. Inside this directory you put a copy of your customised map patterns and key and each time you open a scenario using that map it will use the map patterns and key you specified. If you don't specify any it will use those in the Default sub-directory.

We have also procided a Force List Export/Import facility that allows you to export all the data relating to the selected forces into its own xml file. These can then be imported to any scenario you like. in fact you can even edit them with an xml editor if that takes your fancy. In this way you can create the forces say for a standard Infantry Division, export them to a file and then use them like a template to build whatever Infantry div you desire.

There are probably some more but my tired old brain just can't recall at the moment. Must be time to call it a night. [:)]
Dave "Arjuna" O'Connor
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oi_you_nutter
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RE: Modding

Post by oi_you_nutter »

excellant [&o]

does the XML import/export mean that TOE for forces not deployed in the COTA game can be defined, like other armies and weapons ?

this game engine appears to be a great candidate for modeling other 20th Century conflicts

keep up the good work



ugh
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Arjuna
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RE: Modding

Post by Arjuna »

No you cannot edit the Estabs. However, COTA will come with a huge list of Estabs covering 1941 forces including British, Australian, New Zealand, Greek, Italian and German.
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oi_you_nutter
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RE: Modding

Post by oi_you_nutter »

no way of altering the Estabs, no thats a pity

keep up the good work and give us regular updates on progress

ugh
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Rooster
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RE: Modding

Post by Rooster »

Speaking of estabs, will there be an estab for a German Motorcycle Battalion?
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RE: Modding

Post by Arjuna »

Sure will. [:)]
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SeaMonkey
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RE: Modding

Post by SeaMonkey »

Heck, you know something.....I just realized if we had some S.Africans and Indians, we could do a Western Desert campaign. Anyone want to make some desert terrain?
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RedMike
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RE: Modding

Post by RedMike »

I think this engine would make for an awesome Western Desert campaign!!!
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Arjuna
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RE: Modding

Post by Arjuna »

IIRC most of the Indian Infantry Divisions used the standard British Infantry Estabs. Same for the South Africans except they had some funny equipment.
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RE: Modding

Post by RayWolfe »

ORIGINAL: Arjuna
IIRC most of the Indian Infantry Divisions used the standard British Infantry Estabs. Same for the South Africans except they had some funny equipment.
Unlike the Australians, who's equipment was standard but had some very funny people.
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Arjuna
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RE: Modding

Post by Arjuna »

[:D]
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RE: Modding

Post by Golf33 »

ISTR that there is at least enough estabs in there for a Marmon-Harrington AC recce regiment, so that should cover at least some of the South Africans.
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oi_you_nutter
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RE: Modding

Post by oi_you_nutter »

ORIGINAL: RedMike

I think this engine would make for an awesome Western Desert campaign!!!

i was thinking the same especialy with the new COTA features

[:D] carry on coding [:D]
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Plodder
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RE: Modding

Post by Plodder »

All we need now is minefields.Operation Supercharge anyone?
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RE: Modding

Post by Rooster »

In lieu of minefileds, you might be able to create an "impassable" terrain file that serves the same purpose. Couldn't be cleared during the game of course...
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RE: Modding

Post by Arjuna »

Yes minefields will be a reasonably big feature, involving changes to the interface for the ScenMaker and Game plus new Mine clearance and minefiels combat code. This is NOT going to be in COTA. As Rooster says you could simulate it to a degree with an impassable terrain type - not ideal but it may serve. Otherwise avoid battles where minefields played a prominent part.
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