WITM Mod- Released

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DuckofTindalos
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RE: Help offered

Post by DuckofTindalos »

ORIGINAL: Nikademus

Sendspace doesn't seem to like me.....

Well, there's probably a reason for that...[:'(]
We are all dreams of the Giant Space Butterfly.
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Nikademus
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RE: Help offered

Post by Nikademus »

Your mod is beautiful Fremen. Excellent job.

I do have one suggestion after the first look over; I think you need to halve all of the ship crew night exp values for the Italian Navy. They were severely deficient in this area (IIRC, they didn't even conduct training exercises outside of cursory examples) The RN had a severe edge here and it showed time and again.

Are you planning on converting/renaming the various land devices in the LCU's? I noticed that there are still Japanese engineers and inf squads for example.

Overall though.....impressive work....particularily the map.

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Sardaukar
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RE: WITM Mod- Released

Post by Sardaukar »

ORIGINAL: fremen

The WITM database is all new and very different than WITP.
I think (keep in mind this is a mod make by some modders not programers) select this option not affect the game.
HOWEVER, because i don't know the "Add 1.60 database changes" do really, it's possible that funtion changes again the OOB to WITP engine. In this case the mod will be surely destroyed.

Indeed. One should *NEVER* use that with modded scenario if not totally sure the changes are compatible with mod. It's used mostly to update official scenarios and will usually cause unwanted changes in modded scenarios.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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kokubokan25
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RE: Help offered

Post by kokubokan25 »

ORIGINAL: Nikademus

Your mod is beautiful Fremen. Excellent job.

I do have one suggestion after the first look over; I think you need to halve all of the ship crew night exp values for the Italian Navy. They were severely deficient in this area (IIRC, they didn't even conduct training exercises outside of cursory examples) The RN had a severe edge here and it showed time and again.

Are you planning on converting/renaming the various land devices in the LCU's? I noticed that there are still Japanese engineers and inf squads for example.

Overall though.....impressive work....particularily the map.



Thanks!
You right. The night level in italian side is very high, must be revised. In some testing when a night battle was fought the italians win and cause more damage to english ships in spite the british have radar....

The DEVICES..yes, the team is working now in this affair.
The next patch will be a huge improvement, list of pilots, list of leaders, correct devices, be patient.
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Grunt
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Some issues...

Post by Grunt »

...I've noticed; four of the Axis PCs have nice ASW values of 7 each. But they don't seem to want to re-load their ASW weapons. These PCs are in Tarento with plenty of supply. The depth charges and AS mortars stay at a red 0.

There are two DAK base forces in Napoli. I can't load them on transports. Is it because they are a restricted command? If so, perhaps they should start the game in another command so they may be transported to Africa.

Awesome mod! Great job, Fremen!
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kokubokan25
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RE: Some issues...

Post by kokubokan25 »

ORIGINAL: Grunt

...I've noticed; four of the Axis PCs have nice ASW values of 7 each. But they don't seem to want to re-load their ASW weapons. These PCs are in Tarento with plenty of supply. The depth charges and AS mortars stay at a red 0.

There are two DAK base forces in Napoli. I can't load them on transports. Is it because they are a restricted command? If so, perhaps they should start the game in another command so they may be transported to Africa.

Awesome mod! Great job, Fremen!

Please, give me the name of the PCs to check this issue. Probably a DEVICE bug.

Acording to DAK Base forces in Napoli: this units have a HQ named DAK to help player identify your destiny. As i said many times before, the HQ System is not running in the mod. Only the restricted HQ funtion normally. To embark/transfer any air/land unit to another place, simply select ANY HQ available, included any HQ with the same name, and the unit will be ready to embark/transfer. Of course, you must spent PP to do it.
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Grunt
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RE: Some issues...

Post by Grunt »

Thanks, Fremen.  The four PCs are:  Angelo Bassini, Giacinto Carini, Enrico Cosenzo and Nicola Fabrizi.
Big B
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RE: Help offered

Post by Big B »

ORIGINAL: fremen

ORIGINAL: Nikademus

Your mod is beautiful Fremen. Excellent job.

I do have one suggestion after the first look over; I think you need to halve all of the ship crew night exp values for the Italian Navy. They were severely deficient in this area (IIRC, they didn't even conduct training exercises outside of cursory examples) The RN had a severe edge here and it showed time and again.

Are you planning on converting/renaming the various land devices in the LCU's? I noticed that there are still Japanese engineers and inf squads for example.

Overall though.....impressive work....particularily the map.



Thanks!
You right. The night level in italian side is very high, must be revised. In some testing when a night battle was fought the italians win and cause more damage to english ships in spite the british have radar....

The DEVICES..yes, the team is working now in this affair.
The next patch will be a huge improvement, list of pilots, list of leaders, correct devices, be patient.
Fremen, this is a very ambitious and pioneering mod, and goes into uncharted territory from WitP - which must naturally mean unwanted/unlooked for things will probably pop up here and there.

Do you intend to keep up an ongoing effort to address things and refine this mod? I think that would be of very great assistance to those who would like to try it.

Great job.

B
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kokubokan25
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RE: Help offered

Post by kokubokan25 »


Do you intend to keep up an ongoing effort to address things and refine this mod? I think that would be of very great assistance to those who would like to try it.

Yes Big B, and thanks. We are already a lot of people working on this project and the 1.2 patch will be a great improvement. I hope so.

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Dili
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RE: WITM Mod- Released

Post by Dili »

Italian aces for SM-79 Torpedo Bombers

Top ace: Buscaglia (132º Gruppo Leader), Capt Faggioni (commander of an unknow Gruppo)
Aces: Cimichi, Di Bella, Melley (all from 130º Gruppo);

Any more info about SM-79 just ask.


-------------------------------------------------------
To remember BB Warspite hit on BB Cesare and more close calls

http://xoomer.virgilio.it/bk/assets/colpo%20Cesare.mov (quicktime movie)

-------------------------------------------------------

http://forums.navalwarfare.org/showthre ... ght=cesare

This is out of Campbell's and Raven and Roberts

Malaya was rebuilt between Oct 34 and Dec 36. Received additional deck armor and a cross-deck catapult. No modification to turrets or machinery. Her best combat speed was around 23.7kts, probably she couldn't exceed 23kts at the battle. She did not receive radar until July 1941, when she took aboard Type 281 for AS, Type 284 for main gun FC and Type 285 for Hv AA gun FC. This was also the earliest point in her career where she could have been modified to handle the longer 1938lb 6 crh projectiles.
Warspite received, along with a new bridge, new machinery and modified turrets with wider hoists for the 1938lb 6 crh shell. Her best battle speed was 23.8kts, probably she could do 23.5kts. She did not receive radar, especially Type 284 until Dec 1941.
SC for the 15in guns were authorized a twenty per gun in late 1941 for Malaya, but there is no confirmation of her ever receiving them.
Malaya, therefor, was carrying 1920lb 4crh shells, up to 20% of which would be CPC and able to range to a maximum of 24,350yds at 20 degrees.
Warspite, on the other hand, could fire her 1938lb AP shells to 33,550yds at 30 degrees, though RN gunnery doctrine considered 30,000yds the maximum effective range for its FC systems and doctrine.

----------------------------------------------------------

Another nitpick from same place

"To further muddy are discussion, experience with the Type 79 family had shown it able to detect surface targets as well. The first known use was Valiant's detection of the approaching Italians at Matapan with her Type 279 at a range of 9 miles. However, neither Warspite or Malaya carried any form of radar during the fight with Cesare(my ed:Punta Stilo Naval Battle)."



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frank1970
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RE: WITM Mod- Released

Post by frank1970 »

Is there a newer version than 1.04? I´d like to try this one out, but want to use the newest version. Thanks for your work guys.
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

If you can wait a week or two Frank, i will ready the 1.2 version. This is a huge upgrade with many new features, map, bases, land units, and correct pilot list.
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frank1970
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RE: WITM Mod- Released

Post by frank1970 »

Thanks a lot, will wait (although it hurts!).
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m10bob
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RE: WITM Mod- Released

Post by m10bob »

Fremen....you stated as a habeus this mod is only for PBEM..How will id to against an AI?..Will it work??..Thank you..
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Matto
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RE: WITM Mod- Released

Post by Matto »

Hi Freman,
do not work on AI ... first finish next version ... waiting for it [8D]
Thanks for yoyr work !!!
Excuse my English ... I hope is better then Your Czech ... 8-)
My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...

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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

ORIGINAL: m10bob

Fremen....you stated as a habeus this mod is only for PBEM..How will id to against an AI?..Will it work??..Thank you..

Well, not testing but the normal is not works. In the original WITP the AI use some "hard coded" features to move the land, air and sea units to making operations to selected objectives. I cannot edit those "objectives" so it's possible the AI take some land units and try to disembark over England with a ENG unit o similar nonsense.
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kokubokan25
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RE: WITM Mod- Released

Post by kokubokan25 »

Well, the next patch is ready!

Upgrade 1.2 is now in Spooky hands and i hope will be available to download ASAP.

This package contain all the necesary files, not only the modified/changed ones.
The instructions are the same, see early post.

Obviously this patch is also to testing, but anyway it's a great improvement.
I had not much time to testing and decide release to everyone can enjoy with the pilot list.



WAR IN THE MEDITERRANEAN MOD.
Upgrade 1.2



NEW FEATURES:

Main:

The production is now OFF.

Bases:
In France; Bourdeaux, Montpelier, Lyon and Marseille.
In Yugoslavia: Split, Sarajevo, Zagreb, Banja Luka, Podgorica and Mostar.
In Middle East: Jaffa, Damascus, Amman, Beirut and Aqaba.
In North Africa: Casablanca, Meknes, Marakech, Constantine, Bardia/Sollum and Suez.
Islands: Pantellaria.
In Greece: Cavalla.

Channels:

Now the Suez Channel can be used to travel to Red Sea. This is to allow british ship simulate the "return home to heavy repair". The repair base is now Suez.

Devices:

Now correct devices german and italian.

Planes:

-Fw-190A-3, Fw-200, Ju-290, Bv-138, Do-217E-2 GERMAN
-PBY-5, Mosquito VI NF, ALLIED

Ships:

-DD Hermes class, PC Elan class, PC Melpomene class all axis.

Pilots:

Correct list of pilots german and italian.

Leaders:

Little work done. Some names.

Land units:

Now correct TOE of land units and a very lot of new units to axis and allied sides.

ERRORS/UPGRADES:

-Two duplicated italian CLs erased.
-Beaufighter X now can carry torpedoes.
-Axis PP reduced to 0 from start.
-Some fighter units british changed to aussies or Commonwealth to allow upgrade to spitfires.
-New starting positions to Rommel and DAK.
-Haifa is now on correct hex coordinates.
-Stuka range increased.
-A2A combat revised to RHS system but must be tested.

PENDING WORK:

-Starting positions of land units.
-A2A combat after heavy testings.
-Adjustments to base hex positions of some bases.


Thanks to:

-Mifune (80% work on this huge upgrade)
-Dani aka Bubi Hartmann (pilot and leaders list)
-Dili (corrections and more corrections to weapons, systems, etc..)
-Cobra (new map with railways and roads)
-Dixie (plane art)
-and many of the the matrix forum mates, sorry, i cannot remember all.


AS THE EARLY VERSION, AND TO PLAY A MORE "HISTORICAL" GAME, IS BETTER USE A VERY HARD SET OF HOME RULES BETWEEN PLAYERS.





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Matto
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RE: WITM Mod- Released

Post by Matto »

GREAT !!!
Excuse my English ... I hope is better then Your Czech ... 8-)
My MatrixGames: WitP, WitP AE, WPO, JTCS, P&S, CoGEE, ATG, GoA, B.Academy, C-GW, OoB all DLCs, all SC, FoG2/E, most AGEOD games ...

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Nikademus
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RE: WITM Mod- Released

Post by Nikademus »

congrats on the 1.2 release!
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DuckofTindalos
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RE: WITM Mod- Released

Post by DuckofTindalos »

Nice one, fremen...
We are all dreams of the Giant Space Butterfly.
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