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RE: The WITM Super-mod thread

Posted: Sun Nov 19, 2006 11:22 pm
by Captain Cruft
Not sure if its relevant but in the stock editor Headquarters are type 05, not 04. 04 is "AA Unit" ...

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 12:01 am
by kokubokan25
May be this is for use the new editor.
I just open the file with the stock editor and the number is "05" to Headquarters in the same units show "04" in the new editor.

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 1:01 am
by BigJ62
ORIGINAL: Captain Cruft

Not sure if its relevant but in the stock editor Headquarters are type 05, not 04. 04 is "AA Unit" ...


No HQ's really are 4, indexes start at zero not one, you'll notice stock starts at one for display purposes or something, I don't know why but in both editors the correct number is being written to the db file.

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 1:04 am
by BigJ62
I wonder if British withdrawal is going to pose a problem.

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 7:23 am
by kokubokan25
ORIGINAL: BigJ62

I wonder if British withdrawal is going to pose a problem.

My first intention was continue to use this system to "withdrawn" british ships from Med.
Testing the pre-beta version i run the game until a message of "withdrawal" appear.
In the mod "Karachi" base was renamed "England" to this aim. The game say:"1 CL and 2 DDs".
However, after click on England base (when i have seven DD disbanded), i cannot withdraw any ship.
This is other of the "minor" problems to be corrected, if possible...

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 7:28 am
by kokubokan25
Many thanks Andy and Nemo for your precise information about British and axis OOB. I'm now checking with my own dates and modify accordingly.
 

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 8:00 am
by Nemo121
Just give the British sufficient EXTRA PP to cancel out the withdraw order and hey presto, no problem.

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 12:10 pm
by kokubokan25
Well, take a look on aircraft now:

Those are the italian/german planes added and their characteristics:

ITALIAN PLANES---------------MS--CS--EN--CR--MA--M--D--A--ML(*)

CR-42 Falco (fighter bomber)-----267-235-260-2386-34000-30-21-0-441---------upgrade to Breda Ba-65
CR-42 CN (Night fighter)----------267-235-260-2386-34000-30-21-0-0----------
Fiat G-50 (fighter)-----------------294-258-200-2733-35200-30-25-0-0----------upgrade pending/thinking
SM-84 (level bomber)-------------268-215-620-1185-25900-12-40-1-4400------not defined
SM-79 T (torpedo level bomber)-267-233-620-841-23000-11-38-1-2756-------
SM-79 (level bomber)------------267-233-620-841-23000-11-38-1-2756--------
CR-25 (recon)--------------------490-300-460-2400-26000-25-30-0-0-----------
Ro-37 (recon)--------------------205-120-580-1000-23000-25-22-0-0------------upgrade to CR-25
Ro-43 (float plane)---------------186-120-700-900-21600-24-22-0-0-------------
Z-501 (search plane)------------171-110-1600-729-22900-13-19-0-1400--------not defined
Z-506 (level bomber fp)---------226-138-1350-900-26200-12-30-1-2650--------
MC-200 (fighter)------------------312-286-260-2733-29200-31-34-0-705---------upgrade to MC-202
MC-202 (fighter)------------------372-267-220-4100-37700-34-33-1-700---------may be MC-205
Re-2001 (carrier capable fighter)-349-230-360-2591-36000-32-34-1-440-------
Breda Ba-65 (fighter bomber)----216-180-270-1800-27000-22-36-0-2400-------
Ju-87B (italian version DB)-------240-170-280-1093-26250-25-28-1-2200-------upgrade to Ju-87D
Z-1007Bis (level bomber)--------290-235-720-1250-26500-19-42-1-2646------
BR-20M (level bomber)-----------267-213-1500-916-29500-24-42-0-3500------upgrade to Z-1007Bis
P-108B (level bomber)-----------261-200-1200-1358-26400-4-60-1-7700-------

GERMAN PLANES

Do-24T (search plane)-----------211-120-2400-1093-24600-12-30-1-1000------
Bf-109F-4 (fighter)---------------388-349-280-3860-36000-33-34-1-551---------upgrade to Bf-109G-6
Bf-109F-4 Trop (fighter)---------same as above
Bf-110D-3 (fighter bomber)-----351-311-490-2177-32000-29-36-1-2200--------
Fw-190A-8 (fighter)--------------392-277-250-3440-37400-35-30-1-0-------------
Ju-87B (dive bomber)------------240-170-280-1093-26250-25-28-1-2200-------upgrade to Ju-87D
Ju-87D (dive bomber)------------256-199-300-820-26250-25-28-1-3968---------
Ju-88A-4 (level bomber)---------295-248-840-769-26900-19-42-1-6000---------
Bf-109F-4 R2 (recon)-------------388-349-280-3860-36000-33-34-1-0------------
Hs-126B-2 (recon)----------------221-180-400-1800-27000-32-15-0-0------------upgrade to Bf-109F-4/R2
Ju-52/3m (transport)-------------172-160-365-515-19300-9-32-1-1100-----------
Bf--109G-6 (fighter)--------------386-330-210-3346-39000-36-30-1-551----------


And to be added: Hs-129, Fiesseler Storch, MC-205, Re-2005, Do-217, Me-323.

All suggestions/corrections are always welcome!

Fremen.


(*)Maxim Speed, Cruise speed, Endurance, Climb Rate, Max.Altitude, Maneuver, Durability, Armor, Maxim.Load
Keep in mind the endurance was doubled to adjust to the new scale of 1/30nm.


RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 12:14 pm
by kokubokan25
ORIGINAL: Nemo121

Just give the British sufficient EXTRA PP to cancel out the withdraw order and hey presto, no problem.

This is a solution to NO withdrawn ships. I think is better continue force the british to do it. It's more historical, no?

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 2:52 pm
by kokubokan25
As to the TO&E of a typical "North African" style Italian division at the beginning of 1942 ( his changed as 42 progressed):
Each division would have comprised at least :
216 infantry squads ( more if we are counting HQ units as squads)
144 Light MG (7.7mm calibre)
72 12.7mm MGs
80 x 20mm AAA
72 x 47mm ATG
24 x 81mm mortar
12 x 75mm field gun
12 x 75mm howitzer
12 to 24 x 100mm howitzer
Engineers: Approximately 12 combat engineer squads.
Approximately 120 45 mm mortars.


Ok, i modelled the Italian Infantry Division on this base.
The infantry divisions now in North Africa are; 60th Sabratha, 17th Pavia, 25th Bologna and 27th Brescia. All of them are around 50% force strenght.

Can you give me the same TOE for Italian Tank division and German Panzer divisions??

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 4:31 pm
by mogami
Hi, In order to change HQ you need PP if HQ leaving is restricted. To change a base HQ at least 1 LCU assigned to new HQ must be in hex. Also you should have 3 levels of command. A supreme HQ and then area or theatre HQ and then your Corps/Div HQ. (LCU will all be assigned to area or theatre HQ with Corps/Div merely being extra support. Your supreme HQ will be assigned to it's self.

RE: The WITM Super-mod thread

Posted: Mon Nov 20, 2006 6:00 pm
by kokubokan25
ORIGINAL: Mogami

Hi, In order to change HQ you need PP if HQ leaving is restricted.

Ok.
To change a base HQ at least 1 LCU assigned to new HQ must be in hex.


Sorry, i can't understand you. "base HQ" = original/stock HQ or HQ of a base??
"must be in hex", which hex??

Also you should have 3 levels of command. A supreme HQ and then area or theatre HQ and then your Corps/Div HQ. (LCU will all be assigned to area or theatre HQ with Corps/Div merely being extra support. Your supreme HQ will be assigned to it's self.

Ok. I'm now two area HQ, Mediterranean Command and Cyrenaica Command. You mean i must create a "supreme" HQ and assigned those area HQ to him??


RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 4:32 pm
by TulliusDetritus
Fremen, if I well understood, you are doing a mod which recreates the operations in the Mediterranean theatre of war? From early British/Italian operations to the invasion of Italy? [:)]

Er, you are going to share this gem, aren't you? [&o] [8D]

RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 5:22 pm
by kokubokan25
ORIGINAL: TulliusDetritus

Fremen, if I well understood, you are doing a mod which recreates the operations in the Mediterranean theatre of war? From early British/Italian operations to the invasion of Italy? [:)]

Er, you are going to share this gem, aren't you? [&o] [8D]

Yes, when finish.
First i will try to correct some minor errors, like the HQ problem.

RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 5:32 pm
by TulliusDetritus
Fremen, that is a great new! Thank you very much for your generosity [&o][&o][&o]

RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 6:56 pm
by Iron Duke
Hi, I,ve tried to recreate your Hq problem , using the info you have posted . But it seems to work correctly , the only difference is you are using a different map and pwhex file.
I cannot see what is the problem[:@][&:]
Have you tried copying scen 15 to another slot and try changing hq's in that slot/scen.maybe you have a corrupted file/data somewhere?

sorry i cannot be of more help

cheers


RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 7:17 pm
by kokubokan25
ORIGINAL: Iron Duke

Hi, I,ve tried to recreate your Hq problem , using the info you have posted . But it seems to work correctly , the only difference is you are using a different map and pwhex file.
I cannot see what is the problem[:@][&:]
Have you tried copying scen 15 to another slot and try changing hq's in that slot/scen.maybe you have a corrupted file/data somewhere?

sorry i cannot be of more help

cheers


Thanks Iron, i will try it.
I follow the Mogami instructions and the HQ problem continue. I don't know the reason. Anyway also continue with de MOD.

RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 9:49 pm
by Bliztk
Cid reported the same problem several days ago in RHS. It was a .cam file corrupted. Try to generate one new and rename it to the scenario

RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 11:26 pm
by kokubokan25
Thanks Bliztz. After a brief talk with Sid is clear the fail was in the cam file.
But the error continue.
 
1-Rescue an old file of the stock game, the cam015.dat rename it and overwrite my cam "modded" file.
2-Run the mod and all is ok, every unit can change your HQ to another when is not restricted, as normal.
3-But this cam file use a map in coordinates X 0 - 149 and Y 0 149 and my mod in coordinates X 0-71  Y 97-136.
4-Use the editor, modify accordingly and save.
5-Run the mod and THE ERROR IS HERE AGAIN, i cannot change HQ of units.
 
Conclusion, the error seems to be relationed with map. Solution? No idea.

RE: The WITM Super-mod thread

Posted: Tue Nov 21, 2006 11:53 pm
by BigJ62
ORIGINAL: fremen

Thanks Bliztz. After a brief talk with Sid is clear the fail was in the cam file.
But the error continue.

1-Rescue an old file of the stock game, the cam015.dat rename it and overwrite my cam "modded" file.
2-Run the mod and all is ok, every unit can change your HQ to another when is not restricted, as normal.
3-But this cam file use a map in coordinates X 0 - 149 and Y 0 149 and my mod in coordinates X 0-71  Y 97-136.
4-Use the editor, modify accordingly and save.
5-Run the mod and THE ERROR IS HERE AGAIN, i cannot change HQ of units.

Conclusion, the error seems to be relationed with map. Solution? No idea.


Question - Are theater HQ slots geographical?
Try using theater HQ slots common to your coordinates.