Blitz War Academy mod

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doomtrader
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RE: Blitz War Academy mod

Post by doomtrader »

If Doomtrader could give some answers to my questions here, would be great and would help
tm.asp?m=3081966&mpage=1?
Slowly I'll try to answer them
welk
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RE: Blitz War Academy mod

Post by welk »

This game is demoniac[:D] Never seen a so vicious IA without special script for a scenario : in my little scenario test, I have given it some general "solid values" (PP in stock and production cities high), and I have now to face a feroce tiger[:'(]

IA has made 3 offensives in the North, to realize in 2 turns a splendid encercliement, I'm in retreat and confusion.

Please, Doom, sorry for all my questions on the game, but try to answer, I do not want to miss any part of this diamant : the game of my life, now I can build my own wargames. The dream of a wargamer life [&o][&o][&o]


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RE: Blitz War Academy mod

Post by doomtrader »

welk,

I'm going trough them.
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RE: Blitz War Academy mod

Post by doomtrader »

So you are red or blue?
welk
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RE: Blitz War Academy mod

Post by welk »

I was blue [:D]: now, it's a great disaster, Red forces are everywhere : all is lost. I was too confiant in my possibilities and the IA lunched lot of offensives. Very very good game, I have to say : the fist time I am really worry face a IA.
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RE: Blitz War Academy mod

Post by welk »

Testing my "alternate scenarios" with the game, I have to say that the engine of ToF, in addition of WW2, would constitute with no heavy change a fabulous engine for a ww1 game. The IA is really performing and try ever to break your front or to do encirclements, keet reserves, fight in plains and valley, avoid to move and fight in high mountains, etc. If I was the boss of Wasterland, I would not wait a long time before to realize a such game : there is a real opportunity, other games (SCWW1 and Commander Great battle will not suffer comparisson : their too small maps cover the entire west front in 10 hex, not really interresting. Perhaps will I plane in the future a french West front 1914-1918 as "alternate scenario", with a large huge map (150 x 100) , for ToF (French + BEF vs Germany, from Zwitzerland to Channel, using tactical bombers as heavy arty and fighters as just reco (strat bombers out of game).
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RE: Blitz War Academy mod

Post by doomtrader »

welk,

So get more supporters to the idea ;-) The thread is there.
Also we need to finish the projects we are currently working on before starting the next one.
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RE: Blitz War Academy mod

Post by welk »

Ok, no 14-18 for the moment. [:D] But I will try to do that with Tof. In addition, I have seen some strange modern flags in folders[8|], and it has given me some ideas for a modern war mod, with special parameters for unit, long range modern aircraft based on carriers "out of map", etc etc. This game is a very large univers.

Now, I must finish the basic modding guide and to do for CSV files what I do for const.ini explanations (these days, I will post some little other questions, but things are now more clear, I have a more better "global vision" of the modding system (too bad that we can not have the possibility to change sounds played, depending of separated countries : would be great to have the possibility to attribute special sounds to countries, like graphs. Why ? Because I plane a "Modern warfare academy mod", wich will be the same than "BLIZ WAR ACEDEMY Mod, but with jet air strike, modern armored units, etc (I will adapt graphs and sounds).

I thnik that this alternate way to play ToF in shorter scenarions, on new "theorical" maps, will be provided in 3 successive versions :
Old war academy mod = 1914-1918 units and parameters
Bliz War academy mod, for WW2 times
Modern warfare academy mod, with modern units and improved parameters

The look of the "sea map" will be improved (the look will use the "Island continent" if neede, or a "land look" if needed - founded a tip for that, to have "sea maps" that have aspect of "land map")
welk
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RE: Blitz War Academy mod

Post by welk »

Long range heavy arty comes in the Blizwar mod. In the attached screen, sample of possible fire situation

Blue-land (human) side is composed of Blue-land (land forces, including arty) and Blue Air forces (AF). Red-land side (AI) has only one country.

Concerning Redland, these units are considered as integrate part of units (so, units values for Red side are a little bit improved)
Parameters for arty :

* Range fire = 3
* Strat. redeployment possible in same conditions as in vanilla game (rails)
* Individual range move= 6 (using "rebase button" with this "house rule" that human must apply in games vs AI :

For general purpose of game, all “rebasing move” of arty units must be made exactly the same as it was a normal movement capacity (no rebasing through impassible terrains, through ennemy units, through lacks and sea, etc). If there is a stream on the way, arty must stop the “rebasing move” before the stream and may continue to be rebased during the following turn only. If arty unit is “rebased” from (or into) a hex other than plain (mountain,s forest, hills, swamps, etc), the “rebasing” capacity move is divised by 2.

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Magpius
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RE: Blitz War Academy mod

Post by Magpius »

Amazing work here Welk.
Congratulations.
(I've given up for a while, almost finished all skyrim quests).

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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RE: Blitz War Academy mod

Post by welk »

I plane also to introduce air mobile infantry (transported on helicopters, like in Vietnam) in the modern version of the mod, and in addition "special forces" (commandos, etc = will use infantry to create marines infantry special forces and airborne units for special paratroops forces). The system of separate countries for one side is a very interessant and usefull tool for modding.

Due to the fact that all infantry is motorized or mechanized in modern army, it gives one class free (classic infantry), with his graphs and sounds : in the Academy modern warfare mod, the infantry marching sound will become helo sound and graph will become graph of special forces (the range move of this airmobile infantry (a kind of "modern air cavalry" like in Vietnam) will be more and more higher than in vanilla game (due to the helo). So, scenarios for some larges "Search and destroy" operations in Vietnam will be interessant to do...[:'(]
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RE: Blitz War Academy mod

Post by welk »

To play Vs AI give a great pleasure, never seen a so intelligent AI in my wargamer life. SC2 had a good AI too, but when you tried to build a different scenario, you had to create complicated scripts to force the AI to good play, that is not needed with ToF.

Attached image : I planed 3 offensives (green), and the AI, before I could act, did try a diversion in North and concentrate dangerous heavy armored forces on my right ( a 15 strengh armored corps !). Very very intelligent opponent, great pleasure to mod this game, and great pleasure to play with : this game is a crazy monster addictive game [&o]

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welk
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RE: Blitz War Academy mod

Post by welk »

The first test map where you will soon have to deploy your divisions and brigades vs a hard opponent AI, using the Bliz war mod academy (1920-1945) : a medium test scenario for 60 turns with a unic goal : conquer the ennemy country (or avoid to be conquered...)

2 new unit types added for human player Blue ( not for AI Red, but the Red units are improved and more better than blue units)

* Heavy long range arty (may be moved and strat. redployed) - Range fire = 2 - Move = 2
* Railroad heavy long range arty (may not be moved, only strat. redeployed by railroads) - Range fire = 3 - Move = 0

Streams are now slowing obstacles for units (in addition of their combat effects).

In the future version (1890-1920), Zeppelins, gas, campaign arty, cavalry, etc will come in addition. In the future version 1945-1991 will come jets strike, long range missiles, heavy carriers (support), special forces, airmobile cav (heliported troops like in Vietnam), etc, with adapted parameters, graphs and sounds.

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welk
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RE: Blitz War Academy mod

Post by welk »

The same map without any secret, in the editor [:D] : slowing stream have desert hex, and high impassibles mountains are water


Depending of how you place the inter-cities connexions, you may orientate the conduct of war by AI : with the vitory points, the connexions of cities and the "invisibles hex connections" (connected hex that are not cities), AI conduct may be different on 2 scenarios, even using the same map. In addition, the setting of AI forces (const and CSV parameters, etc) has also influence, and the AI config file the same.


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welk
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RE: Blitz War Academy mod

Post by welk »

Doom, please : could you take a look at this ? (attached = winrar file with .zip extension)

It's the first scenario of Blizwar in work (not completed). It works fine and no pb with in the game.

But if I try to open it in the editor : the editor returns a error exception.
If I erase 2 files, this crash does not occurs and the editor open the scenario with any pb

The 2 files are : const_Red and consts_Blue2 (consts causes not any crash)

I did a test : I copied the vanilla contents of consts.ini in this 2 files, and the crash occured : so, my deduction is that the modded content of the file is not the cause of crash in editor.

It is not a so bad problem, due to the fact the scenario works fine in game, but it's a little bit ennuyous to have to erase each time, these 2 files before to work in editor, and to not forget to re-copy them before to play in game.
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welk
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RE: Blitz War Academy mod

Post by welk »

For the purpose of the Blizwar mod, the game may have now roads in place of rails (players will have choice between 3 graph : rails, roads, or "generic communications" lines (rails+roads)

Attached are the roads

In addition, forests in plains have now the same graph than forests on hills

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welk
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RE: Blitz War Academy mod

Post by welk »

Alternate green terrain graphs for the mod, based on the image posted by Agent S here

tm.asp?m=2995416&mpage=1&key=

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