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RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Fri Jun 22, 2018 12:43 am
by rtoolooze
Thanks my brotha!
RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Fri Jun 22, 2018 10:22 pm
by DOCUP
DFN: Sorry I looked apparently I don't have that one. If someone has it, I will put it on my dropbox account.
Everyone your welcome.
RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Mon Jun 25, 2018 6:13 pm
by Skyros
Its to bad Chemkid disappeared and purged all his posts, anyone know what happened?
RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Tue Jun 26, 2018 3:03 am
by DFN
Thats ok DOCUP.
On the last page 3 people seem to have downloaded v2.
Tigercat, Chris21wen, Mikawa. I already contacted Mikawa via pm but have no reply.
Does anybody know the other 2? Havent contacted them yet...
Chris21wen seems to be the best bet judging from his post count.
RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Thu Jul 19, 2018 9:56 pm
by Deca
I was able to get the files from DOCUP (thank you for storing them on dropbox); however, does anyone have the steps to correct use/install the Map Mod?
Is it compatible with v1126b?
RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Fri Jul 20, 2018 9:24 am
by Alfred
ORIGINAL: Deca
I was able to get the files from DOCUP (thank you for storing them on dropbox); however, does anyone have the steps to correct use/install the Map Mod?
Is it compatible with v1126b?
Map mods have no relationship with the .exe. Whether a map mod works is dependent on the scenario. No official scenario was designed for any map other than the standard map. Map mods which only modified the graphical look of terrain will usually be playable with an official scenario. Map mods which have altered base locations (or even have merely reassigned base slot numbers) run a very high risk of invalidating the AI scripts.
Some player designed mods were designed on the basis of player modified mods. These scenarios are usually playable only between two human players as they lack a modified AI script and the official AI script is not fully compatible with the modified map.
Alfred
RE: WitP-AE Topo Map Project (Extended + Stock)
Posted: Sat Jul 21, 2018 1:27 am
by Deca
ORIGINAL: Alfred
ORIGINAL: Deca
I was able to get the files from DOCUP (thank you for storing them on dropbox); however, does anyone have the steps to correct use/install the Map Mod?
Is it compatible with v1126b?
Map mods have no relationship with the .exe. Whether a map mod works is dependent on the scenario. No official scenario was designed for any map other than the standard map. Map mods which only modified the graphical look of terrain will usually be playable with an official scenario. Map mods which have altered base locations (or even have merely reassigned base slot numbers) run a very high risk of invalidating the AI scripts.
Some player designed mods were designed on the basis of player modified mods. These scenarios are usually playable only between two human players as they lack a modified AI script and the official AI script is not fully compatible with the modified map.
Alfred
I've installed the following:
v1.0.01079 (Installed from CD)
WarinthePacificAdmiralsEdition-UpdateComp-v1124
WarinthePacificAdmiralsEdition-UpdateComp-v1126a
AEupdate1126b
AEdataUpdateS1 through AEdataUpdateS19
Scen44GuadV02b
Consider that I installed the above files & that I plan on playing only the 001 WitP Full Campaign.
Furthermore, if I was to attempt to only use Chemkids "Topo Map Project Hex (X)_u1" which that version appear to be strictly graphic maps & use only those specific files from that folder which contain WPEH00.bmp --- WPEH41.bmp does that sound like it may be okay?
Thank you for the information.
Example files:
