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RE: 1942 test!
Posted: Thu Jul 02, 2015 4:52 pm
by wodin
Tactical is really Platoon and below..Coy and Battalion I'd class as grand Tactical after that it's Operational then Grand Strategy.
I love anything tactical and sill enjoy Grand Tactical..and I will buy operational but it has to be very very good. Grand Strat not keen at all.
ORIGINAL: kipanderson
Hi,
Well... I hope we will be able to use 500m for WWII. Clearly we are into “each to their own...” but at the tactical level, in wargame terms, I always go for true tactical games.
The semi-operational feel is the magic in Flashpoint for me..

.
All the best,
Kip.
RE: 1942 test!
Posted: Mon Jul 20, 2015 2:25 am
by governato
Any news on this cool project?
RE: 1942 test!
Posted: Mon Jul 20, 2015 5:04 pm
by jungelsj_slith
Hey - yep, still working on it. I'm looking at 1943 Kursk for the next test - some weapons with longer ranges. Trying to do more work on the scenario itself this time - building a map etc. Probably a couple of scenarios in the southern front of operation citadel, lots of weapon variety there.
RE: 1942 test!
Posted: Mon Jul 20, 2015 6:13 pm
by sullafelix
I believe I moved everything correctly for the scenario, but I am getting this. " Error reading units from save file ".
I am running 2.03a.
Thanks for any help.
RE: 1942 test!
Posted: Mon Jul 20, 2015 7:16 pm
by CapnDarwin
sulla05, the current game version is 2.09. Many fixes and new map art have happened from 2.09. My guess is the 2.03a exe can't read something new or changed since then. I would update and try again.
RE: 1942 test!
Posted: Mon Jul 20, 2015 8:09 pm
by sullafelix
Thank you very much.
I ran the updater and the scenarion ran fine.
RE: 1942 test!
Posted: Mon Jul 20, 2015 8:59 pm
by CapnDarwin
Excellent!
RE: 1942 test!
Posted: Thu Sep 10, 2015 9:34 am
by kipanderson
Molotov_billy, hi,
just to let you know that there is still many a devoted fan waiting for the next outing of your mod..; ).
Will be a cracker.. after a few long years when not much new turned up in wargames, not that appealed to me, in the last couple of years we have been spoilt by the quality of the new stuff out there and now some just around the corner.
All the best,
Kip.
RE: 1942 test!
Posted: Fri Nov 13, 2015 5:47 pm
by demyansk
Oh yeah, looks like I want to try and help out,
where do i place the file?
RE: 1942 test!
Posted: Sat Nov 14, 2015 6:12 pm
by Phoenix100
Kursk 43, Billy. Can't wait. How is it progressing? Would love to put together a Prokhorovka map for this system, except I know nothing about this system (having only played it). Which bit of Kursk are you mapping?
Peter
RE: 1942 test!
Posted: Sat Apr 23, 2016 10:43 pm
by jungelsj_slith
Long break from this, started to work on it again. Unfortunately, latest update seems like it prevents anything from before 1946?
So if I try to build a scenario from my ww2 data files, none of it is available to place.
Is this a new change, or am I forgetting some workaround I was previously doing?
RE: 1942 test!
Posted: Sat Apr 23, 2016 11:19 pm
by CapnDarwin
Molotov_billy, that looks like an issue on our end when Rob fixed a bug with the date control for the 2.0.11.x beta. I'll get with him Monday and see if we can undo that hardstop at 1/1/1946. Sorry for the problem.
RE: 1942 test!
Posted: Sun Apr 24, 2016 12:23 am
by jungelsj_slith
Awesome! Thank you sir
RE: 1942 test!
Posted: Sun Apr 24, 2016 1:17 pm
by governato
ORIGINAL: molotov_billy
Long break from this, started to work on it again.
Excited about this project restarting!
RE: 1942 test!
Posted: Sun Apr 24, 2016 4:10 pm
by kipanderson
Hi,
yup.. great stuff. Will be a lot of fun.
All the best,
Kip.
RE: 1942 test!
Posted: Fri Apr 29, 2016 4:35 pm
by jungelsj_slith
ORIGINAL: Capn Darwin
Molotov_billy, that looks like an issue on our end when Rob fixed a bug with the date control for the 2.0.11.x beta. I'll get with him Monday and see if we can undo that hardstop at 1/1/1946. Sorry for the problem.
Hey Capn!
Saw this in the latest build -
"
We fixed the calendar control to show properly in the Scenario Editor. A recent tool update changed some settings on us. "
Is this the 1946 bug? Downloaded the beta and gave it a try, still getting the pop back to 1946 if I try to put in anything earlier.
mod news - I've got a pretty rough map of a first day scenario for LSSAH on the Kursk southern front. Hexdraw w/ the earlier flashpoint tileset. Will jump into the OOB and scenario editing next.
If the rough scenario is fun, then I can go and actually make the map pretty etc.
RE: 1942 test!
Posted: Fri Apr 29, 2016 5:19 pm
by CapnDarwin
No, that fix reset the date control. 11.5 will have the fix.
RE: 1942 test!
Posted: Fri Apr 29, 2016 10:55 pm
by jungelsj_slith
ORIGINAL: Capn Darwin
No, that fix reset the date control. 11.5 will have the fix.
Danke!
RE: 1942 test!
Posted: Fri Jun 17, 2016 1:47 pm
by governato
ORIGINAL: molotov_billy
ORIGINAL: Capn Darwin
No, that fix reset the date control. 11.5 will have the fix.
Danke!
Any news on this project? has the bug been fixed? Tx!
RE: 1942 test!
Posted: Fri Jun 17, 2016 4:04 pm
by jungelsj_slith
ORIGINAL: governato
ORIGINAL: molotov_billy
ORIGINAL: Capn Darwin
No, that fix reset the date control. 11.5 will have the fix.
Danke!
Any news on this project? has the bug been fixed? Tx!
Hi governato. Yes, bug is fixed and I've been doing some work, mostly testing various things. Mostly database tweaking of units and weapons to make lethality appropriate for the time period. Built a rough day 1 Kursk map (LSSAH.)
The big hiccup with Kursk unfortunately is with how the AI is dealing with defense. The AI is very appropriate for the original concept of the game, but I think for a ww2 mod (specifically kursk,) it is far too aggressive and I haven't found a way to get units to stay in their prepared positions. Better explained at the end of this thread -
tm.asp?m=3427305&mpage=3
There's an attachment in there with a small test scenario if you want to look. The only solution I can think of is to make copies of units in the database which all have a movement speed of zero - not exactly an ideal solution to the problem.
So I'm on the fence in terms of scenarios - I'm leaning now more towards a market garden scenario, where the battle was pretty fluid and both sides attacked and shifted around. With objectives on or near various bridges, the AI should behave appropriately. I'll do a test for that next.
Also doing some sound editing, which is fun.