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RE: Mods and their Use of (to be continued)
Posted: Fri Apr 06, 2018 6:14 am
by Crossroads
Sounds good. At the end of the day only playtesting will tell how many turns are required to depict the action that historically took place.
The rule of thumb is that smaller (= less units) the battle and duration (= time covered), the likelier it is that it takes 6 - 10 turns to depict an hour of battle that took place.
And at the opposite end, the more units and the longer the duration covered, the more it takes testing to judge the proper length.
Given the size of the Suez Crossing scenarios, the estimate of 50 turns to cover the days fighting sounds like a good starting point [:)]
RE: Mods and their Use of (to be continued)
Posted: Sat Apr 07, 2018 4:47 am
by Crossroads
Opening Post updated with a link to Black Unit List Graphics mod, for those preferring perhaps a darker background to certain dialogs for easier reading.
RE: Mods and their Use of (to be continued)
Posted: Fri Feb 15, 2019 1:02 am
by MausMan2
I was tossing around some ideas for a modding different units.
Does anyone know if its possible to create the following unit? It has a set of assault/defense/weapon capabilities, that can also load and transport another unit, like infantry. But when loaded, it has a new set of assault/defense/weapon capabilities. Think like and APC platoon that when loaded, its passengers can contribute their fire strength. I know cavalry units were setup in CS20.2 that when mounted, they could still fire. I want to see if there are any limitations for doing this on other units other than horses in CSME?
RE: Mods and their Use of (to be continued)
Posted: Fri Feb 15, 2019 5:03 am
by Crossroads
ORIGINAL: MausMan2
I was tossing around some ideas for a modding different units.
Does anyone know if its possible to create the following unit? It has a set of assault/defense/weapon capabilities, that can also load and transport another unit, like infantry. But when loaded, it has a new set of assault/defense/weapon capabilities. Think like and APC platoon that when loaded, its passengers can contribute their fire strength. I know cavalry units were setup in CS20.2 that when mounted, they could still fire. I want to see if there are any limitations for doing this on other units other than horses in CSME?
Without consulting the manual (typing from work, hush...) I am pretty sure infantry platoons loaded on APCs or halftracks add half their assault value to the assault the APC is participating in. I recall reading several times how Israelis drove at the enemy lines with infantry firing from their M3 carriers for instance. Also, many APCs have firing slits on their sides. So this is how it is taken into account at the moment. But no effect on Defense or Attack values, as far as I know.
I have no idea whether what you are asking can be done, it might be that for the cavalry example a carrying unit having a flag indicating it is a Horse and the riding unit having a type of that can ride horse combined creates the behaviour you are describing.
Good question [:)]
RE: Mods and their Use of (to be continued)
Posted: Fri Feb 15, 2019 11:54 pm
by MausMan2
thanks, I guess I will just have to try it out this weekend. But contributing half to assault is good to know. There is also the example of a tank platoon not able to fire if transporting infantry. I'm expecting some of this to be hard coded and puts a limit on what you can dream up. Like, say, infantry that get front and side armor values, or load one infantry on to other infantry, using an Mp graphic to make it appear to change formation. -crazy stuff.
RE: Mods and their Use of (to be continued)
Posted: Sat Feb 16, 2019 4:17 am
by Crossroads
ORIGINAL: MausMan2
thanks, I guess I will just have to try it out this weekend. But contributing half to assault is good to know. There is also the example of a tank platoon not able to fire if transporting infantry. I'm expecting some of this to be hard coded and puts a limit on what you can dream up. Like, say, infantry that get front and side armor values, or load one infantry on to other infantry, using an Mp graphic to make it appear to change formation. -crazy stuff.
Go for it, let us know what you found out [:)]
Here's the part describing units participating in assault, from manual. I got the infantry in armored carrier part right. Interessting point about cavalry assaults, too:

RE: Mods and their Use of (to be continued)
Posted: Sun Jun 09, 2019 6:40 am
by Crossroads
An alternate version of ...\Campaign Series Middle East\graphics\units\3D\Animated0d.bmp for testing purposes.
Do back up the original first, if willing to give this a shot. Reports on how this worked out appreciated! [:)]
RE: Mods and their Use of (to be continued)
Posted: Mon Sep 07, 2020 3:14 pm
by Crossroads
Added the Unit Picture Mod V2 to listing of downloadable content. Thanks Ian!
Re: Mods and Modding Guidelines - Table of Contents
Posted: Wed Mar 08, 2023 12:07 pm
by Crossroads
Mod listing updated with a link to Hoplite1963's latest Unit Picture Mod V3 download page. Will be available in the 2.30 UPDATE as well.
Thanks Hoplite1963!
Re: RE: Mods and their Use of (to be continued)
Posted: Wed Jan 10, 2024 9:56 am
by Zovs
Crossroads wrote: Sun Aug 23, 2015 1:46 pm
NATO Icons with White Background
This one is completed, and will be included in the install I think. Many games come packed with NATO icons using solely white background, so if that's what you're used to, just enable this mod.
I just reinstalled the game last week (v 2.30) but I am not seeing this mod in the mods folder, where can I find it?
Re: RE: Mods and their Use of (to be continued)
Posted: Wed Jan 10, 2024 4:53 pm
by Crossroads
Zovs wrote: Wed Jan 10, 2024 9:56 am
Crossroads wrote: Sun Aug 23, 2015 1:46 pm
NATO Icons with White Background
This one is completed, and will be included in the install I think. Many games come packed with NATO icons using solely white background, so if that's what you're used to, just enable this mod.
I just reinstalled the game last week (v 2.30) but I am not seeing this mod in the mods folder, where can I find it?
Obsolete since the addition of the new Zoom-in view, for some years already. Sorry.
Platoon OOB question
Posted: Tue Sep 03, 2024 9:45 am
by Schlonz
Hi all,
I have a question about the platoonXX.oob:
How is the ground pressure (#11:pressure) determined and how does it affect the units movement characteristics?
Re: Mods and Modding Guidelines - Table of Contents
Posted: Tue Sep 03, 2024 2:19 pm
by Jason Petho
If I recall correctly, it will impact how the unit moves on muddy terrain.
Re: Mods and Modding Guidelines - Table of Contents
Posted: Sat Sep 21, 2024 9:16 am
by Schlonz
Hi all,
I'm currently working on some OOBs and I've come up with a few questions.
While many of the unit attributes are self explanatory (like CanDigIn, SetIED or ReconUnit),
the effects of others are shrouded in mystery...at least, to me.
AssaultAI: AI controlled units assault?
Assault: Bonus when assaulting?
DefAT: Bonus when defending against armour?
InfSup: ??
Sneaker: ??
Pathfinder: ??
SpecOps: ??
Commando: ??
Is there a document in which the individual effects are explained, and maybe even the numerical codes?
Re: Mods and Modding Guidelines - Table of Contents
Posted: Sat Sep 21, 2024 4:24 pm
by Jason Petho
All the flags are in the manual, starting from page 60.
Re: Mods and Modding Guidelines - Table of Contents
Posted: Sat Sep 21, 2024 5:38 pm
by Schlonz
Uh, sorry, instead of searching the manual, I was just looking in the mod section.
Thank you.
Re: Mods and Modding Guidelines - Table of Contents
Posted: Sat Sep 21, 2024 6:47 pm
by Jason Petho
My pleasure!
Always happy to help!