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RE: Project Wolf
Posted: Fri Sep 16, 2005 7:41 pm
by Terminus
I've seen some weirdness too, when trying to add German guns to the Devices list. It didn't accept them in slots 530-536, where I'd initially put them. Or more correctly it accepted them, but when I tried to put them on a ship, Slot 530 apparently pointed to slot 80-something. I had to put them much higher up the list.
According to the manual, you're not allowed to modify slots 236-256, so that's probably why your German engines aren't showing up.
BTW, when are we going to see an Arado 196 from you?
RE: Project Wolf
Posted: Fri Sep 16, 2005 7:52 pm
by Terminus
As for cargo capacity conversion, a Liberty ship is rated at 7200 in the game, and could carry a cargo of 9,146 tons. Make of that what you will.
RE: Project Wolf
Posted: Fri Sep 16, 2005 8:02 pm
by Mike Solli
ORIGINAL: CobraAus
1st painfull question
Which 2 carrier capable japanese aircraft could be removed to introduce 2 German carrier capable aircraft
2nd painfull question of all the other japanese aircraft which do I replace with German there
are only 4 vacant slots and I will need more than that (Japan will be able to use replacements(under license treaty))
Is there a Japanese Fan boy out there with OOB editor expience to help as Consultant via PM
Cobra Aus
Jean
RE: Project Wolf
Posted: Fri Sep 16, 2005 9:03 pm
by CobraAus
BTW, when are we going to see an Arado 196 from you?
since you asked
Cobra Aus

RE: Project Wolf
Posted: Fri Sep 16, 2005 10:17 pm
by CobraAus
I am a little confused by subs torp load outs
if ammo shows as 4 is this per tube so a sub with 6 tubes = 24 torpedos on board
Cobra Aus
RE: Project Wolf
Posted: Fri Sep 16, 2005 10:18 pm
by Terminus
Yup! The number is by tube. It's the same for all weapons...
RE: Project Wolf
Posted: Sun Sep 18, 2005 10:23 am
by Terminus
At the risk of stamping heavily on Cobra's feet (which I don't want to do; God knows he's provided me with a lot of graphics), here's my version of CA Lützow:

RE: Project Wolf
Posted: Sun Sep 18, 2005 1:45 pm
by michaelm75au
FYI,
Ship devices must be less than 256.
Engines must be left where they are but you can modify them.
However, some of the descriptions on the production list in the game are hard coded, IIRC. Changing the name in editor does not change those names.
Michael
RE: Project Wolf
Posted: Mon Sep 19, 2005 10:20 pm
by trojan58
Hey Cobra,
Any chance of getting art for a Gloster Meteor
RE: Project Wolf
Posted: Tue Sep 20, 2005 2:08 am
by CobraAus
Any chance of getting art for a Gloster Meteor
As soon as I get back to normal after loosing C drive wont be long
Cobra Aus

RE: Project Wolf
Posted: Fri Sep 23, 2005 6:06 am
by Smiley_69
Cobra....
Just wanted to say thanks for the "what if" files you sent...I spent the last week or so working on a modified scenario...it's great fun having the German equipment mixed in.
I noticed you whip up the graphics pretty quick...what program are you using?
Any chance of getting a Ju 290? Or maybe a BV 222?
RE: Project Wolf
Posted: Fri Sep 23, 2005 7:33 pm
by CobraAus
Any chance of getting a Ju 290? Or maybe a BV 222?
her ya go
Cobra Aus

RE: Project Wolf
Posted: Fri Sep 23, 2005 7:44 pm
by Tankerace
ORIGINAL: Bradley7735
Have any of you guys considered doing the Tankerace route with this? He started a mod that has turned into an actual game of it's own.
If enough of you want to do the WITP Med game, I bet Matrix would help in the same way WPO is being done. (you guys do all the work, Matrix puts it together, and a Med game is released)
It's just a thought. If Tankerace can do it, you guys can too.
(I am talking about doing the actual Med theatre, not a "what if" german pacific scenario)
ps, cool art Cobra!
It is possible, but I will warn, it will take a helluva lot of work. Its more than simply doing scenarios and art, you have to play test it, and for a standalone game you'd need an AI, and with a different theater WitP's would be completely broken beyond recognition. It took the better part of two months just to get WPO's AI working good.
Not saying it is impossible, but it will be an intense amount of work. Then again, if there is a team (as opposed to 1 guy like WPO) it will be easier, but it will be an intense amount of work.
Still, the best of luck if you guys choose to do this.
RE: Project Wolf
Posted: Fri Sep 23, 2005 8:37 pm
by Captain Cruft
Tanker is right, and he should know ...
You can bash this thing around and implement a boatload of kludges (as I intend to) but deviate from the Pacific map and you will inevitably end up with something that only "sort of" works and would in no way be saleable.
These projects are fun though

RE: Project Wolf
Posted: Sat Sep 24, 2005 12:22 am
by Tankerace
Still, if there is anything I can do, art, OOB, etc, give me a shout, I'd be more than happy to help.
RE: Project Wolf
Posted: Sat Sep 24, 2005 1:45 am
by CobraAus
here are some TOW and LCU questions for thos ewho have been down this path before me
look at the next 3 example pic
they are inf,mech & AA LCU makeups and when comparing with Allied And Japanese LCU's
they look similar but my question is why am I getting only small amount of troops compared to secondary troops (see Pic 1) only 360 troops 136268 other an I doing anything wrong ??

RE: Project Wolf
Posted: Sat Sep 24, 2005 1:50 am
by Terminus
Have you made sure "Infantrie" is defined as a squad?
RE: Project Wolf
Posted: Sat Sep 24, 2005 1:52 am
by CobraAus
same as above but Panzer mech 3240 troops 497844 other plus if you compare the two
Mot Inf = x240 = 3240 troops but INF = x300 only gives 360 troops ??
Cobra Aus

RE: Project Wolf
Posted: Sat Sep 24, 2005 1:55 am
by Terminus
BTW, Cobra, the Germans always measured their artillery calibers in centimeters, not millimeters.
RE: Project Wolf
Posted: Sat Sep 24, 2005 1:57 am
by CobraAus
last one and extreeme example no troops but over 1mil other
Cobra Aus
