Scenario Approval Discussion

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

With your permission guys. I would like to get the "WAWv32a" pushed through quickly.
 
@Rick... The best way to post v32a would as a replacement for version32. It is the same version with a few fixes to known bugs.
Problem is it is not packed as a stand alone scenario. We could use your help here if have the time.
 Then we could approve v32a in place of version32.
 
Version 32a1 is a player mod with barthheart's bug fixes included. It may need a longer look.
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Scenario Approval Discussion - WaW3.2

Post by rickier65 »


I can do that - I assume Bartheart doesn't mind. I'll pm him and check.

Maybe there should be a exhange between Weber, Bartheart, Altair, and Jamian to see if they want to come up with a "single" tree - or continue along the three different paths (weber path - Bartheart-Altair path, and Jamian path)

I'm not sure if Alaric was working on one as well.

At some point it might start to get confusing to folks which WaW version they are playing, or should be playing and I think on the community site we'll have four different versions: WaW, WaWv32, then WaW v32a, and WaWv32a1.

I guess I'm wondering if it would be good to do some clean-up of older versions on the Community Approved (and pending approval) lists.

Any thoughts from the community?

Rick
User avatar
Barthheart
Posts: 3080
Joined: Tue Jul 20, 2004 3:16 pm
Location: Nepean, Ontario

RE: Scenario Approval Discussion - WaW3.2

Post by Barthheart »

I'm currently working, verrry slowly, on a mod to this that will be fairly different, but still based on Tom's work. When I post it I'll give it a different name altogether.

The mod I posted just fixed soem bugs in Tom's version, I made no changes to his work. So for this one you can leave it as Tom's work.

So, my thoughts are if you make a mod of Tom's WaW scenario, it should get a new different name. Then anymore work Tom does only changes the scenario WaW vXX.

Variety is the spice of life![8D]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
alaric318
Posts: 366
Joined: Tue Oct 07, 2003 5:45 am

RE: Scenario Approval Discussion - WaW3.2

Post by alaric318 »

straight WaW 32.x i did think the best indeed is to have the fixed version, for sure players will like more a version without bugs, so i did think that for the better is to have the fixed version online, just is my personal opinion, it is obviously as i see, there will have not even one player that will like to download the version with the bugs, By The Way, great work in fixing it, boys, i did not have experience with scripts and events, are not working on update my version, on playtest i are on the first turn of barbarossa(Turn 19), but on february 41, instead of june 41, this give the germans the extra time that historically general guderian will have needed for take moscow, On The Other Hand, the russians are presents for winter 41 with all his forces, the main purpose is to quickening the campaign and to can have it finished for 43, or at most, early 44, for balance i think is well, really think that mortar and machinegun can be left away of being added to shock armies, given russian production mod the russian player can build enough mortars and machineguns if he decide so, the germans are better troops, but the main russian army, in added with the units (heavy units) that the russian can field, are much more in high numbers, i did think the scenario is balanced, more on, given that japan have to declare war on united states on six or less turns or lose the game, i was not wanting that the russians can defeat alone to the germans, united states forces are the key to shatter the stalemate, but still have to play the left of the scenario, are very pleased that we enjoy on a game engine as this, with his flexibility and clear combat system, just was wanting to give my point of view, i do second to IronCrom, one updated version is for the better, so, new-comers players can download the scenario just clean,
 
keep up the good work, please,
 
with best regards,
 
alarick/murat30.
There is no plan of battle that survives the contact with the enemy.
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

ORIGINAL: Rick


I can do that - I assume Bartheart doesn't mind. I'll pm him and check.

Maybe there should be a exhange between Weber, Bartheart, Altair, and Jamian to see if they want to come up with a "single" tree - or continue along the three different paths (weber path - Bartheart-Altair path, and Jamian path)

I'm not sure if Alaric was working on one as well.

At some point it might start to get confusing to folks which WaW version they are playing, or should be playing and I think on the community site we'll have four different versions: WaW, WaWv32, then WaW v32a, and WaWv32a1.

I guess I'm wondering if it would be good to do some clean-up of older versions on the Community Approved (and pending approval) lists.

Any thoughts from the community?

Rick
Yes it could get very confusing.

Barthheart's v32a is no different than v32 though. It's not a mod just a fix. Tom knows about it.

If we could somehow replace v32 with v32a altogether then it will lessen the confusion.

The other versions that Altair, Alaric and the others are player mods. We'll just have to make sure that these scenarios are defined as player mods of version 32.

It would be nice if we could get all of them to come together and make just one player mod scenario instead of having several.
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

On a side note here guys.
 
"Engineer war" is the final version and is ready for testing.
 I have taken a short look and so far there are no major mods involved in this scenario. I'll take a deeper look when I get a chance over the next couple of days but I don't think we will find any major problems with this one.
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

My vote is for approval of "Engineer war"
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Scenario Approval Discussion - WaW3.2

Post by rickier65 »

ORIGINAL: IRONCROM

My vote is for approval of "Engineer war"


IronCrom,

I agree, I've marked it approved.

Thanks,
Rick
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

I vote to approve "barbarossa 1941-1945".
 
I can't find any technical issues with the scenario.
User avatar
BULLDOGINTHEUK
Posts: 507
Joined: Fri Oct 12, 2007 12:48 pm
Location: Cardiff, UK

RE: Scenario Approval Discussion - WaW3.2

Post by BULLDOGINTHEUK »

Yes I love Barbarossa. Its a great scenario, lots of nice artwork. I second your vote Ironcrom.
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Scenario Approval Discussion - WaW3.2

Post by rickier65 »



I also enjoyed Barbarossa - and for those of you who haven't tried it - don't let the map orientatin throw you off - it plays very nice - and even without being able to read German - I was able to follow the Event messages - it's kinda neat seeing them in German actually. (and the briefing info is in English for us language challenged folks).

Very nice clean game.

Rick
User avatar
lomyrin
Posts: 3741
Joined: Wed Dec 21, 2005 7:17 pm
Location: San Diego

RE: Scenario Approval Discussion - WaW3.2

Post by lomyrin »

I down loaded the Barbarossa scenario but I cannot load the game, it cannot find the various grapghic details. What has to be done to make it work ?
 
Lars 
User avatar
Vorsteher
Posts: 251
Joined: Sat Apr 01, 2000 10:00 am
Contact:

RE: Scenario Approval Discussion - WaW3.2

Post by Vorsteher »

Set the graphic files in /bin/graphic/Barbarossa/*.*
The scenario file in in /bin/scenario/*.*
Start the game.
Load scenario and you must see the scenario.


V.
Image
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

I found the instal to be very easy with this one.

I wonder??? looks like this scenario uses some graphics from "nick69 Real mod"... I have this mod installed in my game even though I never use it.
@Rick and Bull... Do you guys have this mod too. I wonder if having this mod is nesessary in order to play this scenario. If so it should say so in the scenario description.
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Scenario Approval Discussion - WaW3.2

Post by rickier65 »

ORIGINAL: IRONCROM

I found the instal to be very easy with this one.

I wonder??? looks like this scenario uses some graphics from "nick69 Real mod"... I have this mod installed in my game even though I never use it.
@Rick and Bull... Do you guys have this mod too. I wonder if having this mod is nesessary in order to play this scenario. If so it should say so in the scenario description.

I will recheck, but I thought I checked this on a unmodded install. I thought it carried the terrain it neeed. Ill recheck.

Lomyrin - did you unzip it so that the it unzipped to the AT/bin dirctory? And you are using the latest ziip file? not his first one?


Rick
User avatar
lomyrin
Posts: 3741
Joined: Wed Dec 21, 2005 7:17 pm
Location: San Diego

RE: Scenario Approval Discussion - WaW3.2

Post by lomyrin »

I placed the files as per Vorsteher post #93 and that solved my problem.
 
Lars
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

Ah good.
 
Thanx for the fast response Rick.[:)]
rickier65
Posts: 14253
Joined: Thu Apr 20, 2000 8:00 am

RE: Scenario Approval Discussion - WaW3.2

Post by rickier65 »


Lomyrin

Glad to see you got it going.

Rick
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

I have started doing some test of Delyn's boardgame mod. Look's pretty cool. Takes me back some years.

I tested it on a random map. Here are the parameters I set. The game then was unable to find about 5 terrian types.


Image
Attachments
AApic.jpg
AApic.jpg (117.43 KiB) Viewed 257 times
User avatar
IRONCROM
Posts: 679
Joined: Sun Aug 19, 2007 2:01 am
Location: Las Vegas, Nevada

RE: Scenario Approval Discussion - WaW3.2

Post by IRONCROM »

Terrain types were
sea/g1,png
lightforest/g1.png
heavyforest/g1.png
highmountain/g1.png
 
Thing is once the map was complete, all these terrian types were on it.
Some kinda glitch I think.
Post Reply

Return to “Mods and Scenarios”