Here is a completely new unit addition for German Armour. It is a Captured German T-34. The following post contains the zip. Just unzipp the contents to C:\MatrixGames\PanzerCommandKharkov\Data\AmouredUnits Then you will have a Captured German T-34 to play with.
Wow, impressive set. Your skins are improving too.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
I earlier created some Russian Pioneer units.... point is, that later when playing generated campaigns, the campaign failed because it was seeking to load up the new pioneer units. So my question is, will the addition of armored units be likely to cause problems with the generated campaigns?
What would it take to get the generated campaigns to recognize these units? I took the easy way out with my Russian Pioneers, I just deleted them.
I would really like to try these beauties out but now I am a bit gunshy about adding new units to the OOB.
i am a lil confused. does one drop the whole data folder into the pck mod folder? askin cuz the file is bigger (with sub-folders and such)than the other mod files up to now.
i am a lil confused. does one drop the whole data folder into the pck mod folder? askin cuz the file is bigger (with sub-folders and such)than the other mod files up to now.
thx much,
himmel
No need for that [:D]
My post is only the unit data with some default skin (haven't had the time to play with it yet) and is therefore what z1812 calls his base MOD, you still need the other texture files created by z1812 that is JSGME ready.
So if you want this MOD the JSGME way download my file and the skins created by z1812. Now enable "New Unit - PZ KPFW T34-76 Model 1940 (z1812)" and then one of the skin MOD's. Hope this helps.... ?
Thank you for your kind comments re the new unit and mods.
Hi Himmelstoss,
Please let me know if everything ends up working well for you re: installing the mod.
Hi Redleg,
If you add them through the JSGME mod enabler then you could deactivate them before a campaign. I have no idea of how the generator recognizes new units. I am sure Erik will be along to provide an answer.
Yes, I had the dates, etc. The units functioned well in the RBG but the random campaigns crashed. So until I find out more about how to alter the random campaigns, I'm going to limit myself to altering existing units within the OOB.
I only mentioned this because I didn't want others to experience my problem - it was a real pain to get to the bottom of. Erik saved me from yet another complete reinstallation. I guess if one is not interested in the RCG, then it wouldn't matter since I never found any other conflict.
I suspect that it will entail altering the innards of the random campaigns so that the new units are recognized by the game.