Ground Tactics 2.1 Final

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davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

Ground Tactics 2.1 Final

Post by davidss »

Hi,
I've decided to make one last version of Ground Tactics.
There were several issues that needed addressed which I didn't realize before the release of 2.0 ... and since the official patch was released, I figured this would be an opportune time to fix them.
I've also added some new features which I think help create more realistic game play ... Real Walls, Platoon Simulation Selection Rules, and changes to the Objective Caen Campaign.

I'll send this out for release, soon as I get the plugin file for ModSwap figured out.

new for GT2.1

TLD Ground Tactics mod ver2.1
Compatible with: TLD version 5.50.13

GameRanger:
-"ModSwap" version works with GameRanger

Summary of changes related to game play:
-Battle Groups do not recycle
-Retreat is enabled. In order to use the Retreat feature ...
"when force morale gets too low" needs to be activated (checked,in game)
-no night turns after June 6
-"Large Hedgerow" and "Bocage" ... vehicles can not enter this terrain
-Mortars have minimum firing ranges ... won't fire until beyond a certain range
example: Medium Mortars 200m

ver2.1
Real Walls:
1.Building exterior walls are now coded so that soldiers can not move through them, and therefore must use windows and doors for entry/exit.
2.Exterior walls still have Line of Sight when adjacent, except for bunker walls
3.Interior walls block all Line of Sight, in order to limit Line of Sight inside buildings ... and help create more close quarters combat.
4.Window and door elements have less hindrance moving through. This simulates soldiers entering/exiting on the ground floor level.

Platoon Simulation Selection Rules: (optional)
A Slot description overlay simulates units of a Platoon with support .
Fill slots with units matching the slot descriptions. Slot remains empty if Force Pool can't supply specific team type.
Suggest agreeing to relax overlay selection rules once per turn (or day) ... in order to select any combination of units. This will allow use of ad hoc BG's for specific engagements ... although on a very limited basis. Players may agree to allow one battle per day (or turn) to select any units, but a player won't know when the other player is going to be using a non selection rule BG.

-Objective Caen Campaign revised - notes at bottom of this page
-reduced set up times for a number of MG's and Mortars
-fixed German air strike showing up for Allies
-new MG42 sound
Tejszd
Posts: 3467
Joined: Sat Nov 17, 2007 4:32 pm

RE: Ground Tactics 2.1 Final

Post by Tejszd »

Sounds good DavidSS thank you!!! [:D]
davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

RE: Ground Tactics 2.1 Final

Post by davidss »

User avatar
Andrew Williams
Posts: 3862
Joined: Mon Jan 08, 2001 10:00 am
Location: Australia
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RE: Ground Tactics 2.1 Final

Post by Andrew Williams »

Now available from the Close Combat support pages.

http://closecombat.matrixgames.com/Long ... Dmods.html
ImageImage
davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

RE: Ground Tactics 2.1 Final

Post by davidss »

ORIGINAL: Andrew Williams

Now available from the Close Combat support pages.

http://closecombat.matrixgames.com/Long ... Dmods.html
Thanks Andrew [:)]
davidss
Posts: 377
Joined: Thu Dec 10, 2009 5:24 am

RE: Ground Tactics 2.1 Final

Post by davidss »

Absolute GT Final v2.2
... slight change in the overlay.
note: this won't affect any saved games.

http://uploading.com/files/ac5797c2/Gro ... _v2.2.tLD/



Harmonica
Posts: 3
Joined: Fri Aug 12, 2011 12:38 pm

RE: Ground Tactics 2.1 Final

Post by Harmonica »

Thanks for your mod :)

Other people might want to know that ModSwap doesn't work correctly without editing the .ini file.
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