Naval Mod ready for testing

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Hairog
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Naval Mod ready for testing

Post by Hairog »

Version 2.1 with corrections suggested by hottegetthoff. Thank you for helping out.

Download it from

HERE



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Hairog
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RE: Naval Mod ready for testing

Post by Hairog »

All the artwork is modified from Welch, IronX, Bill, and Hubert's wonderful creations.


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RE: Naval Mod ready for testing

Post by Hairog »

Austrians



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RE: Naval Mod ready for testing

Post by Hairog »

Readme



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Hubert Cater
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RE: Naval Mod ready for testing

Post by Hubert Cater »

Great stuff Hairog, thanks for sharing [8D]
hottegetthoff
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RE: Naval Mod ready for testing

Post by hottegetthoff »

Good to hear someone is improving the naval aspect.
How are the ZOC distributed?
Have you made any significant changes to balance?
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Hairog
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RE: Naval Mod ready for testing

Post by Hairog »

Every unit has the same ZOC. When steaming at sea and you see smoke on the horizon you slow down and send out your recon and screening forces to see what's up. Even if it's a tramp steamer or Filipino fishing boat, it takes time. Then there is the fact that He could have a radio capable of reaching your enemies. For whatever the reason you do not just blithely glide by each other and give them the finger no matter how small the opposing task force is you would take care of it then move on.

Just like it takes movement or ops points to overrun a land unit, it takes movement points to deal with any task force.

The balance is the same and I'm sure it is historically accurate since it was done by Bill or Hubert. Even though there are fewer units to move because they are organized in squadrons, divisions and flotillas, they are in the same ratio.
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RE: Naval Mod ready for testing

Post by Cavalry Corp »

Hairog,
I am new to this game and thank you for making such a great contribution. Looks very nice. There is no instructions as to how to install the mod. Does it just get extracted inside the mod folder within the game that I have set up? The problem is the other mod I have downloaded and uninstalled in that folder does not work. When I click on the button to look at the mods there is nothing there. Even though all the files are inside the mod folder in the game. Any ideas?
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Hairog
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RE: Naval Mod ready for testing

Post by Hairog »

Sorry cavalry for the delay.

everything but the folder "Naval War Units Counters Round" goes into the "Campaigns" folder that is in Documents/My Games/Strategic Command WWI/Campaigns.

"Naval War Units Counters Round" goes into the Mods folder.

Restart and then choose the "1914 Call to Arms Naval Mod" scenario, then select the graphics mod "Naval War Units Counters Round" from your list of mods.

Let me know if it works like it should.

Harry
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hottegetthoff
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RE: Naval Mod ready for testing

Post by hottegetthoff »

Its a minor issue, but the dreadnought counters have no upper text (that states the tpe of unit), i think this was an issue in early blue max as well.
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RE: Naval Mod ready for testing

Post by Cavalry Corp »

Thank you for your help. The problem with this is that the game is or seems to be split into installations on the computer. I have never had this with a matrix game ever before.
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Hubert Cater
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RE: Naval Mod ready for testing

Post by Hubert Cater »

Hi Cavalry,

I can appreciate the confusion, however the game installation is technically not split into different locations on the computer. The game installs, typically, into the Program Files folder, and then all USER files are placed in the Documents folder, e.g. custom mods, campaigns, save game files and so on.

This is based on a security protocol initiated by Microsoft, going back over 10 years to the release of the Microsoft Vista operating system.

The problem is if you allow the game to also attempt to write files to the Program Files directory, they will be virtualized and not easy to actually find. The virtualization of these files is an attempt by Microsoft to allow for some backwards compatibility, but as a user you will have a very difficult time finding those files as they get hidden away on your computer etc.

Thus the current recommendation for all modern software to adhere to this protocol by having the user files placed in the Documents or other similar user files folders.

I can't speak for the other programs, perhaps they have never been updated, or perhaps they default to install outside of the Program Files folder (not recommended) which is another way to work around the security protocol.

There is more info on the web for this in links/blogs such as this:

https://devblogs.microsoft.com/oldnewth ... 0/?p=91681

https://www.sevenforums.com/news/19426- ... ction.html

https://docs.microsoft.com/en-us/previo ... v=msdn.10)

Hope this helps,
Hubert

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RE: Naval Mod ready for testing

Post by Cavalry Corp »

Dear Hubert,

Thank you very much for taking the time to write this comprehensive reply. The strange thing is none of my other installations have acted like this one. Even before other games I have from matrix.

Anyway everything is working okay so I do not plan to try and change anything. I grew up in an age without computers or that's a lie there was just one in school and I never saw it.

Never mind with good people like you we can get by.
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Hairog
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RE: Naval Mod ready for testing

Post by Hairog »

Version 2.0 -

I put some additional units to take the screne shops and forgot to take them out. They are gone now.

Thank you to hottegetthoff for spotting this problem. The new version is available in the first post.
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Rick402
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RE: Naval Mod ready for testing

Post by Rick402 »

confused as to which one is the naval wars counter and or how do i install?Image

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Hairog
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RE: Naval Mod ready for testing

Post by Hairog »

Oh crap! I forgot to include the graphics. I included them in a new download which is



HERE

or at the first post.

Sorry about that.
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RE: Naval Mod ready for testing

Post by Rick402 »

ORIGINAL: Hairog

Oh crap! I forgot to include the graphics. I included them in a new download which is



HERE

or at the first post.

Sorry about that.
no biggie thanks for replying quikly, your Mod Looks AMAZING! Thank You for All your hard work, sir!
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Hairog
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RE: Naval Mod ready for testing

Post by Hairog »

ORIGINAL: hottegetthoff

Its a minor issue, but the dreadnought counters have no upper text (that states the tpe of unit), i think this was an issue in early blue max as well.

The single dreadnought counters are not used. All dreadnoughts are in Divisions. There are two Divisions to a Squadron. The Battle Squadron Division is made up of 2 - 3 dreadnoughts and or battle ships and attached destroyers etc.
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Rick402
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RE: Naval Mod ready for testing

Post by Rick402 »

ORIGINAL: Hairog

ORIGINAL: hottegetthoff

Its a minor issue, but the dreadnought counters have no upper text (that states the tpe of unit), i think this was an issue in early blue max as well.

The single dreadnought counters are not used. All dreadnoughts are in Divisions. There are two Divisions to a Squadron. The Battle Squadron Division is made up of 2 - 3 dreadnoughts and or battle ships and attached destroyers etc.
so a battle squadron is 2/3 BB and roughly how many DD?
Rick402
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RE: Naval Mod ready for testing

Post by Rick402 »

and one more thing can you install this mod on top or With Another Mod Already Installed? Yes/No?
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