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  #1  
Old October 17th, 2007, 10:41 PM
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Default Re: New Cold War 2020 mod version available!

I just got to see the M11´s, they look badass like a true succesor of the abrams, nice icon!! Strange sound of those advancing T12`s....what is that? a laser?

Could you tell me please, which are the moded/new scenarios exactly? the campaign I can tell.

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Old October 18th, 2007, 03:05 AM
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Default Re: New Cold War 2020 mod version available!

There again I should probably have made that clearer from the start.
Mod scenarios are #200 to 204, next page after the last official ones.

Regarding sounds, don't worry, some of the most high-tech ones sound weird, but I'll give them another go next time around. My sound editor added some awful tin-can effects on its own and I didn't figure it out until too late
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Old October 18th, 2007, 01:40 PM
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Default Re: New Cold War 2020 mod version available!

They don´t sound bad...they just sound diferent!

I´ve been testing this PDW on armour, soft and infantry and I feel it a little weak to my taste, it´s even weaker than the AC, can a laser do better? Good new AC sound btw.

Been messing around with "Forest Encounter" and I like it so far, it should be a introductory scenario or something, I think it suits you well to explore in a coffe break what the mod is about, leaving you wanting more of course .

Considering I been playing as the ruskies 90% of the time,but I was unsatisfied with the USA vs USSR late time equipement disparity in 3.5, taking also into consideration that CW is my favorite scenario, I´m having good time with this one

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Old October 18th, 2007, 02:18 PM
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Default Re: New Cold War 2020 mod version available!

Hey Plasma, have a question regarding the Formations and Pick Lists.

I know in the Units tab you can't move or change the actual units without destroying the ability to play existing scenarios with a revised OOB (i.e. An infantry squad in slot #360 MUST remain infantry squad, you can fiddle with the availability dates a bit as long as you're careful not to wind up with M16's in 1951).

I also know the Pick Lists use the information in the Formations tab to decide what to buy for a given battle on X date.

If one already knows they'll have to create a new Pick List for their revised OOB does the actual type and/or order of the formations in the Formation tab matter ?

As I understand it the data in the Formations tab is used only by the Pick Lists when the AI purchases units for a battle, and NEVER by an existing scenario.

So can I totally revise the type and order of the formations in the Formations tab, as long as I provide a new Pick List, without causing problems to existing scenarios ?
Is the slot number sequence in the Formations tab used in any way by the AI to determine what formation to purchase ?
Example : Do infantry platoons have to remain in slots #90, #93, #94, and #95 in the Formations tab or could they be moved to slots #600 thru #603 as long as the the company level formations point to them and the Pick Lists are revised ?
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Old October 21st, 2007, 08:47 AM
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Default Re: New Cold War 2020 mod version available!

Let me see if I get it right:

1)OOB formations are not used in scenarios.
2)Editing picklists, you can replace anything with anything at your own risk, but without major bugs as far as I can tell. So where is every single formation in the formation list doesn't matter except for a few critical ones like the HQ.
In different picklists I have had infantry companies numbered 4, 6, 7, 31, 33, 37, 43, 98, 281, 437 and anything else, infantry cos replaced by commando platoons or mechanized formations and reverse...
It doesn't matter as long as you don't mind messing up the OOB and the picklists.
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Old October 21st, 2007, 02:12 PM
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Default Re: New Cold War 2020 mod version available!

Quote:
PlasmaKrab said:
Let me see if I get it right:

1)OOB formations are not used in scenarios.
2)Editing picklists, you can replace anything with anything at your own risk, but without major bugs as far as I can tell. So where is every single formation in the formation list doesn't matter except for a few critical ones like the HQ.
In different picklists I have had infantry companies numbered 4, 6, 7, 31, 33, 37, 43, 98, 281, 437 and anything else, infantry cos replaced by commando platoons or mechanized formations and reverse...
It doesn't matter as long as you don't mind messing up the OOB and the picklists.
1) So you're confirming that OOB Formations are NOT used by scenarios ?
2) Which, besides the HQ are "critical" ?
I assume barges, rafts, crews - any others ?

Yeah, I know you need to be careful with the formations and picklists, I'm just trying to figure out the "must" and "must not" for them, I know you've worked with them quite a bit on your project so rather then re-invent the wheel I thought I'd ask.

Thanks !
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Old October 21st, 2007, 03:45 PM
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Default Re: New Cold War 2020 mod version available!

Scenarios don't use the OOB formations - as these have been chosen in the scenario editor when you bought the toys in the first place. OOB formation data is only relevant in a purchase situation (human or AI).

As to AI pick lists - see the link where these were discussed in the file attached here but remember that playing with these is a real "black art" - and true hacker work as that is all I'm going to publish on the subject (no help etc).

But the MBT AI pick lists are variable, on both date and also can be variable on opponent as well (so a simple investigation that USA uses inf co No 123 (without the inf-ATGM say) in the pick may only be good for say, 1966-84 and when playing the VC, but not if playing the USSR!). And there are usually up to 3 alternate leg infantry, tank, and mech inf platoons and companies, determined on %age chance plus remaining buy points available.

barges (carried in barge carrier and used for beach), barge carriers (river xing), HQ (both unit and formation No. 0!), crews, assault raft (carried by grunts in the river xing) are fixed in OOBs as is the 1000lb bomb weapon slot (for secondary explosions on ammo dumps), as discussed somewhere in the mobhack help.

Naval artillery (used in beach landings) - uses a set contiguous list of batteries (or mortar sections or field arty which will be carried in barges for some armies which don't really have a navy, but you must provide "cover" units for the situation where an end user decides to beach assault with the Swiss, say..), as laid out in the appropriate section of the AI pick list data files. Stamping all over the naval gunfire support formations will do weird things for the AI beach assaulter!.

An OOB designed for human usage only can generally ignore most of the limits (and entirely ignore the AI pick list), but be prepared for some end user who never ever read your never-read-me to complain when he tries to use your human-only OOB as an AI opponent..

The simplest way to edit an OOB and leave the AI pick alone is to leave any existing formation alone or to make sure that it remains the same sort of thing (a tank platoon say), but you can edit the detail (3 tanks instead of 4, or rearrange the infantry types in a rifle platoon or the make-up of a recce company perhaps). You could extend the availability dates for an existing formation (back or forward) but it must still be available at the original date range for the AI pick to utilise it.

And finally - although you can swap the OOBS in and out with the oob swapper utility, the pick list is not swapped. It is a global game data item. Therefore any massive rework (especially including edited AI pick lists) is probably best installed to a it's own entirely separate game instance, with the scenarios and campaigns cleared out & replaced with some that use your database only. The only alternative should you try to have these co-existing with the stock set is really to provide a zip of a) your edited pick and b} the stock pick and instruct the end users to remeber to unzip the appropriate one when swapping OOB sets as well in the never-read-me file. Unfortunately - you would probably need to issue a new "b" set on each game release as we will not be keeping the stock AI pickset in synch with any third-party efforts!. So, for a massive mod - I would suggest a separate game install of its own.

Cheers
Andy
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