Search found 57 matches

by SteamSupreme
Sep 30 2018
Forum: Suggestions - SRGW
Topic: sugg: Limiting unit production!
Replies: 53
Views: 5556

Re: sugg: Limiting unit production!

If units are desired to be limited x5 $CASH$ and other materials to build a unit Other values (x3 x2 etc) can be used as the default.units is basically a spreadsheet where these things can be changed http://www.bgforums.com/forums/viewtopic.php?f=79&t=29241 Might be useful for a feature as a game se...
by SteamSupreme
Aug 05 2018
Forum: Suggestions - SRGW
Topic: Additional battlezone/theater options per branch
Replies: 4
Views: 587

Re: Additional battlezone/theater options per branch

So basically an issue I'm noticing while trying to improve certain naval issues through modding is that the battlezone/theater settings only have one option for military priority which makes it very awkward for me to try to use those options as any kind of solution. For example, if I want to increa...
by SteamSupreme
Aug 05 2018
Forum: Modding Issues & Support
Topic: New Map Editor
Replies: 8
Views: 1385

Re: New Map Editor

Cache it from the sandbox, not the campaign, at this time there appears to be issues with campaign caching(see post #12 ), [has this been fixed in the recent updates?] http://www.bgforums.com/forums/viewtopic.php?f=78&t=29095 Pls Read the whole thread though Post 11 there gives step by step details ...
by SteamSupreme
Jul 28 2018
Forum: Issues and Support
Topic: Supplies changed during the 10.1.57 patch?
Replies: 20
Views: 1208

Re: Supplies changed during the 10.1.57 patch?

Honestly, it's been so long since I've played a game that has helicopters, I'm not entirely positive. If it's not labeled as a helicopter (which current zeppelins are), then it won't be called for missions that are meant for them. Of course changing that behavior means that they won't be used offen...
by SteamSupreme
Jul 28 2018
Forum: Issues and Support
Topic: Supplies changed during the 10.1.57 patch?
Replies: 20
Views: 1208

Re: Supplies changed during the 10.1.57 patch?

Aren't transport/utility helicopters in "Transport" section together with transport airplanes? That is what I originally thought. Posts 11, 12, and 13 cover details. The skinny is, currently, the helicopters are not subdivided (attack/supply)like the aircraft, though, the player probably could manu...
by SteamSupreme
Jul 28 2018
Forum: Modding SRGW
Topic: Map Editor works !
Replies: 98
Views: 11433

Re: Map Editor works !

you may try a bridge without model, and add a small supply % to it or just park a tanker nearby (doubt the AI will manage that - but maybe it sends some supply aircraft to "lost" units) Adding supply to bridge type structures seems either not to work or prevents the vehicles from traversing them. H...
by SteamSupreme
Jul 26 2018
Forum: Modding SRGW
Topic: Map Editor works !
Replies: 98
Views: 11433

Re: Map Editor works !

The editor loads at least the map (.mapx) and the facility placement (.oof) and build list (.unit) info which are linked in the scenario file you put in the custom folder and used to open it. Roads and rails are select-able like buildings but are built the same as in-game - unfortunately also the s...
by SteamSupreme
Jul 26 2018
Forum: Modding SRGW
Topic: Map Editor works !
Replies: 98
Views: 11433

Re: Map Editor works !

I haven't used it myself so I can't really answer that directly. What I can say is that the devs have announced an updated official mapeditor which is actually supported and is expected to be released early in August as far as I'm aware. So it might be worth waiting for. :) Found a workaround, the ...
by SteamSupreme
Jul 25 2018
Forum: Modding SRGW
Topic: Map Editor works !
Replies: 98
Views: 11433

Re: Map Editor works !

Now have to determine if buildings added are reflected in the editor, I have not seen, for example "ferry" imported, which is leftover from RUGes' in SR2020, an invisible bridge as a means to cross rivers without actually placing a road on the map if the scenario file that is used in the mapeditor ...
by SteamSupreme
Jul 24 2018
Forum: Modding SRGW
Topic: Map Editor works !
Replies: 98
Views: 11433

Re: Map Editor works !

........ Now enter the mapeditor as usual, hit the "load game" button and double-click on your scenario file. Thanks, discovered this by accident fooling around with the mapeditor setup. The one for ULTIMATE seems to load the map from the Load game file, wheras the GreatWar, I cannot get get the ma...
by SteamSupreme
Jul 23 2018
Forum: Modding Show & Tell
Topic: [UI-MOD] Bodycount
Replies: 11
Views: 1373

Re: [UI-MOD] Bodycount

Yah i have also issues with that in my mod, makes it very unorganised to put updates on seperate posts. Ive run into those problems, updating a mod then something previous disappears or cannot upload, also the file limit of only around + or - 1012kb. The unpredictable behavior of attachments,.. if ...
by SteamSupreme
Jul 21 2018
Forum: After Action Reports
Topic: Inuit Nation
Replies: 35
Views: 2484

Re: Inuit Nation

Is that Italy at the top of the list with 2,350,336km of land? Very few games I run that Italy has not carved off a huge chunk of the world. Bento must have gotten the board game version of this back in the 30's and it encouraged him.
by SteamSupreme
Jul 21 2018
Forum: Modding Show & Tell
Topic: [UI-MOD] Bodycount
Replies: 11
Views: 1373

Re: [UI-MOD] Bodycount

way2co0l wrote:
Jul 18 2018
Oh really cool. Look forward to seeing what else you can do!
hmmm yes, access the Reserves directly from right click as in SR2020 when a town is clicked!
by SteamSupreme
Jul 21 2018
Forum: Modding Show & Tell
Topic: SteamSupreme's 5x more $CASH$ to build DEFAULT.UNIT mod
Replies: 6
Views: 1194

Re: SteamSupreme's 5x more $CASH$ to build DEFAULT.UNIT mod

And there is unit bugs, like theres a motorized engineer for the US that costs 8 million per unit, and then the world wide motorized engineer costs 80 million for unit. And M3 half track infantry that costs 199million, while the Half track infantry (worldwide) costs 19 million. So you missed a coup...

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