WIP - Taiwan Theatre
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There are things going on that U don’t know:
I did the original conversion to BMS for Stef and Gio (no ego, just a little known fact). We are waiting their response as to using their further development. If not we will continue from the base conversion here shortly. Hiell I already have the F_CK-1 flying in Guam……LOL!!!
There was A LOT of work put into the “Other” version by myself and Stef as far as elevations were concerned, we had the cliffs and valleys “pretty” well done and was a challenge to fly then, especially with Fog turned on. BUT BMS does not afford us the use of the L0 any more and some compromise must be made now.
As well, there was some Falcon political BS going on back then in the “other” version as to who authored the original terrain\theater. It WAS not SMAN and does not matter anymore. I can rewrite this theater in 10 seconds flat if need be……ROTFLMAO!!!
But we did have permission to use the original authors work and i still do. Not that we would want to now.
Furthermore as far as a Ground War is concerned, there was some posted work in that area in the PR Hawaii attempt that proved the concept of Amphib assault. Further WIP in Guam has shown that upgrading some Unit Types to Armoured (remember only armoured units can capture and hold a primary objective to produce Endgame) is doable. I am not of the mind to do so in Guam, sorry Chuckles, as we need to prove the Total Air War concept first and complete to Endgame for “Joe Pilot”.
But in reviving this theater from the Dead as Archer stated (LOL…young’n…nothing really dies in Falcon), we will focus more on a sea to ground war scenario and prove it. Me thinks this will be very doable looking forward in BMS to 4.33, right Biker???..LOL!!!Stay tuned,
demer -
Soooooooo…Giovanni (Canister) has passed on Taiwan to us……thank you young man.
We intend on staying true to derStef’s and his team dreams for this theater. I spent a lot of time with Stef with his ‘baby’ in other versions and we will keep his efforts in mind going forward.
So some screen shots, put back MY elevations…sorry M8’s…no harm intended…LOL!!!As well, Vags has already started on Photo Real tiles for theater as we have a big budget here:
For now it may be released as is, but I will put the F-ck_1 in……LOL!!!
Stay tuned,
demer -
Let the good times roll:D
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Soooooooo…Giovanni (Canister) has passed on Taiwan to us……thank you young man.
We intend on staying true to derStef’s and his team dreams for this theater. I spent a lot of time with Stef with his ‘baby’ in other versions and we will keep his efforts in mind going forward.
So some screen shots, put back MY elevations…sorry M8’s…no harm intended…LOL!!!As well, Vags has already started on Photo Real tiles for theater as we have a big budget here:
For now it may be released as is, but I will put the F-ck_1 in……LOL!!!
Stay tuned,
demerGreat Dave, and a big Thanks to “derStef” and “Canister” for their efforts!
“Vags” is on it, well done… Michael keep on it and thank you.
If i will find a trusted friend, then i will be glad to support you on this at the sector that i’m very good, the Navigation stuff ;).
Nikos. -
Oh, well… Am I seeing a call here, Nikos? I am almost tempted.
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Oh, well… Am I seeing a call here, Nikos? I am almost tempted.
So it seemed that I almost find my man :p.
Gianni my good friend, very nice to hear you again. We have some time to talk, so i wish to be fine mate.
And you are welcomed to join me in this help to the good team that be “under construction”…
Nikos. -
Latest from the imaging Maestro:
Unfortunately I had to downsize it to fit the Forum, but in the world Vags and I work in (16,483x16,483) it looks a bit better……LOL!!!
Regards,
tired demer -
Nikos,
thanks a lot for your warm “Welcome back!”, dearest friend, and please count on me always. I’m awaiting a call.
Take care and to soon.
Gianni -
Very looking forward to seeing the Taiwan theater.
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Very looking forward to seeing the Taiwan theater.
It seems to me a dead project. For 4.32 was not released after 1 year. Becuase of 4.33 the development likely should get a reboot…
Another problem the basic map structure is not suitable for Falcon. Yes, it is possible to set even and VC by using force ratio numbers but simulation at least a minimal ground war is almost impossible as long as Falcon cannot model ship transport and amphi landing… Even with that capability chance of a successful naval + land invasion because of limitation of engine is almost 0. AC sq. get reinforcement even their AC qty. drops 0 but ground units do not get even they are not destroyed. I cannot recall any moment what I saw increasing the available GU except reinf. appered at pre-set camp. hour with some hour or random delay. -
Has this script been released yet? Can you support 4.327 or 4.333?
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It seems to me a dead project. For 4.32 was not released after 1 year. Becuase of 4.33 the development likely should get a reboot…
Another problem the basic map structure is not suitable for Falcon. Yes, it is possible to set even and VC by using force ratio numbers but simulation at least a minimal ground war is almost impossible as long as Falcon cannot model ship transport and amphi landing… Even with that capability chance of a successful naval + land invasion because of limitation of engine is almost 0. AC sq. get reinforcement even their AC qty. drops 0 but ground units do not get even they are not destroyed. I cannot recall any moment what I saw increasing the available GU except reinf. appered at pre-set camp. hour with some hour or random delay.Could you fake it by having ground tiles painted as water tiles?
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a minimal ground war is almost impossible as long as Falcon cannot model ship transport and amphi landing… Even with that capability chance of a successful naval + land invasion because of limitation of engine is almost 0.
It’s 100% doable.
Could you fake it by having ground tiles painted as water tiles?
No, not that way. All tiles would be painted correctly. It would be accomplished in the terrain tiles data themselves, being defined as plains instead of water with a road path, or they could be left as water type tiles with road and/or bridge paths, or you could define plains areas on the water tiles. There are a couple of ways to do it.
Campaign files also have to be adjusted to have movement links over water.
It has been tested by several people including myself, it works.
You can even simulate that ships had been carrying them, although they don’t.
All in all, it’s a cheat, but it works. It’s a bit of work too.
C9
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why???
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When will the script be released, please?
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@Cloud:
It’s 100% doable.
C9
How?
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I explained it in the same post you quoted. Not in it’s entirety but the general process.
C9
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@Cloud:
It’s 100% doable.
No, not that way. All tiles would be painted correctly. It would be accomplished in the terrain tiles data themselves, being defined as plains instead of water with a road path, or they could be left as water type tiles with road and/or bridge paths, or you could define plains areas on the water tiles. There are a couple of ways to do it.
Campaign files also have to be adjusted to have movement links over water.
It has been tested by several people including myself, it works.
You can even simulate that ships had been carrying them, although they don’t.
All in all, it’s a cheat, but it works. It’s a bit of work too.
C9
Brian, is it not the case if we define a water painted tile as plains, we lose the reflection effect of the tile? I think defining areas as plains would need to be the way to go here, but apart from that I like your thinking here… :thumbs-up:
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Brian, is it not the case if we define a water painted tile as plains, we lose the reflection effect of the tile? I think defining areas as plains would need to be the way to go here, but apart from that I like your thinking here… :thumbs-up:
Well the best solution is this by “Cloud 9”: “or you could define/add plains areas on the water tiles”.
Nikos.