WIP - Taiwan Theatre
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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. -
Both Blue and Red forces in Taiwan Theater should be called ROC(Republic of China) and PRC (People’s Republic of China) not simply “Taiwan and China” that may lead to misunderstanding. Maybe many people know little about chinese civil war between the Nationalist Party and Communist Party. The Taiwan issue is the outcome of that civil war.
So i am appreciate if the Taiwan theater Dev team can describe some entities more precisely and make a unforgettable Theater for us
co-playing the Taiwan Theater is not just for fun but to remember the sorrow history of civil war in our country and hope it will never happen again .
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Some theaters represent fictitious scenarios. It is sometimes considered political, recreating certain events, while the geography still has some attraction. I don’t know if that’s the case in this instance, but it bears some consideration considering the current social climate.
At any rate, this is WIP w/o any official updates in quite some time, so why the necro?
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@Chiang:
Good morning!
What about this theather status? Is it alive?
Thank you!My bet is on “nope”. Stef has not posted anyting since years and was logged in last time in Feb. My guess he experienced the same as me. Redoing a theater after each major update is really time consuming…