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Scenario 2: Zhitomir Mod Development

Posted: Sun Mar 09, 2014 4:41 am
by IV/JG7_4Shades
We have decided on Zhitomir as the next scenario in the campaign series. This thread is for discussions on the Mod to use. We need a new Mod because we are now using HSFX7, so the prior technics.ini and rocket.ini files are no longer compatible.

The Korosten Mod included the following items:

1. technics.ini modified for snow conditions and typical steppe gunnery
2. rocket.ini
3. some panzer object skins
4. AM radio packs

I think we need to reproduce this set for Zhitomir. Regarding the object types to be used in Zhitomir, I would suggest that we use identical objects as in Korosten, i.e. the same types of aircraft, armour, infantry etc.

Any volunteers for assisting with the Zhitomir mod pack?

Cheers,
4S

Posted: Tue Mar 11, 2014 2:30 pm
by II/JG54_Emil
I volunteer.

What is needed for the technics.ini?
I could imagine that infantry speed a matter for discussion?

Posted: Tue Mar 11, 2014 7:21 pm
by IV/JG7_4Shades
Danke Emil!

Yes, I think we could get the infantry moving a little faster, and that would mean that the horse carts should be a little faster still.

We might also take a look at the way artillery pieces can/can't move, but that is SEOW Object_Specifications edits, not technics.

This time around we will have mortars able to use indirect fire mode.

Cheers,
4S

Posted: Wed Mar 12, 2014 7:40 am
by Kopfdorfer
I'm really pleased to hear Mortars are joing in the ranks of the indirect fire club. Excellent.
Next step to expand into medium and heavy types!

Also , I'd like to sign on to command a small insignificant force , no matter which side.


Kopfdorfer