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
Scenario 2: Zhitomir Mod Development
-
- Posts: 2029
- Joined: Sat Jan 26, 2008 3:07 am
- Location: Perth, Western Australia
Scenario 2: Zhitomir Mod Development
IV/JG7_4Shades
SEOW Developer
SEOW Developer
-
- Posts: 418
- Joined: Fri Jul 24, 2009 7:27 am
-
- Posts: 2029
- Joined: Sat Jan 26, 2008 3:07 am
- Location: Perth, Western Australia
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
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
IV/JG7_4Shades
SEOW Developer
SEOW Developer
-
- Posts: 161
- Joined: Fri May 31, 2013 9:19 pm
- Location: Dartmouth , Nova Scotia, Canada