Jump to content

Dynamic effects plus units mod


Recommended Posts

Posted

Updated to resync to 5.202. A ship definition had changed.

  • Like 1
Posted

Believe fine post 5.203

Posted

Believe fine post 5.203b

Posted

Believe fine post 5.204

Posted
On 6/19/2024 at 12:06 PM, Stonehouse said:

Believe fine post 5.204

 

ok after 5.204b

  • 4 months later...
Posted (edited)

Still to review post 5.504b

Edited by Stonehouse
Posted
On 11/20/2024 at 7:33 PM, Stonehouse said:

Still to review post 5.504b

Ok after 5.504b

  • 3 weeks later...
Stonehouse
Posted

Believe fine post 5.506

Stonehouse
Posted

ok post 5.507

Stonehouse
Posted

ok post 6.001

  • 2 months later...
Stonehouse
Posted

Believe these are fine post 6.002

  • 1 month later...
Stonehouse
Posted (edited)

Believe this is fine post 6.003

Edited by Stonehouse
  • 2 weeks later...
AcesDarthBubu
Posted

Is there a way to simulate more random dynamic battles near to the front lines rather than scatter across the map randomly? I am playing a campaign through PWCG and finding that there isn't alot of spawn units on iconic missions such as DDay landing, hence trying to use this mod to spawn more near the beachhead/front line. 

 

 

Stonehouse
Posted
11 hours ago, AcesDarthBubu said:

Is there a way to simulate more random dynamic battles near to the front lines rather than scatter across the map randomly? I am playing a campaign through PWCG and finding that there isn't alot of spawn units on iconic missions such as DDay landing, hence trying to use this mod to spawn more near the beachhead/front line. 

 

 

 

Not that I know of without doing so via the mission editor. The system (which is part of the game and just repurposed slightly for the mod) used by this mod actually uses the players current position to decide where to spawn things. Personally, for this reason I don't use the spawning units feature as I find it weird to find an enemy AAA or something inside friendly territory and I just use the smoke columns but give them a very large distance and very low probability just so it adds atmosphere to missions. The original mod by templargfx provided the feature of spawning units so I have kept it going.

AcesDarthBubu
Posted
2 hours ago, Stonehouse said:

 

Not that I know of without doing so via the mission editor. The system (which is part of the game and just repurposed slightly for the mod) used by this mod actually uses the players current position to decide where to spawn things. Personally, for this reason I don't use the spawning units feature as I find it weird to find an enemy AAA or something inside friendly territory and I just use the smoke columns but give them a very large distance and very low probability just so it adds atmosphere to missions. The original mod by templargfx provided the feature of spawning units so I have kept it going.

Thanks for the explanation @stonehouse. Its a good mod which allows players with slightly beefier setup to make the game more immersive, I only wish it could have ways to control where the spawning areas will be. Guess only the original modder can do something about it.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...