Stonehouse Posted February 24, 2024 Author Posted February 24, 2024 Updated to resync to 5.202. A ship definition had changed. 1
Stonehouse Posted June 27, 2024 Author Posted June 27, 2024 On 6/19/2024 at 12:06 PM, Stonehouse said: Believe fine post 5.204 ok after 5.204b
Stonehouse Posted November 20, 2024 Author Posted November 20, 2024 (edited) Still to review post 5.504b Edited November 27, 2024 by Stonehouse
Stonehouse Posted November 27, 2024 Author Posted November 27, 2024 On 11/20/2024 at 7:33 PM, Stonehouse said: Still to review post 5.504b Ok after 5.504b
Stonehouse Posted October 2 Author Posted October 2 (edited) Believe this is fine post 6.003 Edited October 2 by Stonehouse
AcesDarthBubu Posted October 16 Posted October 16 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 October 16 Author Posted October 16 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 October 17 Posted October 17 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.
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