Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
Re: WW II Mod Version 0.4 out![message #279770] Thu, 12 May 2011 05:41 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Buns

Anyways, I am now in the process of replacing the tanks with common soldiers...



http://www.imfdb.org/w/images/thumb/0/02/SPRFlak38.jpg/600px-SPRFlak38.jpg

Perhaps you could replace the Tank with a Flak 38 or something similar, only one that is stationary, and not on wheels. May even be more suitable as a SAM Replacement, and damn scary if turned on you.

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Lieutenant

Re: WW II Mod Version 0.4 out![message #279773] Thu, 12 May 2011 08:55 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Good response Buns, all very good and valid observastions.

Interesting in game message, "tank is blinded by the blast", hm... maybe someone will look at the code, wouldn't be surprised if this has been a bug for all these years.

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Sergeant Major

Re: WW II Mod Version 0.4 out![message #279790] Thu, 12 May 2011 14:09 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Hawkeye
Perhaps you could replace the Tank with a Flak 38 or something similar, only one that is stationary, and not on wheels. May even be more suitable as a SAM Replacement, and damn scary if turned on you.
Yes, having stationary weapons would realy be nice. In another thread some animations for a heavy MG were shown. Other thinkable weapons of that kind would indeed some kind of smaller cannon like the said Flak, or a 75mm gun, and a heavy mortar.

This would lead to the question of team-operated weapons:

Such a gun might have 60 APs for reloading and 60 APs for shooting. So a single character would not be able to reload and shoot the gun within one turn. Two character "attached" to the weapon would be able to.

This is of course purely hypothetical with no idea if and how that could be implemented; leave alone how that could be made working for the AI.

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First Sergeant
Re: WW II Mod Version 0.4 out![message #279837] Fri, 13 May 2011 05:25 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2414
Registered:October 2005
Location: Australia
Have the tanks been externalised at all? If they were, it maybe a case of just editing existing values. A squad based weapon is cool, but perhaps a weapon where you couldn't see the gunners may be a more attainable feature, such as a MG gunning emplacement/bunker.

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Lieutenant

Re: Alternative Gun Progression[message #280684] Wed, 25 May 2011 07:15 Go to previous messageGo to next message
swampgator

 
Messages:94
Registered:May 2009
I'm enjoying the mod so far- I'm having a problem though. I tried going into D5 (the sector with Kingpin), and when i hit the button to go into tactical the game crashes to desktop. I've been in the sector already and bull won a couple bouts in there. I'm trying to go in there to see if the El Dorado is there, but it keeps crashing. I thought at first it was just bull- but i tried another three mercs and still no go. I tried going into tactical from D4 and telling my mercs to go into D5- still get the ctd.

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Corporal 1st Class
Re: Alternative Gun Progression[message #280709] Wed, 25 May 2011 12:43 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Ah yes, that's a problem of the exe, not the mod. It has some issues with certain quests, such as when you get Joey and bring him back to his home sector the game would crash anytime you try to enter that sector. Another problem is that you are no longer notified when Hamous or Skyrider are to be found in a sector. They are still there and can be recruited without problems, but you have to search for them manuelly on the tactical map.

I haven't run into your D5 bug, but I don't do any boxing either, just get there and pick the Eldorado. So I would add that to the list. I would also guess that the tourists quests and the Chalice quest are the same broken (haven't tried it for the named reasons). At Alma I run into a problem that the game crashes if the general is killed during the battle (it doesn't when he is killed afterwards). Also, Carmen doesn't work as he should. He would give you the disk and the machete, and when you return a head to him he would tell you to meet him in Drassen - but he will never show up there.

All those are known, and certainly fixed with the new exe. I am waiting for the next release, which is due in short, then I'll try to port it to the new version of 1.13.

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First Sergeant
Re: WW II Mod[message #287041] Tue, 19 July 2011 23:09 Go to previous messageGo to next message
Galactor123 is currently offline Galactor123
Messages:1
Registered:July 2011
I know this may come off as kind of needy, but I figure there is little harm in asking...
I love the idea of adding in a lot of WWII style stuff, but with this mod still in beta, and thus still having things like e-mail and other modern amenities, I think it would be a bit too schizophrenic in tone for me to really enjoy it quite yet (though I am definitely looking forward to it when its done). That being said, I've been longing for a WWII weapon pack to play around with, just the weapons. Is there anyway that you could either release just the weapons as a separate add on, or any way that I could extract the weapons from the mod and just use those? Thanks, and do keep it up, like I said I'm looking forward to this when its a bit more done.

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Civilian
Re: WW II Mod[message #303994] Sat, 28 April 2012 04:25 Go to previous messageGo to next message
WaterHazard is currently offline WaterHazard
Messages:4
Registered:January 2012
Hey guys just came here to say that, while still a beta, your mod looks awesome!!!

I have some suggestions to make about some weapons

The mod should have more 12 gauge weapons such as the:

Winchester M1912


Winchester M1897


Browning Auto-5


Winchester M1887


And there is some other weapons (automatic btw) that would make a awesome addition such as the:

Volkssturmgewehr 1-5


M1941 Johnson rifle


TKB-408

[Updated on: Sat, 28 April 2012 04:27] by Moderator

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Civilian
Re: WW II Mod[message #305591] Mon, 04 June 2012 20:00 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
The Volkssturmgewehr and the Johnston are both as exotical as they are obsolote, means they should have appeared only in very small numbers - but on the other hand they wouldn't realy be something good compared to similar weapons, such as the Garand. This would have made them rather a wasted efford. So I have skipped them. The TKB is a post-WWII prototype weapon and that way had no business to be in this mod.

Concerning shotguns: there is no real use for them in this mod because you already start the game with rifles and SMGs.



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First Sergeant
Re: WW II Mod[message #305975] Fri, 15 June 2012 18:54 Go to previous messageGo to next message
Agent 47 is currently offline Agent 47

 
Messages:58
Registered:June 2011
Location: Midwestern US
I tried installing this mod yesterday, and I'm getting some problems. First of all, this mod asks for AIMNASv14 or higher, I tried installing on an SCI from around mid-late 2011, not sure which one atm. So that might be part of my problems
Buns

Extract all files into your Data-AIM-WF folder. In case your install has no folder Data-AIM-WF, extract into the folder Data-1.13.
there is no AIM-WF folder, and extracting to 1.13 has no visible effect that I saw. I then tried extracting to the AIM folder, and noticed only some files extracted themselves, so I figured it works like an SCI, and just extracted into the root, sure enough the files seemed to all go to their respective folders.
Now when I start the game, my IMP mercs will arrive with WWII loadouts, I believe the enemies have them as well - their positions are changed for sure, as when dropping in Omerta, one is immediately ahead of you in a position I've never seen in AIMNAS.
However AIM mercs all still have their AIMNAS loadouts, makes for a kinda one-sided fight Razz. Also when checking my IMP's inventory, their guns are not using NAS, instead they have the old 4 attachment slot thingus 1.13 used to have (or still does, idk). Which begs the question, if this isn't a glitch, why does the mod ask for AIMNAS to install unto?

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Corporal
Re: WW II Mod[message #305977] Fri, 15 June 2012 19:37 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
NB that this mod is from April 2011 and based on the SCI that was around then. I guess it could be problematical when using a newer SCI. When I find the time, I'll either upload the entire package on my HD including the exe that was in use then, or port it to the lastest exe of 1.13

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First Sergeant
Re: WW II Mod[message #307442] Sun, 15 July 2012 06:14 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo Buns, I get an assertion failure when landing the first time. If I press escape, the game CTD instead.

I am using SCI_113tais_r5398_AIMNASv27.7z and WWIImod_v04.rar. I didn't change any of the INI files.



Edit: Just did an install of SCI_113tais_r5398_AIMNASv27.7z on top of Gold which did not cause AF or CTD at the beginning.

[Updated on: Sun, 15 July 2012 06:42] by Moderator

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Sergeant Major

Re: WW II Mod[message #307477] Sun, 15 July 2012 17:47 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Yes, I'll have to port that to a newer exe sooner or later (it's a bit of a trouble with all the changes to items.xml). I think I'll wait for the next "official" release that includes the food & drink-feature because that will require a lot of work for item placement as well.

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First Sergeant
Re: WW II Mod[message #307505] Mon, 16 July 2012 00:20 Go to previous messageGo to next message
cdudau
Is this still an ongoing project Buns? I really liked the simple weapons.

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Re: WW II Mod[message #307556] Mon, 16 July 2012 19:51 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
It is insofar completed that I have implemented all weapons, LBE and other stuff that I wanted to (ans was able to). It also is fully playable, including map changes - at least with the (very buggy) old exe I have on my PC. I could imagine that using newer exes will cause trouble; at least when they call for definitions in the various XMLs that are not covered by my files.

Because this is not a situation I want to have it, I am going to port it to a newer version, which will probably be the next or following one.

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First Sergeant
Re: WW II Mod[message #309143] Thu, 16 August 2012 04:20 Go to previous messageGo to next message
BrotherJayne is currently offline BrotherJayne

 
Messages:19
Registered:June 2010
Hey Buns!
Where did you get the wide screen options from?

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Private
Re: WW II Mod[message #309256] Sat, 18 August 2012 17:06 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
wide screen options?

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First Sergeant
Re: WW II Mod[message #309274] Sun, 19 August 2012 03:05 Go to previous messageGo to next message
BrotherJayne is currently offline BrotherJayne

 
Messages:19
Registered:June 2010
http://i.imgur.com/cuP5W.jpg

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Private
Re: WW II Mod[message #309279] Sun, 19 August 2012 08:58 Go to previous messageGo to next message
BrotherJayne is currently offline BrotherJayne

 
Messages:19
Registered:June 2010
Also, for some reason my weapon slots are broken

Does this imply a broken install?

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Private
Re: WW II Mod[message #309285] Sun, 19 August 2012 11:42 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
those look like Lafoyedes work .


Edit : talking about the widescreen topic ... Smile

[Updated on: Sun, 19 August 2012 11:43] by Moderator

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Captain

Re: WW II Mod[message #309295] Sun, 19 August 2012 13:44 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
I haven't touched the screen options, so what you get is what is in the exe.

BrotherJayne
Also, for some reason my weapon slots are broken
uh. You should try to be a bit more detailed in your error reports: What "weapon slots" (do you mean attachment slots?) are broken, and how?

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First Sergeant
Re: WW II Mod[message #310696] Thu, 27 September 2012 11:01 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yo Buns, I installed Gold, then copied SCI_SVN1252_MPSVN3944_Vanilla113_20101204.7z into the main folder, then WWIImod_v04.rar into the Data-1.13 folder, but I get maps with incorrect graphics (there are clothes hangers all over the map in the starting sector). I checked and Ja2.ini has VFS_CONFIG_INI = vfs_config.JA2113.ini. Is there anything I forgot? Profiles\UserProfile_JA2113 doesn't have a MAPS folder.

Edit: Stuff is hella broken even when trying to play with lots of clothes hangers all over the place. Opened Grunty inventory CTD. Right clicked on Fox's pants CTD. (Yes, her pants are special.)

Edit 2: I experimented and did the following install: 1. Gold, 2. wf-aimnasv15-ww2_en.7z, 3. WWIImod_v04.rar, seems to work so far.

Bug Report:
- The Browning 1919 A6 ejects a box instead of a belt.
- Belt - Holster Belt/First Aid large pic has a white star while medium pic does not.
- Gas mask has a vision range modifier of zero, not sure if this has an effect in game.
- Omerta rebel base has a 9x19mm ammo box with 65430 bullets.
- I can't detach the fixed stock from a ZK-383 9x19mm. The same fixed stock is detachable from all other rifles I currently have.
- Drassen airport has at least one 9x19mm ammo box with more bullets than allowed
- Someone starts with a Springfield 1903A4 which allows all kinds of modern attachments like lasers and stuff
- The FN D 7.65x53 has a built in bipod bonus of +18 and also allows for a bipod to be attached to it. The gun also has a to hit modifier of -10, so I am not sure if this was intentional?
- After freeing only the Drassen airport, the 4 sector city has a loyalty of 32%
- There is a modified tactical flashlight in C13 Drassen middle sector
- My soldiers are complaining incl. loss of morale that the guns they are carrying are not good. My progress is 13 and I have all Mondragons, Halcon M1943s, and 1911s. Edit: Same with progress 19.
- The following merge doesn't seem to work: Shoulder Bag SMG Magazines + Any Belt = Assault Belt
- BR doesn't sell something called a "Hat", see picture below

The Hat:
http://jaggedalliance2.pbworks.com/w/file/fetch/59425219/wf-aimnasv15-ww2_en_hat.jpg

Question: Is there a way to play wf-aimnasv15-ww2_en.7z with a newer EXE? WWIImod_v04.rar doesn't have an EXE and the one in wf-aimnasv15-ww2_en.7z is missing some of the new EDB features, doesn't show everything.

Observation: I have seen previous implementations of the Mondragon rifle, and because I use it quite extensively in your WW II mod, I like to point out that the JA2 implementation is not historically accurate (I believe).

The ridle fires a 7x57mm 173 grain round-nose round, which is also known as the 7mm Spanish Mauser. This is different from the 7.92

[Updated on: Tue, 02 October 2012 11:05] by Moderator

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Sergeant Major

Re: WW II Mod[message #310918] Thu, 04 October 2012 15:19 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Dieter
Edit 2: I experimented and did the following install: 1. Gold, 2. wf-aimnasv15-ww2_en.7z, 3. WWIImod_v04.rar, seems to work so far.
sorry for the trouble.

Quote:
- The Browning 1919 A6 ejects a box instead of a belt.
need to check that one.

Quote:
- Belt - Holster Belt/First Aid large pic has a white star while medium pic does not.
ok, for the list

Quote:
- Gas mask has a vision range modifier of zero, not sure if this has an effect in game.
I can't recall to have touched the gas mask at all. I don't think that it does any harm, at least I have seen none.

Quote:
- Omerta rebel base has a 9x19mm ammo box with 65430 bullets.
- Drassen airport has at least one 9x19mm ammo box with more bullets than allowed
That's a general bug with the sell boxes of some calibers: when being found they display an insane number of bullets, but when you give them to a merc, or place inside a vehicle, they start showing the correct ammount of bullets. You'll come across more of them.

Quote:
- I can't detach the fixed stock from a ZK-383 9x19mm. The same fixed stock is detachable from all other rifles I currently have.
Yes, accidently the ZK got the modifed (=glued) stock. It doesn't realy matter because it wouldn't accept another stock either. For the next version I'll most likely remove the stocks all together because it doesn't realy help the game. I can use bipods for MGs and scopes for sniper rifles as standard instead.

Quote:
- Someone starts with a Springfield 1903A4 which allows all kinds of modern attachments like lasers and stuff
Yes, that's something to be fixed too (it doesn't do a thing because those goodies aren't to be found anywhere).

Quote:
- The FN D 7.65x53 has a built in bipod bonus of +18 and also allows for a bipod to be attached to it. The gun also has a to hit modifier of -10, so I am not sure if this was intentional?
Sounds ok, but I can check them values again.

Quote:
- After freeing only the Drassen airport, the 4 sector city has a loyalty of 32%
Yes, sounds reasonable after four sectors. But that is nothing I have touched.

Quote:
- There is a modified tactical flashlight in C13 Drassen middle sector
That shouldn't be the case. Can you recall where it was?

Quote:
- My soldiers are complaining incl. loss of morale that the guns they are carrying are not good. My progress is 13 and I have all Mondragons, Halcon M1943s, and 1911s. Edit: Same with progress 19.
This problem does not result from the weapons but from the (lack of) armour. I think this can be fixed when I tone down "armour attractivness", or what is it called, for the mercs.

Quote:
- The following merge doesn't seem to work: Shoulder Bag SMG Magazines + Any Belt = Assault Belt
ok, thank you

Quote:
- BR doesn't sell something called a "Hat", see picture below
Yes, intended. Even though having some more authentical non-helmet headgear would be better.

Quote:
The ridle fires a 7x57mm 173 grain round-nose round, which is also known as the 7mm Spanish Mauser. This is different from the 7.92

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First Sergeant
Re: WW II Mod[message #310942] Fri, 05 October 2012 13:41 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Buns
Quote:
- Gas mask has a vision range modifier of zero, not sure if this has an effect in game.
I can't recall to have touched the gas mask at all. I don't think that it does any harm, at least I have seen none.
I think what may have happened is that someone added the tag with a value of zero. It is interesting that the zero is displayed in red color.

Buns
Quote:
- Omerta rebel base has a 9x19mm ammo box with 65430 bullets.
- Drassen airport has at least one 9x19mm ammo box with more bullets than allowed
That's a general bug with the sell boxes of some calibers: when being found they display an insane number of bullets, but when you give them to a merc, or place inside a vehicle, they start showing the correct ammount of bullets. You'll come across more of them.
Confirmed, after setting down in merc inv the box becomes normal.

Buns
Quote:
- There is a modified tactical flashlight in C13 Drassen middle sector
That shouldn't be the case. Can you recall where it was?
I had to try this twice, apparently you can get different maps. Roughly in the middle of the map, just a little south, there is a flat roof (you can climb on) house. The house has a single "air vent" in the bottom right corner. Inside there is a Chiefs Special revolver with 4 speed loaders in .38 special. To the right of it is the tac flashlight.

Buns
Quote:
I wonder if pilots simply shot this rifle from their seat by holding it in their hands, or if the rifle was mounted on the airplane somewhere.
It rather was operated by the second man.
Oh, I didn't know these wood and cloth airplanes had room for two pilots, but I guess it is possible. Do you know for sure?

[Updated on: Fri, 05 October 2012 13:43] by Moderator

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Sergeant Major

Re: WW II Mod[message #310943] Fri, 05 October 2012 13:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Dieter
Buns
It rather was operated by the second man.
Oh, I didn't know these wood and cloth airplanes had room for two pilots, but I guess it is possible. Do you know for sure?
Check out the beginnings of aerial combat, it's mostly Recce crews shooting pistols at each other and throwing stuff at the dudes below, dedicated fighters and bombers only appeared later in the war.

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Captain

Re: WW II Mod[message #310947] Fri, 05 October 2012 14:09 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
DepressivesBrot
Check out the beginnings of aerial combat, it's mostly Recce crews shooting pistols at each other and throwing stuff at the dudes below, dedicated fighters and bombers only appeared later in the war.


Pistols? Dang, that's being a tough guy right there! "What did you do today?" "I shot an airplane - with my pistol!"

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Sergeant Major

Re: WW II Mod[message #310953] Sat, 06 October 2012 00:12 Go to previous messageGo to next message
Headhunter is currently offline Headhunter

 
Messages:264
Registered:November 2009
Location: Sweden
Dieter
DepressivesBrot
Check out the beginnings of aerial combat, it's mostly Recce crews shooting pistols at each other and throwing stuff at the dudes below, dedicated fighters and bombers only appeared later in the war.


Pistols? Dang, that's being a tough guy right there! "What did you do today?" "I shot an airplane - with my pistol!"



http://www.youtube.com/watch?v=_RRSBBMKi9c[/video]


Very Happy

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Master Sergeant
Re: WW II Mod[message #310954] Sat, 06 October 2012 00:18 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yes, only that they actually did it. Which makes it like a googol times more badass than any Hollywood flick.

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Captain

Re: WW II Mod[message #310957] Sat, 06 October 2012 01:30 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
@Headhunter:
Jumping the shark
http://upload.wikimedia.org/wikipedia/en/5/51/Fonzie_jumps_the_shark.PNG

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Sergeant Major

Re: WW II Mod[message #312132] Fri, 16 November 2012 02:45 Go to previous messageGo to next message
Machete is currently offline Machete

 
Messages:14
Registered:February 2011
Location: Germany
Hey Buns, the mods great, well done! Smile

I got a suggestion:
Maybe you could make Grace's equimpent Italian instead of American?(At least one kit maybe?)

I know shes born in New Jersey, but she's the only "Italian" Merc on 1.13 and maybe its a good chance to bring even more variety into the AIM guns.

But anyways, its just a suggestion Smile

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Private
Re: WW II Mod[message #315584] Tue, 19 February 2013 20:09 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
I am trying to get the WWII mod to a newer version (5845/1602). This will most likely become a pain in the #

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First Sergeant
Re: WW II Mod[message #329079] Thu, 19 December 2013 06:09 Go to previous messageGo to next message
PAWJA2 is currently offline PAWJA2

 
Messages:125
Registered:December 2009
Location: Melbourne, Australia

WWII Mod - Could we do Ranks?

See my post:
http://www.ja-galaxy-forum.com/board/ubbthreads.php/topics/329078.html#Post329078

PAW

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Sergeant
Re: WW II Mod[message #333784] Thu, 19 June 2014 15:27 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Is it possible to update this mod to as least 4870?
It uses old and unsupported version of NAS, apart from that it should work fine with previous stable release.

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Lieutenant

Re: WW II Mod[message #333804] Fri, 20 June 2014 11:31 Go to previous messageGo to next message
Azure_Repeater

 
Messages:144
Registered:March 2014
Location: Philippines
Any new updates coming soon?

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Sergeant
Re: WW II Mod[message #334181] Sat, 12 July 2014 18:07 Go to previous messageGo to next message
Pepper79 is currently offline Pepper79

 
Messages:32
Registered:July 2014
Is this mod still wip?

When I played it, I was not able to make use of any attachment, the attachments.xml is empty, is this a mistake in my download file or does the mod get its attachments.xml from a different folder - if so, from which one?

Aside from this, great mod, ever wanted WWII weapons in JA.

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Private 1st Class
Re: WW II Mod[message #334182] Sat, 12 July 2014 18:12 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Pepper79
This mod uses old NAS version and will work correctly only when installed over Aimnas V15 SCI.
So far I can tell from my tests, it's fully playable with minor issues.

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Lieutenant

Re: WW II Mod[message #334183] Sat, 12 July 2014 18:13 Go to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Pepper79
Is this mod still wip?

When I played it, I was not able to make use of any attachment, the attachments.xml is empty, is this a mistake in my download file or does the mod get its attachments.xml from a different folder - if so, from which one?

Aside from this, great mod, ever wanted WWII weapons in JA.
More rip than wip.

[Updated on: Sat, 12 July 2014 18:13] by Moderator

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Captain

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