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Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Mar 26, 2011 8:26 pm
by Damned Black Hat
By default, do you mean standard infantry? Going to be giving it a go right now.
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Mar 26, 2011 8:43 pm
by Davinci
By default, do you mean standard infantry? Going to be giving it a go right now.
The
SOWGB Infantry units, and not the
TC2M untis.
davinci
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Mar 26, 2011 9:00 pm
by Damned Black Hat
Gotcha. I ran a scenario quickly, and it didn't look like it was working. I will have to try again later to see if it was an error on my part. The menu music doesn't seem to work anymore either, although that may be unrelated.
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sat Mar 26, 2011 9:17 pm
by Davinci
Gotcha. I ran a scenario quickly, and it didn't look like it was working. I will have to try again later to see if it was an error on my part. The menu music doesn't seem to work anymore either, although that may be unrelated.
OK, let me know the results later on when you try it again!
Are you running another Mod with the
FiringMod ?
Also - it should not have anything to do with the music, those files were not touched!
davinci
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sun Mar 27, 2011 1:20 am
by Damned Black Hat
Gotcha. I ran a scenario quickly, and it didn't look like it was working. I will have to try again later to see if it was an error on my part. The menu music doesn't seem to work anymore either, although that may be unrelated.
OK, let me know the results later on when you try it again!
Are you running another Mod with the
FiringMod ?
Also - it should not have anything to do with the music, those files were not touched!
davinci
You are correct about the music, sir. I found the problem there and corrected it.
I must have done something wrong before, for it worked this time without any problems whatsoever. I must have backed out of the modifications screen before instead of accepting the changes.
Also have screenies for both sides:
I had the DRF mod running, along with the textured mini-maps and alternate battle/explosion sounds.
Job well done sir, thank you for your hard work!
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sun Mar 27, 2011 1:44 am
by Davinci
OK, thanks for taking the time to test out the Mod changes.
Yes, I run the DRF flags also, so the two mods should run without any problems.
Have – you ever tried out the terrain mod that will De-saturate the trees?
The default trees are just a little bit too green!
davinci
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sun Mar 27, 2011 5:16 am
by Damned Black Hat
OK, thanks for taking the time to test out the Mod changes.
Yes, I run the DRF flags also, so the two mods should run without any problems.
Have – you ever tried out the terrain mod that will De-saturate the trees?
The default trees are just a little bit too green!
davinci
I do have this mod, but I disabled it thinking that it was not compatible with 1.2. Was it only the unit graphics that the patch affected?
Happy to have helped out.
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Sun Nov 20, 2011 12:28 pm
by Yankee104
Is there a firing mod that increases the effect of infantry fire because from a lot ofbattle reports ive read, they often stated how badly their unit was shot up within such a short amount of time and ive had many situations when I would was 3 regiments all firing on one regiment and that one regiment was barely taking casualties. I was hopin a mod can be created to make more realism in more sprite hits. Perhaps its do to the 1:4 ratio for the sprites but I just think the more casualties more realistic effect especially when one regiment is being hit by three.
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Mon Nov 21, 2011 7:17 am
by garyknowz
Released - BlueGreyIcon - Mod + FiringModV2 = x
:silly:
Re: Released - BlueGreyIcon - Mod + FiringModV2
Posted: Mon Nov 21, 2011 11:28 pm
by Davinci
Released - BlueGreyIcon - Mod + FiringModV2 = x :silly:
If this means that the firing mod doesn't work, it was updated after one of the latest patches.
The Update is at the bottom of the first page.
davinci