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Wrench

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Everything posted by Wrench

  1. Version

    11 downloads

    XvT/BoP Imperial Operation: Rebel Pursuit 1/5/2017 For XvT =WITH= BoP addon (original CD) or the new GoG version This is the 5th set of a total of 20 mission sets/TODs that cover the time from from just before the Battle of Yavin, to just after the Fall of the Empire. In this mission set, in the aftermath of suppressing the Scavanger pirate group, you will be tasked with running down any of their remaining forces, and joining with the Secret Order and other Imperial Naval units to eliminate the Rebels. This set will have you tasked with craft inspection, blockade, and various other actions against enemies of the Empire; external and internal. These are to be used/placed into your ...Balance of Power/Combat folder. All missions have been edited for fairness & balance (hopefully!), due the the enhanced AI and weapons effectiveness in XvT/BoP. All have new briefings and descriptions. I've added LOTS of radio messages to act as "in game hints" and to further plot lines. Please pay attention to them, as some may save your life or your mission critical craft. Also, when possible, other craft in the mission can be selected for Player use, or for multi-player. As always, =PLEASE= read the install instructions. Of course, the usual "Notes" and other nonesense. Wrench Kevin Stein original set for TFCD by Michael Raven circa 2000
  2. due to their historical nature, from the original release of SFP1, combuildings* are a REQUIRED item in every target area (the Old Hands will get the joke!!!) (* = hereinafter forever known as "evildamncombuilding"
  3. the pink/other colored tiles are Missing from the terrain folder; that's what's always been the case with my experience. Zoom in, and do a "info" as to the tile name, and see if it is actually residing in the terrain folder.
  4. somewhere around here is a hi=rez for the 100D by hgbn (it's REALLY good!). They're pretty much mapped the same, so it can probably be adapted for the A & C models. the A-7E (navy) one by me should be around here too. Should be (fairly!!!) close to the others. edit: chcking the links, Rene beat me too it!!! <grin>
  5. yes again, one must know to work with layers.... generate, or use the planning map from (in this case Anotolia) I use the planning map 3, the biggest. Then, take the largest IME planning map (the 2048x one), drop it over the Anotolia map - it now becomes layer 1, and fade the opacity so you can see "through" it. super easy
  6. the wall on ALL maps is 80km in from the edges Jamie, you haven't see my IME rebuild?? While not fully modern ... it address a lot of stuff TK left out... http://combatace.com/files/file/15546-sf2i-israelme-terrain-remod/
  7. European Ground Objects

    all the industrial stuff works in SF2 with no issues -- I've used them MANY times and several already completed and uploaded terrains. The file formate (LOD) is the same across all the 3rd wire games, with the exception of stock "2" series lods being in unicode. Earlier ansi lods for 1stGen game work just fine in both. nice to see the weapons carrier!!!
  8. not really possible. It can be done, possibly, by user created single-missions. the map is far too small, with far to little sea room for CVBG (or SAGs) (minium 200-300 km radius is required). Also, none of the 1stGens really support carriers. Lacks the coding brought with SF2:NA.
  9. in the very first line, Spud.
  10. don't use an add on formation ini the game will automaticaly revert to "stock". no need to extract nothing
  11. no, use "direct call" for them. You'll need to list them in the _types ini, and hand place at whatever target location is required.
  12. yes, remember how the game engine works... it looks in FOLDERS first, then the cats. Whatever is inside the folder takes precedence over any other files. In this case, a nations ini for the rebuilt/reconditioned Anotolia terrain, within said folder.
  13. what about raising the viewport position a few hundred meters? To "look over" obsticales?
  14. File Name: XvT-BoP Draconis Ship Patch File Submitter: Wrench File Submitted: 02 January 2017 File Category: Star Wars Games XvT-BoP Draconis Ship Patch 1/2/2017 This ship patch was originally for old versions Win95/98 versions, the instructions herein are moddified for use with newer GoG version of XvT-Bop. It is VITALLY important that this document be read all the way through before attempting installation of ANY of the files included herein. The files provided are "as is", as they originate circa 1997. You will be copying and pasting the various files and folders, as the original install bat file no longer works in Win7 and higher operating systems (well, at least for me). For those that remember the "old days", this ship patch will add various and sundry ships to BOTH XvT and BoP, fighter types, crago craft and starships for use by both sides of the Galactic Cival War. See the enclosed original SPReadMe.txt for a more detailed listing. Most, if not all, of the upcoming mission set conversions by me will =require= several of the ships in this craft patch set. To make things even safer, it is required that you ==BACKUP== your entire original XvT game folder, with everything inside, to a safe location BEFORE INSTALLING ANY OF THESE FILES. Seriously, I really mean it! Do the safe thing!! I've written, what I hope to be, fairly simple but detailed install instructions. Included are several images (jpgs) to help illustrate the install proceedures. Any questions, comments, or issues, please post in them here at CombatAce, in this release announcement thread. We'll try to get any problems ironed out. But it's a fairly straight forward install proceedure. So, PLEASE read it all the way through before attempting the install!! Happy Flying!! Wrench Kevin J. Stein DSP by Draconis, circa 1997 Click here to download this file
  15. holy mackeral!!! that looks like a very neat piece of software!!!
  16. why using the crappy "Desert" tiles??? use the IsrealMe tiles like I did http://combatace.com/files/file/15546-sf2i-israelme-terrain-remod/ although THIS one reuses many desert tiles, as Gepard did when he first built it 10+ years ago http://combatace.com/files/file/15380-israel-2-terrain-ver-41-upgradeupdate-for-sf2/ and making transitions is NOT that hard -- you just need to be able to work in layers.
  17. I "made" some from various things, and they're included in some of my ww2 terrains. also, don't forget Geo's ww2 vehicles -- 88s, 3.7 brit AAA gun (retasked as arty in some cases), 37mm US and others. I'l look through my GO folder when I get a chance also check the Falklands mod for various artys
  18. yes, quite easily. import the IsrealME tile set**, and then create the transitions from the (iirc) GermanyCE-ish tiles that PB used. Not an issue, just massivley time consuming as all the "real" mid East will need to be tiled by hand. and DON'T forget the rivers and lakes (including the man-made ones). And the Suez Canal (but not really needed...) ** including the 'specials' and expansion tiles I used for the IME and Isreal 2 rebuilds
  19. one would need to create a *_water.bmp, and add the correctly colored "CV zones" and hope for the best. I remember when PureBlue released it, I said "there's a lot of vacant land in the south". In theory, it'd be usable (read: retiled and targeted) for those regions in Syria, Lebanon and Israel.
  20. Star Wars Screenshot/Vids

    Post your screenies and vids (looking at YOU JonathanRL!! ) here in this Thread I'll start if off with one from XvT, you might recognize the mission
  21. Star Wars Screenshot/Vids

    For Carrie....
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