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Everything posted by malibu43
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Question about Nodes...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Hmmm... when I set it up like that, I can't ever get any offensives. For example with these nodes and ground units, no one ever moves: [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=Quang Tri RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=100 MaxObjects=100 Experience=50 Morale=40 Supply=100 Intelligence=20 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit003] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=50 Morale=40 Supply=100 Intelligence=20 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit004] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=50 Morale=40 Supply=100 Intelligence=20 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/3 Marine Regiment ForceID=1 Nation=USMC BaseArea=Hue RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate=4/1965 StartDateDeviation= [strategicNode001] Area=Dong Hoi ConnectTo[001].Target=DMZ South West [strategicNode002] Area=DMZ South West ConnectTo[001].Target=DMZ South [strategicNode003] Area=DMZ South ConnectTo[001].Target=Quang Tri [strategicNode004] Area=Quang Tri ConnectTo[001].Target=Hue [strategicNode005] Area=Hue ConnectTo[001].Target=Quang Tri [strategicNode006] Area=Quang Tri ConnectTo[001].Target=DMZ South [strategicNode007] Area=DMZ South ConnectTo[001].Target=DMZ South West However, if I use the nodes in the other campaign files I posted in the other thread (which are similar to the one at the start of this thread), I get an offensive that works. However, sometimes, some of the nodes get skipped if they are not in the most direct path to the other side's homebase. I should also point out that the other sides home base doesn't have to be defined as a node if I do it this way, and then the campaign won't ever end due to one ground offensive capturing the other sides home base. There are some things I definitely don't understand about it, but it seems to be working the way I've done it. The way you explained it makes more sense, but I can't seem to get it to work for me. Also, since there are mulitpble threads discussing the same thing, let's close this thread and continue the conversation here: http://forum.combatace.com/index.php?showt...iew=getlastpost -
Steel Tiger preview
malibu43 replied to TeTeT's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Did you use the modified movement.ini with a new frontline? I think that might help keep strikes from being scheduled on friendly bases. -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
No change log, but there isn't that much. Yeah, you're updated targets and types is really what motivated and enabled me to do all this! Any tips or suggestions you have for enhancing the ground war portion of it are more than welcome! *edit* - PS - Do you happen to know the answer to my question above regarding ground unit replacement? Also, since there are mulitpble threads discussing the same thing, let's close this thread and continue the conversation here: http://forum.combatace.com/index.php?showt...iew=getlastpost -
October - Screenshot of the Month
malibu43 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Totally not with the theme... -
Version
1,199 downloads
Thanks for downloading my Linebacker III campaign. This is release (v1.1). If you are installing this over the beta release or v1.0, the change log at the bottom should let you know which files need to be overwritten. This is a completely fictional campaign senario created to allow folks to fly some of the 80's/90's era aircraft in a campiagn situation. It's set up to be fun, and not an accurate representation of what would have happened had there been a conflict in Vietnam in the 90's. I would recommend a dedicated install for this campaign to prevent corrupting something, but it doesn't need it. See the installation instructions for more details. They aren't required downloads or listed in the install instructions, but I would also highly recommend the "Green Hell 2" mod for the terrain and the "wide sky" mod as well to get the most fun out of this campaign. If you want an extra challenge, add the soviet SAMs pack available at CA, and keep an eye out for those SA-19's... ----------------------------------------------------------------- Included in the zip file: -Vietnam Targets.ini, movement.ini and types.ini -LBIII campaign folder -F-16C and F-18C -Tornado SEA camo -Weapon data to be added -Menu Screen -Ground Object updates -Aircraft Data.ini and loadout.ini updates for use with SP5 --------------------------------------------------------------- All the required downloads are availabe at Combat Ace. However, if you can't find something here, try Column5.us. Required Downloads (sorry there's a lot...): -Bunyaps Weps Pack -Latest 3rd wire weps editor -LAU-88_AGM_65D by KingAlbert -Infantry Pack by Kesselbrut -US Armor Pack (labeled 'US 70's to Now Pack' in downloads) -BMP-1 by Rebel Ryder -F-15C (recommend the MSIP F-15C/D for an updated HUD) -AV-8B+ -A-6E_TRAM -A-7E_Late_MF (from the MF A-7E pack) -F-14A -F-16A_BLK10_NDC (only pilot and fx are needed for F-16C_BLK50) -Tornado GR1 from Tornado Pack -LHA-1 USS Tarawa -Soviet Artillery Pack -SU-27 (available at http://marcfighters.combatace.com -MIG-29C -B-52H (requires files from B-52G) -F-14D -SU-17 -MIG-25P --------------------------------------------------------------- Installation: 1. Recommended: Start with a clean, patched copy of WOE and Add entire VietnamSEA terrain folder from WOV. or If you don't want a separate install for the campaign, you can just follow the rest of the steps and add everything to your existing WOE (w/WOV terrain) or WOE/WOV Merged install. Most of the files you're installing shouldn't interfere with anything else, but I can't promise that. I would recommend a seperate install. 2. Add the included vietnamSEA_targets.ini, vietnamsea_movement.ini and vietnamsea_types.ini into the terrain folder (allow to overwrite) 3. Drop the LineBackerIII campaign folder into the campaigns folder. 4. Add the F-16C_BLK40 and FA-18C folders into the aircraft folder. Also run the installer for the F-16A_BLK10_NDC into a temporary folder, and copy all the pilot and extra files (effects, etc.) from the temporary directory into the appropriate directory in your Linebacker III (or WOE) installation. 5. Install Bunyap's weps pack. 6. Overwrite the TER_CBU entry and the HTS_POD entry in the weapondata.ini file with the included weapon data and add the data for the ALQ-126. You will need to overwrite the exsisting entries, not just add the data at the bottom. The only difference is the attachment points have been adjusted to allow only the outer and bottom attachment points to be used (for the F-16). The HTS_Pod active year has been changed to 1991 which seems to be more accurate. Make sure to open the weapon in the weapon editor afterwards so it shows up. 7. Copy all the data.ini files from in the ground object update folder into their appropriate folders in the groundobject folder. This updates all the SAM's, AAA, and vehicles so they show up after the 80's. 8. Install all of the required downloads. Drop the included F-111F_data.ini file into the F-111F aircraft folder and allow it to replace. Do the same for the inlcuded files for the Tornado GR. 9. If your doing a separate install, place mainscreen.BMP and mainscreen_alt.BMP in your menu folder. I have included two different mainscreens, and you can switch between the two by simply naming whichever one you want to use mainscreen.bmp and changing the name of the other one to something else. There is also an icon you can use. I would also reccommend saving a copy of one of you favorite 90's rock songs in .wav format and renaming it mainscreen.wav and dropping that in the menu folder. I chose "Welcome to the Jungle" by Guns 'n Roses. Really sets the mood! ----------------------------------------------------------------- Credits: vietnamSEA_targets.ini, _movement.ini, and _types.ini by TeTeT Modified LBII campaign by TeTeT F-16C created using the F-16C_BLK10_NDC by Mirage Factory F-18C created using the FA-18A from Mirage Factory and the FA-18ba from the checksix megapack. Big thank you to these folks for the work they did and for allowing me to use it!!! ----------------------------------------------------------------- Changes from 1.0: AV-8B's moved from carrier to deal with SP5 issues Changes from the Beta Release: Fixed squadrons with missing aircraft Updated some of the weapons in the campaigns Changed the quantities of SU-27's and Mig-29's Added the F-14D, SU-17, and Mig-25 Updated the F-111F data to accomodate the GBU-15 Changed the F-16blk40 to a blk50 Updated the HTS_Pod data to allow it to be used in the campaign Added SEA camo for Tornado GR1 -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
The targets, types, and movement files are modifications of the ones TeTeT created. I think they should work with Steel Tiger. The modified Rolling Thunder Campaign is independent of TeTeT's mod, but needs my new terrain files to work. -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
How about this... Here are the modified targets.ini, types.ini, movement.ini, and RTcampaigndata.ini (you have to rename them as .ini): VIETNAMSEA_MOVEMENT.txt VIETNAMSEA_TARGETS.txt VIETNAMSEA_TYPES.txt WOVCAMPRT_DATA.txt Of course BACK UP YOUR ORIGINALS FIRST! Then drop movment, targets, and types into the vietnamSEA terrain folder. Place WOVCAMPRT_data.ini in the Rolling Thunder campaign folder. You'll need to download and install the soviet artillery pack http://forum.combatace.com/index.php?autoc...p;showfile=6043 and the infantry pack http://forum.combatace.com/index.php?autoc...p;showfile=5350 Consider these a beta. Everything should work, however, I have no idea if/when ground units will be "replenished". There is a possibility that after the first offensive from each side, all the NVietnamese squads will be destroyed (if you're doing your job) and they may never come back. I think there will be an Offensive around Da Nang, then a little later one up by the DMZ, then one down by Pleiku. Hopefully we'll get some recurring battles in these areas, and not just the initial fight between the initial units. Feel free to play with the GroundUnitReplacementTime and GroundUnitReplacement values for the NVietnamese in the campaign data.ini file to see if you can get ground units to be replenished sooner rather than later. Let me know how it goes! -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Yep. I'm using a tweaked version of TeTeT's targets.ini and movement.ini files. There are VC camps in laos/cambodia that are fragged duing strikes, and I added truck routes between them so you get some armed recon in the mountains of laos/cambodia. I just need someone to answer my question regarding ground unit replacement, and then I think we'll be all set with a full vietnam ground war! -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
OK, I posted this question a the TW forum, but haven't gotten a response yet. I'll try here: OK, one more question. What is GroundUnitReplacement time measured in? Is that day's, offensive missions, etc...? What other factors affect this? Essentailly, I want ground units for both sides to replenish immediately (or as quickly as possible) so that ground offensive can happen as much as possible. What value would I want for GroundUnitReplacementTime and what other factors affect it? Thanks! I know someone here knows the answer to this... I'm sure that GroundUnitReplacement time is number of offensive missions or number of days before units are replaced, but I have no idea what GroundUnitReplacement is. Any help is appreciated! -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
A little editing of the frontline entry in movement.ini, some carefully placed nodes and ground units, and... Bam!!! I haven't really tested this much yet, but nodes are placed and limited such that either side shouldn't advance more than one postition past their starting positions (which are shown on the map). So, the frontline shouldn't really move around too much. The way the stock WOV campaign's are written, the North never really goes on offensive at all, so I modified some of the supply levels and requirements to hopefully enable the north to go on small quick offensives every once in a while. But there's still one thing I really need help with... The RT campaign is 3 years long, and after a couple offensives (a few months) the North is completely out of ground units (if you're doing your job right!). I can add addtional ground units with start dates every few months, but to keep all three of the fronts alive for three years wil require probably 80-90 ground unit entries. Yuck. So, I noticed that there's a GroundUnitReplacementTime= and GroundUnitReplacement= entries in the campaign_Data.ini. Can anyone tell me what these values are exactly and how they're measured? Any additional infor regarding what effects when/how ground units are replaced? For example, what do I need to do to have ground units replaced almost as soon as they're destroyed (as long their base area is still on their side of the front line)? Thanks! -
That is freaking awesome!
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Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
That would probably help with the frontline extending way into Thailand. However, another thing I noticed, is that sometimes a ground offensive will be taking place while you're tasked with a strike mission or CAP or something not totally related. In this case there's nothing you can do to affect the outcome of the ground battle, and the enemy will end up gaining ground. A couple missions like this, and Hue can be overun. Like I said, this is all part of the game, but historically not accurate. I think the best way to handle it is to set up all the nodes such that one side can't get too far past the front line. I made some changes to what I posted earlier, and the result is the NVA and VC attempting to cross the DMZ, but go no further. The US should fight to retake the South DMZ positions, but never cross into the North. [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=South West ConnectTo[002].BasePoint=537600,558000 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 I don't know if I'll have a chance to try it out, but it may be possible to place friendly nodes that are "unreachable" by NVA/VC forces (not connected) around Thailand, and then create battles similar to what I have above all around south vietnam. This would ultimately be a more realistic scenario. More complicated, though. -
Another question about CAS and ground wars in WOV...
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I'm working right now on reworking the nodes and ground units so a ground offensive from either side will stall out on either side of the DMZ. It seems to be working so far. What this will do is result in both sides battling back and forth along the DMZ, but not enough ground being gained to cause the frontlines to get all crazy or any squadrons to be re-located. Here's what I have. This also results in battles in two different locations along the front, to keep things exciting. It works at least throught the first offensive. I haven't seen what the losing side does yet after they've had time to re-supply and mount a counter-offensive. Both sides need to have groundoffensiveallowed set to true for this work. [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit003] GroundObjectType=M113 UnitName=1/9 Marine Regiment ForceID=1 Nation=USMC BaseArea=HUE RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit004] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/7 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit006] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North West RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit007] GroundObjectType=US_Squad UnitName=1/5 Marine Regiment ForceID=1 Nation=USMC BaseArea=FSB Athena RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit008] GroundObjectType=NVA_Squad UnitName=4th NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Khe Phat RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= //----- Nodes [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ North West ConnectTo[002].BasePoint=529300,567800 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint=529300,567800 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=DMZ North ConnectTo[002].BasePoint=550300,567900 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 *edit* - if a mod wants to merge this with the other thread I have that discusses almost the same thing ("Strange Frontlines in Rolling Thunder"), that would be fine. Sorry for the redundancy! -
Hi guys. This is all post the Sept 2008 patch. Previously, I was using this VietnamSEA_targets.ini created by TeTeT for his steel tiger campaign. I never noticed any problems with it before. VIETNAMSEA_TARGETS.TXT And as a result, I'm getting a frontline that looks like this: I also have modified the Rolling Thunder Campaign data to have a ground war: WOVCAMPRT_DATA.txt Like I said, these targets or modified campaign data never caused any issues with the previous patch. It doesn't look this way every time I start a campaign, and I also don't get the issue in LBI or LBII, which are using the same targets.ini and have similar changes made in the campaign. However, I sometimes get tasked to strike friendly air bases. I'm sure the problem is just an issue with the location and start/end date of an enemy target area or unit and it's screwing up the frontline, however, I'm not good at interpreting the targets.ini file at all and have no idea where to look for the issue. Can anyone help me out? Thanks!!!!
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Strange Frontline Locations in Rolling Thunder
malibu43 replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
There won't be any ground war at all, which is essentially the same as the stock campaign. I'm working right now on reworking the nodes and ground units so a ground offensive from either side will stall out on either side of the DMZ. It seems to be working so far. What this will do is result in both sides battling back and forth along the DMZ, but not enough ground being gained to cause the frontlines to get all crazy or any squadrons to be re-located. Here's what I have. This also results in battles in two different locations along the front, to keep things exciting. It works at least throught the first offensive. I haven't seen what the losing side does yet after they've had time to re-supply and mount a counter-offensive. Both sides need to have groundoffensiveallowed set to true for this work. [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit003] GroundObjectType=M113 UnitName=1/9 Marine Regiment ForceID=1 Nation=USMC BaseArea=HUE RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit004] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/7 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit006] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North West RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit007] GroundObjectType=US_Squad UnitName=1/5 Marine Regiment ForceID=1 Nation=USMC BaseArea=FSB Athena RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit008] GroundObjectType=NVA_Squad UnitName=4th NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Khe Phat RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= //----- Nodes [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ North West ConnectTo[002].BasePoint=529300,567800 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint=529300,567800 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=DMZ North ConnectTo[002].BasePoint=550300,567900 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 -
Updated WOE Highway Airfield Mod
malibu43 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You could add the types and add a target area, but you'd have to figure out the placement and the tiles wouldn't be quite right. I have a FOB I pieced together using the FOB objects from the Falklands mod that I placed in WOV. I can post it up here later if I get a chance, but keep in mind some of the objects required are from the Falklands mod, and the runway is made of Marston Matting, which I'm not sure was around back then. -
Updated WOE Highway Airfield Mod
malibu43 replied to JSF_Aggie's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey JSF_Aggie, You might want to take a look at the positioning of Kleinalmerspann Highway Strip. I started a Red Lightning in an A-10 at that strip and had ZSU's in all the AAA emplacements, making it very difficult to take off! According to the briefing map, it's still in friendly territory, but maybe it's too close to the front...? After I failed the mission, the debrief said the squadron was being re-located... Otherwise, lookin' good! -
The Official Sept/Oct Patch Thread
malibu43 replied to Murphy'S's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Has anyone else noticed the same thing with the SAM's, or am I the only one? -
Third Fraction Campaign
malibu43 replied to darkjak's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Not really, unfortunately. If you read through a lot of the threads in this forum, you can gain a lot of information. The best way to learn, is to take an existing campaign, and start by changing the nations, dates, aircraft types, weapons, etc... to what you want, then try it. It almost certainly won't work the first time, but you'll start to figure out what you need to do and work your way through it. When you hit road blocks, post your questions in this thread and I'm sure people will try and help as best as they can. Good luck! -
Afghanistan Terrain
malibu43 replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Actually, the ground battle location would be dictated by ground units, nodes, and offensives in a campaign... not the movement.ini files. -
I'm no professional photographer, but I thought I'd share my 2008 reno airrace pics if anyone's interested. http://s262.photobucket.com/albums/ii103/m...mview=slideshow
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Steel Tiger preview
malibu43 replied to TeTeT's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
MISC works. It actually worked in the last patch too. All you need to do to update the steel Tiger campaign is update your types.ini and campaign_data.ini files to utilize the Misc target type instead of warehouse, add the RulesOfEngagement=True and GroundOffensiveAllowed=True lines to the campaign_data.ini. Then you should be good to go. If you increase the N_Vietnam supply starting supply qty's and supply rate, you should get lot of ground offensive with CAS and Armed Recon. That combined with your targets.ini and types.ini files makes for a WOV experience that's very different (and much more fun) than the out of the box campaigns. Also, TeTeT, you should consider uploading the types.ini, targets.ini and campaign_data.ini files (once MISC has been added) as a separate download here in the downloads section. I consider it a must have for WOV. -
Weird problem with the F-15 in WOE
malibu43 replied to kosmos224's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yeah, that will correct the F-15 flight model problem, but then some weapons may not work. All the stock aircraft in WOE/WOV get new data.ini's from the weps pack, so using this method you will either have a porked flight model (using bunyap's data.ini's) or porked weapons with every aircraft (renaming bunyaps data.ini's). So, again, the only real way to fix it is to install bunyaps pack into a separate directory, don't copy over the updated aircraft folders but copy everything else, then extract all the patched up data.ini's and apply the changes as described in the KB. Lot's of work. -
Weird problem with the F-15 in WOE
malibu43 replied to kosmos224's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I'll take this one step further and add that you have to extract the data.ini's for all stock aircraft and apply fixes listed in the knowledgebase. Quite a bit of work... I would recommend the MF weps pack instead, which doesn't require the data.ini edits... -
October - Screenshot of the Month
malibu43 replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Haven't posted in a while... Sure would be nice if this mod gets updated for post-patch...