Taiwan Theater v0.4 MODs for FF/RV by derStef

Taiwan theater

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Post by derStef » 2008-08-31 11:25:27

thx couby, will remove the inner hp weapons!

about MICA IR: ROCAF has only the MICA EM.

thanks for your report!

cheers
Stef

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Post by Couby » 2008-08-31 12:01:37

derstef wrote: about MICA IR: ROCAF has only the MICA EM.
Damn right, I missed that point :!: Shame on me :oops: .
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Post by Couby » 2008-08-31 12:03:00

Can we use some skins of your mod with OF if compatible ?

I can do some tests, more particularly for M2K and F-5.
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Post by derStef » 2008-08-31 14:50:58

Couby wrote:Can we use some skins of your mod with OF if compatible ?
Check PM!

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Post by derStef » 2008-09-06 09:29:41

i added some engineer battalions around some Airbases and major objectives in Tainwan...

i still have some problems with reinforcements. i want that US joins the war after ~ 5 hours, but the squadrons appear shortly after campaign start and generates packages for USAF & USN... maybe also a .tri issue?

what i set in tacedit to have them as reinf:
parent, inactive, reinf, spotted, spottime.. BUT it doesn't work correctly..hmm...

BTW in Tacedit/teams you can set "groundaction", "defensive Airaction" & "offensive Airaction".. you can insert "actions" but i don't know who is who, because you only can insert numbers. my question is, WHAT is the "action =1" or "Action =2" or 3 and so on.... does anybody knows that?

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-11-24 01:09:13

small information to keep you all on it :) ATM i'm working on 2 new campaings and skin updates for C-130, E-2C & Ch-47s....


cheers
Stef

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by Snake Man » 2008-11-24 08:12:52

Maybe it would be time to put the finished campaigns and all the latest edits for Taiwan theater together for a new installer, so it all would be neatly combined and official.

Derstef, what do you have finished right now and what are you currently working on?
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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by ccc » 2008-11-24 09:15:55

Maybe it would be time to put the finished campaigns and all the latest edits for Taiwan theater together for a new installer, so it all would be neatly combined and official.
i'd suggest wait 3-4 weeks :?: , and based the tweaks on FF5 database.

meanwhile i still hope to do the "remove all bridges in 2d/3d world" and check if ground war rolling better.

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-11-24 11:41:45

ccc wrote:
Maybe it would be time to put the finished campaigns and all the latest edits for Taiwan theater together for a new installer, so it all would be neatly combined and official.
i'd suggest wait 3-4 weeks :?: , and based the tweaks on FF5 database.

meanwhile i still hope to do the "remove all bridges in 2d/3d world" and check if ground war rolling better.
YES, CCC is right, we should wait for FF5.
uhhm CCC, should i remove the brigades or what?

SnakeMan, i'll send you a PM these days......i have no time atm..

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by ccc » 2008-11-24 12:30:27

derstef wrote:uhhm CCC, should i remove the brigades or what?
no, don't do it.

"remove bridges, re-link objectives and tile definition edit" is an idea needs further test.

Recently i'm occupied by many interesting mods(kurile, georgia, balkan, new korea campaigns) ..so i am a bit lazy doing the test :mrgreen:

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-11-24 12:36:05

ok, i let the ground units as they are for now...

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-11-27 14:13:59

HELP! i need somebody to write me the .tri file!!!! my abilities are not that bit to do it, but it's essential for a good working campaign!

would be nice if somebody could help me out. then i can step forward in the development of Taiwan theater!

cheers
Stef

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by Snake Man » 2008-11-27 14:34:04

I can't say that I can do a trigger file from start to finish, but lets start and take it step by step.

First you need to list each and every "event" you have in your campaign, like what are the victory conditions, what objectives must be captured by each side, what other events there is to check upon. Get this list done and then we can proceed building the actual trigger file.

Don't panic, we'll get through this and have nice trigger file done for Taiwan.
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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by toonces » 2008-11-28 06:06:34

Hey Derstef,
I'm working on the Nevada theater, and I'm planning on working to some .tri files shortly...sort of working through the process to see what I can come up with.

Since I'm in the learning mode, maybe we can collaborate on the Taiwan .tri file together. Let me reinstall Taiwan and see what we have to work with and then we can combine ideas into a working .tri file here on the forums.

I thought the .tri for Iran that Sherlock(?) did is a great example to start with of how the commands in the .tri files work. We can use that as a template.

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-11-28 14:43:14

hi toonces,

sounds good! i'll contact you next week!
busy with my aviation study ATM...
AND SM, thanks for your cheerful words!

cheers mates

Stef

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by Fafa » 2008-11-28 18:11:20

Hi Stef,
it seems that the JASDF JAG and CH 47 skins are missing from your mod. :wink:

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-12-12 13:42:23

hey Fafa,

well they are still WIP, i suggest you/we wait for FF5! there will be some very useful goodies inside, believe me!
cheers for that!

Stef

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2008-12-29 15:48:26

heads up dudes, i'm still on editing!! i hope i can release something in "3-4 weeks" :lol:

Cheers

Stef

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2009-01-08 21:33:52

Snake Man, are you still willed to create a working trigger file?
If yes, i'll gather the info for you!

cheers
Stef

Snake Man wrote:I can't say that I can do a trigger file from start to finish, but lets start and take it step by step.

First you need to list each and every "event" you have in your campaign, like what are the victory conditions, what objectives must be captured by each side, what other events there is to check upon. Get this list done and then we can proceed building the actual trigger file.

Don't panic, we'll get through this and have nice trigger file done for Taiwan.

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by Snake Man » 2009-01-09 10:54:06

Yes.

Just create the list of victory conditions and other events, then we proceed from there.
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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2009-01-09 14:10:56

Snake Man wrote:Yes.

Just create the list of victory conditions and other events, then we proceed from there.
wow, good to know, Snake man! cheers for that!

i really want to wait for ccc's ideas on that, he knows the Taiwan area best!
so, ccc, your suggestions, please!

cheers
Stef

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by ccc » 2009-01-09 14:57:18

no hurry.

i've said it for many times.. in short, to get the ground war running smoothly, in 2d world the bridge objectives better be removed and the neighboring objectives be re-linked, in 3d world the river definition on tiles must be deleted.

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by toonces » 2009-01-09 17:09:41

Derstef,
Like I said before, I'm happy to lend my help to muddle up...erm, I mean write a trigger file.

Before you can start writing the file, you have to have a very good idea of WHAT you want the file to do...

What are the victory conditions? What conditions should cause PAK priorities to change; and to what extent? Will you have triggers for resupply, reinforcements, other people entering the war? And so on...

We had a nice discussion going on the the Nevada theater about tri editing. I can post the link if you can't find it. Sherlock (?) posted his Iran .tri file and by looking at that, I got a fair idea of the kind of stuff you can put in a .tri file.

First and foremost, though, before you start writing the .tri, you must have a strong working idea of what conditions you are triggering. As the scenario designer, these are your decisions to make.

For starters, I would assume that anytime Taipei is threatened (meaning a trigger with 2 or 3 of the nearby cities captured by China) the PAK priority for Taipei should be set to 100. Second, I was assume that China owning Taipei is a Red victory condition.

What are blue victory conditions? Is it preventing China from capturing Taipei for 30 days? Is it blue capturing something China has? Is it bringing the Chinese force level to some low level?

Writing the .tri isn't that hard (I don't think), but fleshing out meaningful victory conditions is very hard.

Let's work on it here, on the forums, where others can see what we do and can borrow it in the future for their own campaigns.

Taiwan has alot of potential, but I'm just not familiar with this theater of operations to say much meaningful, but I'll try my best!

A good "scenario" for this theater would be as an extension to the Korea theater. For example, pick one of the Korean campaigns (stock or 2012). We can assume that the N. Koreans invade S. Korea. The US and allies mobilize to defend S. Korea. While the US is weakened by this conflict, China decides to invade Taiwan. Now, we need to tie in the two campaigns to ensure that we're working from the same era with respect to aircraft, ground vehicles, etc (dependent on which Korea campaign you choose).

More ideas...

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by ccc » 2009-01-10 01:34:14

bear with me,

making a TRI file is not the most important thing ATM. it's terrain, the buggy road network that make the ground war stall.
i've said it for many times.. in short, to get the ground war running smoothly, in 2d world the bridge objectives better be removed and the neighboring objectives be re-linked, in 3d world the river definition on tiles must be deleted.
then define the FLOT line axis.. north-south, or east-west. in RL, taiwan has no defence depth.. the FLOT is north-south, means the target objs are close to the west coast, making the war ends in days. Building a good obj linkage and removing river definition on tiles, then more ground units can move freely to engage- and defend the invaders. thus campaign can be running more fluid.

ATM i don't plan to fire up TacEdit and Pathmaker tools. sorry.

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2009-01-10 20:11:01

Toonces, thanks that you are still willing to help!
i still trying to work out good ideas for winning conditions and so on. but i really wish that we can count on ccc here. he' the man on the front. :)




ccc, ok, i understand what you mean, and it's true, the terrain must be overworked. the Problem is that i have not the abilities to do such things. should we wait for SnakeMan's next Taiwan dev circle. then he might could work that bug out, fix some tiling issues, airbases, add some more objects, and so on....

or is there somebody around here and is so kind, who can solve the terrain issues?
i also think, a new PAK map as you mentioned is important at this point. i'm also not able to set the front line N-S. :(
please help.

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Re: Taiwan Theater v0.4 MODs for RV by derstef

Post by derStef » 2009-01-16 20:49:52

the next update will include:

3 new campaigns:

easy: with US ARMY/USAF/USN/JASDF support.
medium: with few USAF/JASDF support.
hard: no support, Taiwan forces alone against Chinese invasion.

9 new tailskins for ROCAF F-16s made by Horus exclusively for this mod. you'll like them ccc! :)
a Mirage 2000-5B skin tweaked by Zsoltfireman.

2 ROCAF C-130H skins tweakt by myself. (original skin made by Red1.)


btw, i'm trying to add or copy more 3d objects into the map(with TacEdit). i mean i try to get cities look like cities, with much more 3D objects (buildings/factories).... :)
the strange thing is that also such very lowpoly 3D objects hit the FPS pretty heavy if you throw too much of them in. also a reason is that in the Taipei city area are also a lot of groundforces moving around.
you only get a FPS hit if you fly very low over the city. (~20fps). but in Flightlevel ~150 the fps are back on ~30-40... needs further testing.
i also have to find out if the objects get all set correctly or i mess up the whole campaign with that. :)





here some impressions:
Zsoltfireman's ROCAF Mirage 2000-5B skin: over TAI-PEI CITY. looks more like a city, eh? 8-)
Image

Image

Horus' ROCAF F-16A MLU skins:
Image


Image

cheers!
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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-01-24 16:43:45

small update:

ROCAF F-5A skin by "611-Eagle" THANKS AGAIN!

ROCAF CH-47 skin by myself (based on "Ron's" CH-47)


Image
Image


Cheers
Stef

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-01-29 11:11:00

Snake Man, or Toonces, would you have time for helping me out with the .tri file these days?

thanks in advance!

cheers
Stef

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by Snake Man » 2009-01-29 12:25:20

Yes. Please open a new topic for the trigger objectives development. It gets lost in this long mod topic.
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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by ccc » 2009-01-29 14:06:30

derStef wrote:small update:

ROCAF F-5A skin by "611-Eagle" THANKS AGAIN!
nice skin.. best for 1960-70 timeframe... cold war era, the only tactics for red side is recuriting thousands of civil boats/cargos/tankers for a major amphibious landing, a bloody fashion.

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by 611-eagle » 2009-01-30 10:19:35

Looking good and going well :!:
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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-02-02 17:22:23

the latest download link:
http://www.mediafire.com/?zmmwqxtwnjz

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-02-06 12:05:52

here my FF5 Taiwan Preview threat: http://www.freefalcon.com/forum/showthread.php?t=14340

cheers
Stef

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by toonces » 2009-02-06 18:46:48

Stef,
Do you want to work on your .tri file on the boards, or my PM? I'd suggest we do it here on the boards so people can throw ideas and darts at it.

Why don't you start a thread on some thoughts on victory conditions and tempo and such, and let's get busy on it. I think this theater will complement FF5 very well.

Oh, and you might want to throw some Tornados in there somewhere if you can...pretend the Brits volunteered a squadron as part of the US/Taiwan alliance...

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-02-15 13:51:26

toonces wrote:Stef,
Do you want to work on your .tri file on the boards, or my PM? I'd suggest we do it here on the boards so people can throw ideas and darts at it.
Why don't you start a thread on some thoughts on victory conditions and tempo and such, and let's get busy on it. I think this theater will complement FF5 very well.
DONE! cheers, i hope to see you there! :)

another AMAZING ROCAF F-5A green/brown camo skin by 611-Eagle for Taiwan Theater mod: the things are getting better!
Image

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by 611-eagle » 2009-02-16 10:59:26

Looking nice :wink: Good working!
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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by ccc » 2009-02-16 12:20:10

the F-5A skin looks good.. tho i can not remember if the nose radardome is all black or camoflaged.

BTW.. i found a similar skin from freeware MSFS download site.. the digit codes on fuselage and tailfin are all the same.. :mrgreen:

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-02-16 18:27:14

ccc wrote: BTW.. i found a similar skin from freeware MSFS download site.. the digit codes on fuselage and tailfin are all the same.. :mrgreen:
i know! :mrgreen:

anyways, good to have!

cheers!

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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by 611-eagle » 2009-02-16 19:37:18

F-5A Green Camo skin updated! :)
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Re: Taiwan Theater v0.4 MODs for FF/RV by derStef

Post by derStef » 2009-02-17 01:07:27

BACK TO TESTING:



i figured on many places out that the groundwar really wants more to act and move around, when i add more groundobjects.

i'm talking about the areas:
- all directions around Taipei
- Khangsan area
- around CCK Airbase area.
- also in east taiwan, where reds landed..

i really think that more objects will also play a roll in better groundwar, my friends.


and yes the water and bridges issue is a pig...
guys what do you think how we could solve this best?


regards
Stef

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