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Platoon Files
09-18-2012, 08:05 AM, (This post was last modified: 09-18-2012, 08:14 AM by Troll.)
#1
Platoon Files
Can anyone point me in the right direction to find the JTCS “Platoon Files” for WF?

I could ONLY find the Platoon Files for the Germans and Russians for EF and there were no Axis allied Platoon Files.

I found these two files in the “Manuals” folder of the JTCS folder.

I can not find any Platoon Files for WF.

If I do locate them and change a few numbers for game play sake and save the changes, will these new numbers make the units do what I want them to do?

Any help is greatly appreciated.

Joe

Correction, I should have said "Platoon Listing"
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09-18-2012, 09:14 AM,
#2
RE: Platoon Files
These files are in the main folder for each game, but unless you are pretty versed on the numbers, I wouldn't touch them!!! They are platoonxx.oob and platoonxx.obx, where xx is the country slot for each country, you can only change the oob file, then it needs encrypted by Jason to make the obx file, which is what the program actually uses. What numbers are you trying to change, and why? The numbers you seek, might well not even be in that file, but in the weapon file, or elsewhere!!
Meine Ehre heisst Treue



http://www.cslegion.com/
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09-19-2012, 05:16 AM,
#3
RE: Platoon Files
Hi Warhorse…. Thanks for responding.

10 minutes after I made the post I found all of the oob and obx files.

The reason I made the post is because my friend Mike and I design and play extremely large scenarios and incorporate all types of land, sea and air units into the scenario.

But there are problems with air units, naval units and AA units.

Problems

The on map German He 111 bomber and the America B 24 bomber are indestructible, you can not destroy or even damage them, not even with AA guns at point blank range.

What we are looking for is to adjust the units so they can sustain damage and or elimination in a realistic manner by adjusting the code.

The other problem with aircraft such as the American A26A and the German Hs 128B Anti Tank Aircraft is that even though they both can be destroyed and or sustain damage, this happens in a peculiar way. For instance, if you have one of these aircraft in a hex alone, they can be destroyed/sustain damage when you fire at the unit. But if you have two or more of these aircraft in the same hex and you fire on the hex and only disrupt one of the units, you can no longer fire on that hex unless it is fired on by an AA unit which the game recognizes as an AA unit. For instance the American 90mm AA gun can not fire at the aircraft if one of the air units is disrupted. I believe the German 88mm AA gun also has the same problem. So it may be a coding problem with these types of guns verses the aircraft. All other designated AA guns such as the towed 37mm/47mm/50 cal can shoot at these type of targets no matter what the situation is. So we are looking for a way to make these types of units susceptible to all types of fire.

We are also looking to make the naval vessels move in a more realistic way. Using the six minute rule and the speed of the ships using a zig zag pattern, a destroyer and cruiser could both move 11 hexes, a battleship could move 7 hexes and a submarine could move 6 hexes.

To give a German light tank (PZII) like the British A13 CS Cruiser tank, smoke capability. Or possibly have the A13 placed in the German oob as a captured vehicle for the Germans to use for smoke capability.

Give the Germans a helicopter unit with the same capabilities as the American CH-34 Choctaw.

To have all of the fighters in the game to have the capability of on board placement/combat and have them have be within the same parameters as the A26A and the Hs 128B.

And lastly and if possible, design a PORT hex for the navel vessels to load and unload troops etc. At this point in time navel vessels in the game can transport units, but can not unload them which defeats the purpose of transporting the units on navel vessels in the first place.

Once again, thanks for your response and any advice would be appreciated.


Joe/Mike
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09-19-2012, 06:58 AM,
#4
RE: Platoon Files
"We are also looking to make the naval vessels move in a more realistic way. Using the six minute rule and the speed of the ships using a zig zag pattern, a destroyer and cruiser could both move 11 hexes, a battleship could move 7 hexes and a submarine could move 6 hexes."

How do you make a submarine move "more realistically'' when it cannot submerge?
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09-25-2012, 10:28 PM,
#5
RE: Platoon Files
I have found your thread. I was unable to access this thread from the
laptop. So, i tried here in the office and everything is working here!
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09-26-2012, 02:16 AM,
#6
RE: Platoon Files
(09-25-2012, 10:28 PM)BIGDADDY Wrote: I have found your thread. I was unable to access this thread from the
laptop. So, i tried here in the office and everything is working here!

Butch,

I'm confused. Your profile says that you joined the Operational Campaigns Ladder and that you are retired?

You may want to purchase the Matrix John Tiller Campaign Series. You will get more play from opponents that way. Most here have the Matrix JTCS and not just the old Talonsoft West Front.

What part of Philadelphia are you from?

cheers

HSL
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09-26-2012, 05:23 AM,
#7
RE: Platoon Files
(09-26-2012, 02:16 AM)Herr Straßen Läufer Wrote:
(09-25-2012, 10:28 PM)BIGDADDY Wrote: I have found your thread. I was unable to access this thread from the
laptop. So, i tried here in the office and everything is working here!

Butch,

I'm confused. Your profile says that you joined the Operational Campaigns Ladder and that you are retired?

You may want to purchase the Matrix John Tiller Campaign Series. You will get more play from opponents that way. Most here have the Matrix JTCS and not just the old Talonsoft West Front.

What part of Philadelphia are you from?

cheers

HSL

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09-26-2012, 05:38 AM,
#8
RE: Platoon Files
I have made correction. Now, my profile should reflect Campaign Series. I'am retired!
I do own Matrix JTCS. I know nothing about IT related matters.
I live in North Philly! R U familiar with Philadelphia HSL?
I would like to use EF2 Germany JUNE 1945 units in a WF scn. Can u help?
I would like to combine EF2 Germany JUNE 1945 available units with the WF Germany JUNE 1945 units. Can you help? ALSO - I only play WF "what-ifs" type created scns.
I would like to change the WF Germany JUNE 1945 PANTHER II to PANTHER IIS
Can you change the PANTHER II to a PANTHER IIS .
The PANTHER IIS is a special, which includes: CANISTER SMOKE & MINE CLEARING capabilities.
Can you help? Finally! Can you change the JUNE 1945 Germans & Americans ON-BOARD-AIRCRAFT to include: Germany ME-109, ME-262 and Americans P-51 aircraft?
If you are unable to help, can you steer me in the right direction?
PLEASE ADVISE!
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09-26-2012, 09:24 AM,
#9
RE: Platoon Files
(09-19-2012, 06:58 AM)K K Rossokolski Wrote: "We are also looking to make the naval vessels move in a more realistic way. Using the six minute rule and the speed of the ships using a zig zag pattern, a destroyer and cruiser could both move 11 hexes, a battleship could move 7 hexes and a submarine could move 6 hexes."

How do you make a submarine move "more realistically'' when it cannot submerge?

Well, for what its worth, in most scenarios the water would be too shallow for most submarines to submerge anywhere near the in-game visible coastline with any safety... but the point is well taken. :-)

As for post war or WF versus EF stuff: I"ve got a US vs. USSR WF scenario out there right now that should just be plug and play (I think the current version of the game has all the units right up to the end of 1945 available but I could be wrong). I don't remember now if I had to mod to get that or not. I can forward it to you if you like.

LR
If you run, you'll only die tired.

One hand on the wheel, and one in the flame,
One foot on the gas, and one in the grave.
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09-27-2012, 04:23 AM, (This post was last modified: 09-27-2012, 04:25 AM by BIGDADDY.)
#10
RE: Platoon Files
(09-26-2012, 09:24 AM)Larry Reese Wrote:
(09-19-2012, 06:58 AM)K K Rossokolski Wrote: "We are also looking to make the naval vessels move in a more realistic way. Using the six minute rule and the speed of the ships using a zig zag pattern, a destroyer and cruiser could both move 11 hexes, a battleship could move 7 hexes and a submarine could move 6 hexes."

How do you make a submarine move "more realistically'' when it cannot submerge?

Well, for what its worth, in most scenarios the water would be too shallow for most submarines to submerge anywhere near the in-game visible coastline with any safety... but the point is well taken. :-)

As for post war or WF versus EF stuff: I"ve got a US vs. USSR WF scenario out there right now that should just be plug and play (I think the current version of the game has all the units right up to the end of 1945 available but I could be wrong). I don't remember now if I had to mod to get that or not. I can forward it to you if you like.

LR


I will take a look.
send: [email protected]
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