Search found 305 matches

by rf900
Tue Nov 10, 2015 2:30 pm
Forum: Battle Academy 2 – Eastern Front
Topic: Strategic Layer looking for ideas...
Replies: 0
Views: 753

Strategic Layer looking for ideas...

Hi I am working on a strategic layer to have some sort of custom/random campaigns. Here is a link if you want to dig deeper on the process: http://www.slitherine.com/forum/viewtopic.php?f=312&t=68312 http://anyone.hol.es/imgs/info1.png Right now I have some ideas on my head but not sure if they will...
by rf900
Mon Nov 09, 2015 8:17 pm
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

Wow, I think I start to see what needs to be changed... all tiles and objects text files... too much work. I have started working on the battle simulator as the player will be able to do only certain skirmishes and simulate the others. It will also help with the balance and testing. I have put betwe...
by rf900
Fri Nov 06, 2015 1:32 pm
Forum: Modders Corner
Topic: RELEASED! Yari & Teppo (the Pike & Shot Japanese mod)
Replies: 187
Views: 38868

Re: RELEASED! Yari & Teppo (the Pike & Shot Japanese mod)

Hi, any chance you can put the mod as a downloadable file. I am trying to do custom skirmish maps for BA2 and your example could probably help me.

I don't have P&S, yet maybe I should. :D Thanks
by rf900
Fri Nov 06, 2015 12:57 pm
Forum: Battle Academy 2: Modders Corner
Topic: Script question
Replies: 1
Views: 792

Re: Script question

From what I read hear both are valid because there are 2 condition, for more than 2 you need to use brackets.

http://www.slitherinebravo.net/GameWiki ... tub_engine

Not sure how much of the wiki is still valid but it is a very good reference.
by rf900
Fri Nov 06, 2015 10:40 am
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

Yep works... will see how the index is defined to see how to add other terrain-map types //set the style 0,1,=messes all with tracks 2=russia, 3=russia_snow SkirmishSetStyle(3); Think I have all the pieces to do what I want... Lets rock! Thanks Pip Edited: Where does that ID come from? How do I crea...
by rf900
Thu Nov 05, 2015 3:50 pm
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

SkirmishSetType works, was probably something to do with the order //set the map type [0,255] 0=city, 1=wild, 2=farm SkirmishSetType(1); I haven't managed to get the style working, to show Russia Snow (or custom styles if possible??) SkirmishSetStyle(style); I have tried all sort of values, numeric,...
by rf900
Thu Nov 05, 2015 10:21 am
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

SkirmishSetScenarioType changes the kind of scenario, defense, attack, meeting_eng, symmetric. I haven't been able to get the snow terrain or the farm/wild map styles with the available parameters. You are going to make me buy a copy of P&S :roll: Guess I will probably like it. Both the functions ne...
by rf900
Wed Nov 04, 2015 7:08 am
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

The skirmish functions are designed for you to set up the skirmish params, then call StartBattle.
Yes I'm doing that, most of the functions work to generate the skirmish map. But the ones I mention seem to do nothing. Also I am not able to set the farmland map type via parameters.
by rf900
Tue Nov 03, 2015 3:13 pm
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

First issues: How can I set the skirmish map to use farmland? It always uses city style SkirmishSetType(index); doesn't seem to do anything SkirmishSetOpen(value); doesn't seem to do anything SkirmishSetStyle(index); not sure what it does, with index=0 fills all map with tracks Can I alter the force...
by rf900
Mon Nov 02, 2015 3:04 pm
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Re: Custom campaign with skirmish and carryover

This is a high level view or what I was thinking of... FUNCTION UI_OBJ_HANDLE(data, event, id) { //user changes options for next skirmish... } FUNCTION UI_OBJ_INIT() { //read all campaign variables to update the campaign view... } FUNCTION PreStartBattle() { //Redefine skirmish map based on options ...
by rf900
Mon Nov 02, 2015 2:58 pm
Forum: Battle Academy 2: Modders Corner
Topic: Custom campaign with skirmish and carryover
Replies: 12
Views: 2189

Custom campaign with skirmish and carryover

Hi After playing another run of the original BA I have renewed interest in BA2 modding. There was one idea I had way back then that I want to retake and I think I have all the elements needed but would like to get confirmation from Devs. (You're gonna hate me) So looking into the custom campaign fun...
by rf900
Mon Jun 15, 2015 10:54 am
Forum: Vietnam '65
Topic: v1.11 bugs/issues
Replies: 10
Views: 2306

Re: v1.11 bugs/issues

Confirmed, there is something fishy going on, similar thing happened. There was this NVA unit on the left side, one hex off. I attacked it with my unit, I got injured, my unit occupied the enemy space. Enemy moved to the left hex (border) and then he attacked me during that same turn (my turn) killi...
by rf900
Tue Jun 09, 2015 6:34 am
Forum: Vietnam '65
Topic: v1.11 bugs/issues
Replies: 10
Views: 2306

Re: v1.11 bugs/issues

There was only 1 nva unit at the start of the turn, it attacked my infantry getting wounded, they moved to the left and attacked again loosing this time. Next turn there was again only 1 nva unit but it was in other place visible to me so it must have spawned that turn. It sounds like the second NV...
by rf900
Fri Jun 05, 2015 1:24 pm
Forum: Vietnam '65
Topic: H&M score and enemy presence update 1.11
Replies: 2
Views: 936

H&M score and enemy presence update 1.11

Since the update I play with elite enemy and seems to be more enemy presence. I am also having trouble with the H&M score, this is what the original manual described: -Village score is greater than 60 then US flag -Village score is greater than 50 then South Vietnamese flag -Village score is greater...
by rf900
Wed Jun 03, 2015 2:07 pm
Forum: Vietnam '65
Topic: v1.11 bugs/issues
Replies: 10
Views: 2306

Re: v1.11 bugs/issues

There seems to be some issues with the custom game selection options: - The political points received are not exactly the ones selected, happens with the 5000 option and other cases, but may be related to other options. - The starting H&M points only works if the random option is selected. If not it...
by rf900
Tue Jun 02, 2015 1:23 pm
Forum: Vietnam '65
Topic: v1.11 bugs/issues
Replies: 10
Views: 2306

Re: v1.11 bugs/issues

Another one, I am 99,9% sure an enemy unit attack mine two times in the same turn, not sure it they are supposed to do that. There was only 1 nva unit at the start of the turn, it attacked my infantry getting wounded, they moved to the left and attacked again loosing this time. Next turn there was a...
by rf900
Tue Jun 02, 2015 7:00 am
Forum: Vietnam '65
Topic: v1.11 bugs/issues
Replies: 10
Views: 2306

v1.11 bugs/issues

Really nice update congratulations, very polished and I was surprised to encounter a small issue so early. I don't think the thread will grow to long ;) I entered a village with intel (fire) and I spotted an enemy unit adjacent to it. The fire was still lit and I think I didn't get any intel or chan...
by rf900
Wed Apr 29, 2015 9:17 am
Forum: Vietnam '65
Topic: please confirm Friendly Fire
Replies: 24
Views: 9124

Re: please confirm Friendly Fire

Vietnam65 wrote:Fix in upcoming update will only allow air strike to hit identified enemy targets... :)
What is the reason behind this? It was a good distinction from other unit attack types and I was able to pull some strikes by predicting unit retreat positions.
by rf900
Thu Apr 23, 2015 2:49 pm
Forum: Vietnam '65
Topic: Detecting enemy spawn points
Replies: 5
Views: 1580

Detecting enemy spawn points

I know about the 10 points of the trail been randomly generated and the mechanic of the creation of enemy units. But I would like to know what are some good ways to detect those spawn points while playing. Also not sure if this is an exploit or a strategy that can be used. I have not been very lucky...
by rf900
Mon Apr 20, 2015 1:30 pm
Forum: Vietnam '65
Topic: First turn tactics, whatcha got...
Replies: 30
Views: 4695

Re: First turn tactics, whatcha got...

Won my second veteran game with a small cheat... I had this save game in turn 30, which was going pretty well with a 49 score, then for the following 8 turns disaster, lost units and score of 42. Loaded the game again and tried a more careful approach, in the end the game was won with a score of 60....

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