FreeFalcon 5.5.1 Kurile theater
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FreeFalcon 5.5.1 Kurile theater
Kurile Theater v0.1 works with FreeFalcon 5.5.1 - make sure you use 5.5.1 or later!
Just use the installer, when it asks which Falcon 4 version you'd like to install, choose OF/RV. It says RV but it applies to FF the same.
v0.1 has been tested as follows:
Instant Action - OK.
Tactical Engagement 2D / 3D - OK.
Campaign 2D / 3D - OK.
Only clear visual bug is the theater selector logo, its the same as OF/AF which is small image, on FF5 they changed it to the full screen.
Here is the official download link topic.
Just use the installer, when it asks which Falcon 4 version you'd like to install, choose OF/RV. It says RV but it applies to FF the same.
v0.1 has been tested as follows:
Instant Action - OK.
Tactical Engagement 2D / 3D - OK.
Campaign 2D / 3D - OK.
Only clear visual bug is the theater selector logo, its the same as OF/AF which is small image, on FF5 they changed it to the full screen.
Here is the official download link topic.
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Re: FreeFalcon 5.5.1 Kurile theater
It is confusing. You was mention about v0.2 then the link is v0.1. Anyway, Thank you for making these theaters work with FF5.5.1
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Re: FreeFalcon 5.5.1 Kurile theater
Oops, first post fixed
Good catch, thanks for reporting.
![Embarassed :oops:](./images/smilies/icon_redface.gif)
Good catch, thanks for reporting.
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Re: FreeFalcon 5.5.1 Kurile theater
two questions..
1. does this installer include my TerrainView road tweak files?
viewtopic.php?f=65&t=21867
2. is there any easy way to change Japan to Team 2(ROK), CIS to Team 6(DPRK)? the Force ratio and level diagrams won't show Japan and CIS info.
1. does this installer include my TerrainView road tweak files?
viewtopic.php?f=65&t=21867
2. is there any easy way to change Japan to Team 2(ROK), CIS to Team 6(DPRK)? the Force ratio and level diagrams won't show Japan and CIS info.
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Re: FreeFalcon 5.5.1 Kurile theater
Kurile was one of those theaters that just repacking it was enough. I don't think I edited pretty much anything, so the answer is no.
You can change the team with TCL.
You can change the team with TCL.
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Re: FreeFalcon 5.5.1 Kurile theater
i see.. then my road tweak is lost.Kurile was one of those theaters that just repacking it was enough. I don't think I edited pretty much anything, so the answer is no.
then re-link all of them?You can change the team with TCL.
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Re: FreeFalcon 5.5.1 Kurile theater
What do you mean lost? you deleted the files?
You were talking about changing teams, link's has nothing to do with teams. No need to link them again.
You were talking about changing teams, link's has nothing to do with teams. No need to link them again.
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Re: FreeFalcon 5.5.1 Kurile theater
i can't remember if i ever sent files to you. no backup here.
with more understanding of terrain-cam interaction, checking main combat route/tiles won't take long.
I ran cam at 64, CIS won't take offensive. Japan remained static/ defnsive. no ground engagement.
then i moved some Japan armour GUs to roads( precisely), yes they moved much faster/noticable and were re-deployed to new positions. i've to emphasize it again - GUs on roads are more mobile, and responsive to Ground war AI.
Since Force ratio and Force level charts are hard-coded to show US+ROK, DPRK+CIS/PRC, the only why to get it right is changing team#.
with more understanding of terrain-cam interaction, checking main combat route/tiles won't take long.
I ran cam at 64, CIS won't take offensive. Japan remained static/ defnsive. no ground engagement.
then i moved some Japan armour GUs to roads( precisely), yes they moved much faster/noticable and were re-deployed to new positions. i've to emphasize it again - GUs on roads are more mobile, and responsive to Ground war AI.
That's great. so, links could be preserved when i deleting old obj and adding new(change team) obj.You were talking about changing teams, link's has nothing to do with teams. No need to link them again.
Since Force ratio and Force level charts are hard-coded to show US+ROK, DPRK+CIS/PRC, the only why to get it right is changing team#.
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Re: FreeFalcon 5.5.1 Kurile theater
Deleting? No.
I mean you should be able to change the ownership without doing any deleting or relinking. I have not tested this myself (or cant remember if I had) so I don't have examples, but I'm pretty sure you can do this with TCL commands.
I mean you should be able to change the ownership without doing any deleting or relinking. I have not tested this myself (or cant remember if I had) so I don't have examples, but I'm pretty sure you can do this with TCL commands.
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Re: FreeFalcon 5.5.1 Kurile theater
btw, I'm changing teams via Tacedit, damned easy, also no linking or stuff is lost with that method.... just FYI.
Stef
Stef
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Re: FreeFalcon 5.5.1 Kurile theater
Damned easy? I assume you're talking about dragging a box around half of the theater and switch ownership, easy, absolutely.
However the teams rarely wont be in this "box range"![Smile :)](./images/smilies/icon_smile.gif)
However the teams rarely wont be in this "box range"
![Smile :)](./images/smilies/icon_smile.gif)
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Re: FreeFalcon 5.5.1 Kurile theater
Exactly!Snake Man wrote:Damned easy? I assume you're talking about dragging a box around half of the theater and switch ownership, easy, absolutely.
Snake Man wrote:However the teams rarely wont be in this "box range"
don't understand this. what do you mean with "box range" ?
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Re: FreeFalcon 5.5.1 Kurile theater
Box range, the tacedit "drag a box around objectives" thing. I doubt the specific team fits into this box of which you want to change (or ccc rather in this case).
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Re: FreeFalcon 5.5.1 Kurile theater
then you just select the specific team and (right above corner) and change it.Snake Man wrote:Box range, the tacedit "drag a box around objectives" thing. I doubt the specific team fits into this box of which you want to change (or ccc rather in this case).
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Re: FreeFalcon 5.5.1 Kurile theater
http://www.multiupload.com/ZXF447I9WD
rough tweak, report later.
the zip contains following tweaks..
- theater L2/O2 : i checked/tweaked main routes in TerranView, covering upper 1/3 of Hokkaido - west coast from Wakkana to Sapporo, and parts of NE to E coast.
- Kurile THR : new one is generated with THR creator. I checked and re-linked obj to lower high move cost. Add three obj to help following the routes.
- save0.cam: move some GUs to routes, help them move and receive orders.
- Delete many air units, one blue carrier unit at NW of Hokkaido.
- try to add JASDF ac unit with Scramble.nl info --> just found there's only one AFB in Hokkaido, Chitose AFB with two F-15J sq. Misawa AFB is out of the map..too bad..no problem we can pick one for it.
- try to add CIS air unit with Scramble.nl info --> delete many air units, add few new units. the CIS air power is quite thin in Far East military District.
- TRI edit : add two events to drive blue on offensive.. not working.
============TEST============
- though i set Jpn on offensive toward Bifuka in TRI, it turned on defensive in the beginning of war. movied played. CIS turned on offensive.
- For those armour units placed precisely on road, their movement is fluent. some infantry also move quickly on farm tiles.
- no obvious offensive contact yet..only one CIS GU try to capture Mou along East coast.
rough tweak, report later.
the zip contains following tweaks..
- theater L2/O2 : i checked/tweaked main routes in TerranView, covering upper 1/3 of Hokkaido - west coast from Wakkana to Sapporo, and parts of NE to E coast.
- Kurile THR : new one is generated with THR creator. I checked and re-linked obj to lower high move cost. Add three obj to help following the routes.
- save0.cam: move some GUs to routes, help them move and receive orders.
- Delete many air units, one blue carrier unit at NW of Hokkaido.
- try to add JASDF ac unit with Scramble.nl info --> just found there's only one AFB in Hokkaido, Chitose AFB with two F-15J sq. Misawa AFB is out of the map..too bad..no problem we can pick one for it.
- try to add CIS air unit with Scramble.nl info --> delete many air units, add few new units. the CIS air power is quite thin in Far East military District.
- TRI edit : add two events to drive blue on offensive.. not working.
============TEST============
- though i set Jpn on offensive toward Bifuka in TRI, it turned on defensive in the beginning of war. movied played. CIS turned on offensive.
- For those armour units placed precisely on road, their movement is fluent. some infantry also move quickly on farm tiles.
- no obvious offensive contact yet..only one CIS GU try to capture Mou along East coast.
Last edited by ccc on 2010-09-11 03:01:16, edited 1 time in total.
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Re: FreeFalcon 5.5.1 Kurile theater
Heh, okay obviously you have no idea what I'm talking about so we can continue this on IRC if you want.derStef wrote:then you just select the specific team and (right above corner) and change it.
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Re: FreeFalcon 5.5.1 Kurile theater
or the other way around mateySnake Man wrote:Heh, okay obviously you have no idea what I'm talking about so we can continue this on IRC if you want.derStef wrote:then you just select the specific team and (right above corner) and change it.
![Wink :wink:](./images/smilies/icon_wink.gif)
but there is a reason why i asked again, but you didn't come up with the explaination
![Smile :)](./images/smilies/icon_smile.gif)
sorry, again, i just wanted to help.....
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Re: FreeFalcon 5.5.1 Kurile theater
http://www.multiupload.com/V0BTKR05DY
test file 0913.
- change Hokkaido Airbase name to Wakkanai
- change several airbase models to correct ones(TacEdit tweak), use google satellite image for reference.
- check and fix road tiling with TerrainView - east and southeast part of hokkaido.
- check obj-linking and move cost value on E/SE part based on new THR- roughly.
- adjust ac/helo Sqadrons, use scramble.nl for reference.
- use Sapporo AFB as Misawa, add JASDF F-1, E-2 and USAF F-16CJ sq.
===test=====
-GU movement seems more fluid at E/SE part of Hokkaido.
-oriented GU movement not prominent.
- fly Mitsubishi F-1 in 3d, no CTD.
test file 0913.
- change Hokkaido Airbase name to Wakkanai
- change several airbase models to correct ones(TacEdit tweak), use google satellite image for reference.
- check and fix road tiling with TerrainView - east and southeast part of hokkaido.
- check obj-linking and move cost value on E/SE part based on new THR- roughly.
- adjust ac/helo Sqadrons, use scramble.nl for reference.
- use Sapporo AFB as Misawa, add JASDF F-1, E-2 and USAF F-16CJ sq.
===test=====
-GU movement seems more fluid at E/SE part of Hokkaido.
-oriented GU movement not prominent.
- fly Mitsubishi F-1 in 3d, no CTD.
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Re: FreeFalcon 5.5.1 Kurile theater
- add more obj to help matching obj-linking lines on roads - and reducing move cost.
- move more GUs to roads.
- in TacEdit>Team info page, increase Japan/US initiative value to 99. ( i aslo try 255.. dunno what the maximal value for initiative)
- in TacEdit>Team priority page, set first few priority obj as Wakkana 474.
- in TacEdit> Team supply page, set US/Jpn resources to 99.
- in TacEdit, Team ground operation, set action to 1, target 474. All the edits are to help Jpn GUs setting up their ground operation.
====Test=====
- with higher initiative.. well i got "allied on major offensive" message and movie at the begining of war.
- i "feel" I got fewer message/report like:" japanese XX unit surrendered to enemy" .
In previous test, i found many GUs surrendered to enemy in short time.. but they did not fight against any enemy. Could it be "supply value" setting in TacEdit/Team page? When war starts, there're blanks for fuel, supply, etc -- i fill 99 in all of them. default is zero in most blanks.
- when allied took offensive, i noted their ground op priority is "Sakhalinsk-Ostrov Urup?". In PAK map, it's Kurile island and the small island at far right hand margin(Ostrov Urup). The PAK setting put the TWO far-seperate areas together(a bug?). i noted few Jpn GUs tried to move north(Sakhalinsk), and some tried to move east(toward Ostrov urup?). The wanted operation priority should be Bifuka, and target is Wakkana.. so i got to set the priority manually - lower Sakhalinsk PAK to zero, and max Bifuka.
- so far the jpn GUs showed some oriented move.. few units gathered near Bifuka, two Armour units moved further north, capture one small town, then returned to Bifuka in Day 1. The allied ground op then turned into consolidation. Previous test showed blue offensive will start around day 21 2100.
- air op/AA combat is ok.. CAS/interdiction is rare, as no hot contact.
- i noted the terrain/obj-linking still has some bugs..GUs move to and fro at some areas, just won't move toward one obj or stay there. need more TerranView and TacEdit check.
- move more GUs to roads.
- in TacEdit>Team info page, increase Japan/US initiative value to 99. ( i aslo try 255.. dunno what the maximal value for initiative)
- in TacEdit>Team priority page, set first few priority obj as Wakkana 474.
- in TacEdit> Team supply page, set US/Jpn resources to 99.
- in TacEdit, Team ground operation, set action to 1, target 474. All the edits are to help Jpn GUs setting up their ground operation.
====Test=====
- with higher initiative.. well i got "allied on major offensive" message and movie at the begining of war.
- i "feel" I got fewer message/report like:" japanese XX unit surrendered to enemy" .
In previous test, i found many GUs surrendered to enemy in short time.. but they did not fight against any enemy. Could it be "supply value" setting in TacEdit/Team page? When war starts, there're blanks for fuel, supply, etc -- i fill 99 in all of them. default is zero in most blanks.
- when allied took offensive, i noted their ground op priority is "Sakhalinsk-Ostrov Urup?". In PAK map, it's Kurile island and the small island at far right hand margin(Ostrov Urup). The PAK setting put the TWO far-seperate areas together(a bug?). i noted few Jpn GUs tried to move north(Sakhalinsk), and some tried to move east(toward Ostrov urup?). The wanted operation priority should be Bifuka, and target is Wakkana.. so i got to set the priority manually - lower Sakhalinsk PAK to zero, and max Bifuka.
- so far the jpn GUs showed some oriented move.. few units gathered near Bifuka, two Armour units moved further north, capture one small town, then returned to Bifuka in Day 1. The allied ground op then turned into consolidation. Previous test showed blue offensive will start around day 21 2100.
- air op/AA combat is ok.. CAS/interdiction is rare, as no hot contact.
- i noted the terrain/obj-linking still has some bugs..GUs move to and fro at some areas, just won't move toward one obj or stay there. need more TerranView and TacEdit check.
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Re: FreeFalcon 5.5.1 Kurile theater
- run cam to Day 5, no big progress. Blue GUs hold positions at Bifuka, two armour GUs stayed slightly north of Bifuka- won't move further to Wakkana. Blue turned into cosolidation or defensive, no offensive.
- i checked saved cam, found blue initiative and supply values were lowered - so i manually boost both values, see if i can re-start a major offensive. well - it won't work.. can't maintain the drive of major offensive.
- i checked saved cam, found blue initiative and supply values were lowered - so i manually boost both values, see if i can re-start a major offensive. well - it won't work.. can't maintain the drive of major offensive.
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Re: FreeFalcon 5.5.1 Kurile theater
http://www.multiupload.com/FYX41TX18H
tweak file 0916.
- tweak obj linking.
- use no-river THR.
- increase Wakkana priority to 99.
= jpn GU offensive lasting for a while, then became consolidation for days. GUs refused to move further north.
tweak file 0916.
- tweak obj linking.
- use no-river THR.
- increase Wakkana priority to 99.
= jpn GU offensive lasting for a while, then became consolidation for days. GUs refused to move further north.
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Re: FreeFalcon 5.5.1 Kurile theater
I've been investing some serious time in this theater, using some of my previous work as a template. I have a pretty nice campaign developed based on Snakeman's latest update, with some tweaks based on real OOB's and some other ideas I have. I don't know if it "works" as in "winnable" yet because it's just a bear to playtest due to the long flight times involved. But, it seems interesting and fun so far.
I need some help with the campaign selection box graphics/text, and if someone can tell me how to get my music integrated into the campaign, that would be great. The music will work if you overwrite the original Falcon music, but I'd prefer to isolate the music into the Kurile theater folder. It does help the immersion somewhat.
The version I am creating will require an object folder copy from the main Korea install into Kurile theater in order to isolate the database from the master DB, and allow for some very minor edits.
More to follow.
I need some help with the campaign selection box graphics/text, and if someone can tell me how to get my music integrated into the campaign, that would be great. The music will work if you overwrite the original Falcon music, but I'd prefer to isolate the music into the Kurile theater folder. It does help the immersion somewhat.
The version I am creating will require an object folder copy from the main Korea install into Kurile theater in order to isolate the database from the master DB, and allow for some very minor edits.
More to follow.
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Re: FreeFalcon 5.5.1 Kurile theater
I have a mod for this for FF5.55 99% complete and will release later today. It is pretty sweet. I'm waiting on one more thing and I'm going to try to get a rough companion manual written.
Update soon.
Update soon.
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