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 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Tue Jul 07, 2015 5:41 pm 

Replies: 48
Views: 14438


As John has alluded to in his previous post, the PDT has its limitations relative to the base game engine. While one can construct a different movement system or a standard Weapons Effectiveness -- never understood why weapon types should differ from one scenario to the next --, a standard PDT for ...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Mon Jul 06, 2015 5:39 pm 

Replies: 48
Views: 14438


The main problem, that you'll have is that you eventually (assuming that you want to use the weather features), need to develop separate PDTs to cover individual situations. They can have the exact same ratings *but* the issue will be the weather - this is coded directly in the PDTs. I actually thou...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Sun Jul 05, 2015 1:49 pm 

Replies: 48
Views: 14438


Ned, see my post, "Hey, MULE!" ( http://wargame.ch/board/acwgc/viewtopic.php?f=4&t=20127 ) And I totally agree about standardized movement costs throughout the entire JTS/HTS Civil War Campaign series. Its fine to be able to privately change things around in the PDT if you and your op...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Sat Jun 27, 2015 9:18 am 

Replies: 48
Views: 14438


I think it is important to make the distinction between working with what is in an engine (in this case the actual concept of fatigue points exist in multiple engines), and actual engine changes. Army level morale, and other concepts like BCE (I think Brigade Combat Effectiveness from Terrible Swift...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Sat Jun 27, 2015 2:42 am 

Replies: 48
Views: 14438


For what it is worth, from where I am looking at it (in terms of game impact), it is one way to impact combat effectiveness, and ameliorate losses in an engine. One can read into what it is all that they like, but the bottom line is that more fatigue causes less losses in combat, and more routs/disr...

 Forum: Mason Dixon Tavern   Topic: serial number?

 Post subject: Re: serial number?
Posted: Fri Jun 26, 2015 7:42 am 

Replies: 6
Views: 2161


-That's true, if you were using a mod then that would not be something that support would be dealing.

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Thu Jun 25, 2015 9:11 am 

Replies: 48
Views: 14438


NB (and MP) has pioneers as well, although I think most of what they can do in that series is limited to repairing bridges ( I'll have to refresh my memory with the user guide to get the full range of their capabilities.). I don't know if the command range values are customizable by nations in CWB, ...

 Forum: Mason Dixon Tavern   Topic: serial number?

 Post subject: Re: serial number?
Posted: Thu Jun 25, 2015 8:54 am 

Replies: 6
Views: 2161


Hey Tom, can you flick either myself or the support email at John Tiller Software's site with a screenshot of what is going on? I'd love to have a look to see what is happening with your set up; it sounds like you might have some missing graphics files (maybe). Maybe we can get that sorted out for y...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Mon Jun 22, 2015 5:21 pm 

Replies: 48
Views: 14438


That is the interesting thing, in that in the Musket and Pike engine you can assign vp's to individual units within the OOB files, so it can make things a little more flexible than some of the other engines. Of course that doesn't really do anything for the CWB series at this point, although what I ...

 Forum: Mason Dixon Tavern   Topic: Improving the JTS/HPS Games!

Posted: Sun Jun 21, 2015 3:57 am 

Replies: 48
Views: 14438


How about adding singal corps units and spys. The Singal Corps for both sides was very important in determining enemy positions and troop movements especially for the Union Armies. Maybe making a 10 man cavalry unit or infantry unit and designate them as singal corps. Also more spys like the George...

 Forum: Mason Dixon Tavern   Topic: Historical Gameplay

 Post subject: Re: Historical Gameplay
Posted: Tue May 19, 2015 5:14 pm 

Replies: 32
Views: 12667


Another new feature in Overland is the -1 morale penalty for mixing units from different brigades. Hopefully this option will become available in the other games. I'm assuming that could affect melee bonuses and penalties. I checked my changes.txt file for one of the HPS version 2.0 updates (Campai...

 Forum: Mason Dixon Tavern   Topic: 3D Maps for Antietam

 Post subject: Re: 3D Maps for Antietam
Posted: Thu Feb 26, 2015 5:17 pm 

Replies: 14
Views: 4735


Yep we had some new patches in August 2014 for the CW series, unfortunately Antietam wasn't part of it but hopefully we see it soon. True, however the way JTS has been going about the NB updates by introducing the same graphics packages between HPS and JTS versions in that series indicates (to me a...

 Forum: Mason Dixon Tavern   Topic: 3D Maps for Antietam

 Post subject: Re: 3D Maps for Antietam
Posted: Wed Feb 25, 2015 4:55 pm 

Replies: 14
Views: 4735


I had no hexlines as well, running my HPS version. Could it be possible that JTS games can see the hexlines and the HPS cannot? It does appear as though JTS is ahead as far as updates are concerned. Hi Dale, I get the same thing running HPS - and what you wrote is probably exactly what is happening...

 Forum: Mason Dixon Tavern   Topic: 3D Maps for Antietam

 Post subject: Re: 3D Maps fro Antietam
Posted: Tue Feb 24, 2015 4:39 am 

Replies: 14
Views: 4735


do these files only work for the john tiller version or for the hps version also? You can use them with the HPS version. Just one word of caution, do not apply the update mentioned on the article about Frank's maps (the one where it was talking about alignment corrections) -as applying a JTS update...

 Forum: Mason Dixon Tavern   Topic: What About Those Dusk and Dawn Turns?

Posted: Thu Feb 19, 2015 5:39 pm 

Replies: 13
Views: 4400


You would probably have to change it to 1 -since you will want to see into the adjacent hex. I think using a 0 indicates don't see anything ever. Edit: oops -number of turns for twilight. I think using a 0 may work in that sense, I think I even accidentally tried it once while editing in the M&P...
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