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Kriegsspieler

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Hi --

I am putting this in a new thread, because I think a several queries posted in various threads are interested in the same thing and they have been buried by the passage of time and not been responded to by either N!ghtY or M.K. Sheppard. Basically, what I want to know is this: is there any likelihood that Shep's tech mod will be updated to the most recent versions of the Stony Road multimod? Secondly, does TM5 NEED to be updated -- has anyone tried simply pasting TM5 over the most recent release of Stony Road to see how it plays? If so, I would like to hear if there are any problems of compatability.
 

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I was thinking about trying them together but gave up as AI would probably lose it completely due to need for upgrading everything.
IMHO, tech mod they got for CORE is better then the MKshep one (it's like the updated version you are looking for), but I am a bit suspicious of both as they change the old top strengths of units previously used.
Also, if I am not mistaking, tanks and mech strengths are a bit worse now then before, when compared to infantry.
 
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The upgrade thing was anoying - I took most of it out, since you don't need to upgrade a division when introducing a new GPMG.

When the Americans changed from the M60, to the GMPG we've all been using over here for years - they didn't need to put divisions into refit - you just introduce the new weapon into exisiting tactics and doctrines.

Same when we switched from the SLR to SA80 - we already know the range commands, and principles of gas operated weapons, it just takes a couple of days to learn the new bits, and new drills - tactics remain the same...

I can understand that you might need to upgrade a tank division to include new Tank destroyers - which represents the cost of building the tank destroyers - but generally in war, an advance is made and it's added ad-hoc into existing line units...

And the AI can't cope!

The actual tech mod itself is good once you get rid of the need to upgrade everything (ships obviously need upgrading since you can't put 16" guns on a ship if it's sailing around the Med).
 

Kriegsspieler

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I agree that having to reesort to a production-queue upgrade is pretty annoying when, for example, a better machine gun is introduced or a slightly better tank gun (40mm vs. 30 mm.), but I think the practical impact remains pretty small because any particular unit is only upgraded occasionally.
In any case, I do like the concept of non-automatic upgrades, if it could be made more limited in scope. Is there an easy way of changing the database in Tech Mod to do that?
 

jdrou

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Originally posted by Kriegspieler
I agree that having to reesort to a production-queue upgrade is pretty annoying when, for example, a better machine gun is introduced or a slightly better tank gun (40mm vs. 30 mm.), but I think the practical impact remains pretty small because any particular unit is only upgraded occasionally.
In any case, I do like the concept of non-automatic upgrades, if it could be made more limited in scope. Is there an easy way of changing the database in Tech Mod to do that?
Edit the tech files and add 'when = on_upgrade' to the command (overwrite 'when = now' if it's there). Do the reverse to make upgrades automatic (replace 'when = on_upgrade' with 'when = now').
 

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Originally posted by Kriegspieler
I agree that having to reesort to a production-queue upgrade is pretty annoying when, for example, a better machine gun is introduced or a slightly better tank gun (40mm vs. 30 mm.), but I think the practical impact remains pretty small because any particular unit is only upgraded occasionally.
In any case, I do like the concept of non-automatic upgrades, if it could be made more limited in scope. Is there an easy way of changing the database in Tech Mod to do that?

I agree - obviously in war stuff was limited... so it works having no upgraded units and much better newer units - but the effect of taking a division out of the line seems unrealistic since most of these things can be modified in the field.

I think some sort of balance between the two - to abstract the effects... Maybe guns and things on upgrade and certain infantry techs are applied straight away.
 

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Tried..................and it fails

has anyone tried simply pasting TM5 over the most recent release of Stony Road to see how it plays? If so, I would like to hear if there are any problems of compatability.



Trust me..............it doesn't work. You will not be able to load any saved games, including the autosave. So.........you can play it, but if you get a CTD and need to reload the autosave......or if you simply save a game and wish to come back to it at a later time.......no dice -- kaput!
 

Kriegsspieler

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Edit the tech files and add 'when = on_upgrade' to the command (overwrite 'when = now' if it's there). Do the reverse to make upgrades automatic (replace 'when = on_upgrade' with 'when = now').
Jdrou: Great -- thanks! Now all I have to do is go through about 4000 separate techs!
:)

Trust me..............it doesn't work. You will not be able to load any saved games, including the autosave. So.........you can play it, but if you get a CTD and need to reload the autosave......or if you simply save a game and wish to come back to it at a later time.......no dice -- kaput!
Rhythmic:
I must say that I haven't had any such problems. What made me ask the question originally is being unsure how much of Stony Road's AI is overwritten by TM. I am playing a Stony Road scenario now and am unsure what the answer to the question is. Poland is falling suspiciously easily!
 

unmerged(12730)

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hi
we have a version ready for you to download if you'd like to try.
It is preliminary but with fully implmented techmod!
However it will not be released officially with installer, this will happen after Aregorn has added his resource model!

Get the pre here under preliminary:

http://nighty.dyndns.org/phpbb2/
 
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