Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

Complete mod

Complete mod

So there's a beta 0.2 version of the complete mod, called "complete" because it touches all kind of stuff in the game ; gameplay, new maps, new units...far from perfect but it contains stuff you'll won't find somewhere else.

I tried to maintain the balance between faction but even I doubt that it was done, so if you are willing to test, I'll appreciate your comments.

Part one :
CompletemodPart1.zip - 212.4 MB
Part two :
Part2scenes.zip - 717.6 MB

OR

Part one :
https://mega.co.nz/#!BRBnhTpZ!cMHz6Q1SL … KpBvOef-e4
Part two :
https://mega.co.nz/#!tRgUDSJS!CG8G0DAyZ … WnX-wi3K7c

How-to :
Extract part 1, get the files into your battlestations : pacific installation folder (take a look at the files so the structure matches)
Extract part 2, get the files into your battlestations : pacific/mpak/scene folder (take a look at the files so the structure matches)
Go in the mpak/scene/ folder and execute the makemaps.bat (needed for some computers for the huge maps)

You're done.
Hope you have fun.

On a side note, the second part, the huge 717.6 MB part, only contains map files. So if you want to test just the gameplay until you have the other file, you can use only the first part, but just don't launch one of the new maps (I tell that for the small connections).

Screenshots :
http://img716.imageshack.us/img716/1548/county.th.jpg
http://img109.imageshack.us/img109/9813/iseh.th.jpg
http://img405.imageshack.us/img405/355/he10001.th.jpg
http://img834.imageshack.us/img834/1930/262i.th.jpg



Readme :


Extract the folders and put them in the Battlestations Pacific installation folder.

Go in the mpak/scene/ folder and execute the makemaps.bat (needed for the huge maps)

The huge map mod is not my work.
The new maps mod is my work and is a work in progress.
The data mod is my work and might be a work in progress.


Gameplay :

New points sets for Island capture :
2500
2000
1200
600
You wanted more ? You have really that much fun spamming the planet with ships or what ?

Removed target markers on the units, even if they are in your own team.
Also removed the health bar next to all units when you point at them, so now you can't know what's the real situation of the combat unless checking the map.

Added some AA shell to the Yamato for fun. Needs to balanced but not really worked on it.
Reduced speed of the Ohka carrier because it is cool that way.
Ships :

All kind of datas have been reajusted to a realistic point of view :

Guns :
- All artillery guns of the game have their damage capacities aligned to the historic caliber of the gun. The explosive capacity is ajusted on the weight of the historic projectile. Those 2 datas are random for each bullet. Ammo that doesn't explode or that bounce on the armor is possible.
- Ajusted the horizontal turning speed for all turrets in the game to a realistic ratio.
- Ajusted the range of all artillery and anti aerial gunnery to a realistic data (divided by 10, most parts of the game would be totally unplayable if not that way sadly)
- The rate of fire of all guns in the game is the real one.
- Reduced the precision of artillery on long range shoots.


Behaviour :
Reduced the acceleration speed of all ships other than destroyers

Damage :
All the armor system of the game have been reworked :
in vanilla game, all battleship units had a lot of HP and a bigger armor and all destroyers had 1/4 of this HP and a 1/3 armor compared to a battleship
Now the HP difference between all ships has been reduced, with a ratio based on the displacement of the ship
And all armor have been recreated to have the exact same value as the real one, with difference of armors between all parts of the ships : let me show you 2 examples :

Old Yamato data
HP        11000
Belt armor    200
Deck armor    200

New Yamato data
HP        10980
Belt armor    410
Deck armor    223

Old Fletcher data
HP        2500
Belt armor    50
Deck armor    50

New Fletcher data
HP        2800
Belt armor    19
Deck armor    13

This is just some of the data used for the ships ; each ship has an armor rate for the structure, the magazines, the fuel tank, the belt armor, the deck armor, the underwater belt and more for the aircraft carriers.


Repair system reworked so that some damages are really visible and more balanced:
-An engine room failure can complexly stop a ship for some time before being repaired, exposing destroyers to heavy fire and stopping battleships in their approach-and-broadside movement.
-The ammunition stock explosion damage has been reduced
-The list ship can experiment though battle has been augmented and lasts longer.
-repairing a ship's hull takes much longer. This is mostly to avoid seeing distant ships having the time to repair them self totally between 2 air strikes.
-The water damage has been reworked, see the torpedo part
Submarines:

Subs have more HP, but their underwater speed has been reduced.
Needs some balance maybe, wasn't able to really test it properly. The goal was to force submarines to stay on surface to move and to allow submarines to attempt crash dives when hit by destroyers
Torpedoes :

The Torpedoes capacities have been completely reworked to be more realistic as possible:
-All aircraft torpedoes highest drop distance have been reduced AND a reduced max speed drop (I.A. up to date). Please note that the air boats (Catalina, Mavis & Emily) receive special torpedo with higher max speed drop and drop distance.
-A critical-hit probability has been implemented, depending on the different torpedoes type. A critical torpedo hit will set the target on fire for a long time, likely sinking it if not properly repaired. Any I.A. ship hit by a critical torpedo just met his end after some time.
-On the same time, the flooding system has been reworked so that flooding itself will cause minimal damage, but rather the explosion hit of the torpedo will determine it effectiveness. That means that now you can have dud torpedoes or torpedoes that will only sink your target on the very long term because of a critical.

Description of the torpedoes :

aircraft torpedoes :
-The Type 91 mod 3 equips the japanese aircrafts.
        Shortest torpedo range, but an effective torpedo with high speed.
-The Mark 13 equips the american aircrafts.
        Has the longest range for an aircraft torpedo.
-The "FIDO" torpedo.
        Longer livespan than the japanese torpedo, but has a reduced speed which reduces its effectiveness.
-The Mark 24 equips the british swordfish.
        It has the highest critical chance for an aircraft torpedo.

Submarine torpedoes :
-The Type 95 mod 1 equips the japanese subs & PT.
        Third longest torpedo range (after long lance and Mark 15). Good critical chance.
-The Mark 14 equips the american subs & PT.
        Shorter range than the Mark 13 ! Slighly slower than the Type 95 with less power and low critical chance...This is not the best torpedo of the war...

Ship torpedoes :
-The type 93 mod 1 Long lance torpedo equips most of the japanese surface fleet.
         Has by far the longuest range, the best damage power of the game, a good speed AND the highest critical chance.
-The Mark 15 equips most of the allied surface fleet.
        Good damage, but low critical chance.
Bombs :

As the artillery, airdropped bombs saw their damage output regulated stating the weight.
Planes :

Any plane crashing now deals damage (mostly destroying small turret(s) on the ship crashing on).
This "capacity" is enabled for ANY plane in game, Us or Jap, and the effect can go from none to devastating (you clearly won't sink a battleship
with a pack of planes using this "tactic", but you can disable some of it guns, and once again, a crashing Zeke won't destroy your Iowa's main guns).

Modified all air recon system; see below :
Recon :

Reduced ALL Seaplane price, and  made em even more useful by giving them a great vision range. Recon is now a key in strategies, and shooting
ennemy's recon unit will be a priority.

Battleship have seen their fire range increased but for the longer ranges, they'll not see that far without using recon units.

A sub underwater won't see very far with only its periscope, it should travel surfacing or helped with a recon plane, now. (realism win)




    All units radar and sonar distance reworked:

All classes are now divided by tiers, determined by their technological advance, Theres how it works with the example of battleship classes :

Tier 1 : No radar or prehistoric radar, counts more on optics. WW1 battleships/battlecruiser converted.
Kongo
Fusô

Tier 2 : Conventional radars & optics for line battleships of that time. True WWII Battleships.
New York
Yamato
A special category made for the British battleships because of their very advanced radars.
Renown
King George V
Nelson

Tier 3 : Technological marvels ahead of their time, equipped with the most up-to-date computer-aided technologies, ensuring battle capacities ahead of their time.
South Dakota
Iowa

Here is the complete list :
NOTE: the numbers (2/3) are for : (2 possible seaplane in air at the same time / 3 total seaplane aboard)

Destroyers :
T1 : Clemson, Minekaze (no sonar cone, hard time)
T2 : Fubuki, Shimakaze
T3 : All Fletchers, Akizuki (extra sonar range !)

Cruiser :
T1 : Kuma(1/1), De Ruyter(1/1), York(1/1), County(1/1)
T2 : Agano(1/2), Takao(2/4), Mogami(2/4), Northampton(2/4), Placeholder Oyodo(1/2)
T2 with sonar : Tone(3/12)
T3 : Cleveland(2/4), Atlanta, placeholder Sharnhorst(2/2)

Battleships :
T1 : Ise(6/22), Kongo, Fusô(1/3)
T2 : New York, Yamato(2/7), South Dakota(2/3)
T2 british : King George V, Nelson, Renown(1/2)
T4 : Iowa(2/3)

Carriers :
T1 : Shoho, Hermes
T2 : Soryu, Hiryu, Akagi, Kaga, Bogues
T3 : Yorktown, Lexington, Placeholder Graf Zepplin

Modified ALL plane recon value by their type:

Fighters:
-long air recon range (pilot search for their targets)
-short ground recon range (not their business)

Fighers-bombers:
-medium air recon range (gunners & observers wath for their tail)
-medium ground recon range (pilot search for their targets)

Heavy bombers
-short air recon range (they need extra fighter cover !)
-long ground recon range (special observers search for their targets)

monomotor recon planes:
-long air & ground recon range (it's their job, duh !)
-sonar range reduced (well, reduced so much that a single reconplane will have hard time to seek a sub, but that's to balance the fact that a Japanese fleet can vomit whole squads of those)

Japanese heavy seaplanes :
-even greater air & ground recon range !

Catalina :
-simply the best recon plane of the game, because of its inboard radar permitting the best radar range for a mobile unit.
Units :

If you took a look at the unit previous unit list, you saw that there was some new names, that can be divided into 2 categories :
Placeholders : No new models, but new textures, new weapon arrangement to create new units, the problem being that they cannot be spawned on multiplayer maps or the game crashes.

those are :
Oyodo (Agano hull)
Yubari (Akizuki hull)

Sharnhorst (Alaska hull)
Graf Zeppelin (Yorktown hull)
Me 262 A-1a (kikka hull)
Heinkel He 100 (Oscar hull)
Arado Ar 196 (Jake hull)

The Japanese units are only playable on training ground, and the German on training grounds and the Europe map
Those were the only way to create new unit before appeared

New Units !

Using a whole new hull and weapon configuration !

For the moment we have :
Nelson-class
County-class
Ise-class pre 1942
Ise-class post 1942
All credit  goes to Vendi_HUN  for the HMS county and SwarthyCman who provided the Ise model and everyone else who worked on it, sorry I don't really know who did what...
Major congratz for Velcor and his tools that works to import in Pacific as well

Please be advised that I'm not a pro modeler and I'm simply alone to do all the work so those units are quite buggy, with shadow bugs and propellers doing shit sometime. Oh and the Nelson's AA can only be used by the I.A. (dunno why). Else, those units are behaving fine, except for collision.

Those 4 units are playable on training ground (with strange texture for Nelson) and The Nelson and the two Ise configurations are also found in the "Battleships" map
Maps :

Modified the testing grounds maps so the new units can be tested as well as locked units.

Allowed the use of Huge map mods

New maps :

ABOUT THE NEW MAPS ! IMPORTANT :
- You'll find them in the Island capture part.
- Maps have 1vs4, 4vs1 and 4vs4 mods, this is to make them playable in versus or against I.A., because see, there's code to allow this with only one map but it tends to fuck up sometimes and sometimes not, so it was easier to do this way.
1jap vs 4Allied = Play Allied solo or in team versus a jap IA.
1Allied vs 4Jap = Play Jap solo or in team versus a Allied IA.
4Allied vs 4Jap = No IA, play PVP.

So here's the new maps :

Decisive battle :
This is the battle japanese commanders have always wanted; the destruction of the main allied battle force in one single decisive engagement..But its also the time for allied command to get rid of the main japanese surface force...
There's all kind of units on this map, submarines in hunt positions, carriers, fleets of battleships, islands to capture...forces should be considered balanced.
No objective, so you'll play in sandbox when the ennemy fleet has been annihliated.

Steel monsters :
Recreation of the Battlestations:Midway Steel Monsters map; 2 fleets, and an island in the  middle.
But beware; your goal here is to destroy the ennemy hq island, behind his lines, so now the goal is not only to prevail on the ennemy fleet, but also to pass his lines to attack his base. Note that the middle island is also conquerable !

Battleships :
A sort-of reloaded Steel Monsters where the new units appear, on a bigger map and of course with meaner fleets opposing. The only air support on this map is the Ise air support capacities.

Europe Test :
!TEST MAP!
Don't play the Europe test in multi, and play only on the Jap side. (well you can play in multi in reality, but dont ever spawn a plane or a recon plane...)
This map is here to play with the german placeholders, I made'em fight versus a british battleforce under a storm.
Note that the island's textures and trees has been modified to fit a more nordic battleground.(well, this still isn't as cool as intended)

Port Moresby :
Basicly a true Battlestations Midway multiplayer map based on the japanese storyline mission; attack the harbour or defend it...
Pay attention to the harbour shipyards ;The spawned ships waits the previous one spawned to leave, and you must to a manoeuver to leave it with a catalina and not crash...quite a mess.
You are playing US and you are wondering what are the weird recon views on the land ? : Go send a plane, you'll see that its some land convoys of tanks, jeeps and trucks patrolling. Jap player can blind you by destroying these, but its difficult.
As the japanese player, beware of the land fortresses, they are difficult to destroy and can pound a destroyer or a cruiser if you don't take care.
If you play as Japanese against the I.A., If you can control the transports, DON'T CAPTURE THE BASES WITH AIRFIELDS. You'll make your own carrierS bug. You can still conquer the radarstation.


If you are interested in it , I can add that this last Port Moresby map is the future of map creation, it is the result of multiple testings and will lead to new projects.
Camera mod :

Go to your command options to set buttons to operate the ingame cinematic camera.
Warning: using the camera mod can, in rare occasions, crash the game. I don't know what are the odds or what provocates it. Therefore I suggest to restrain its use in your most important battles.
IMPORTANT ISSUES - SUMMARY :

-As said, the camera mode can crash sometimes, deal with it.
-The japanese storyline's seventh mission, invasion of Midway, crashes upon launch. I don't know the cause so I made possible to pass it (so if you hae to play again the game you won't be blocked. The map still appears on the lobby because I plan to repair that.
-The "Europe test" will bug if you play it on allied side OR in multiplayer if you launch a plane.

I can't remember anything so contact me if you find something pissing you off.

Full credits :
C06alt for the Huge map mod
EST_PL for helping
Vendi_HUN and SwarthyCman for the models
Velcor for his tools

You want to use parts of this mod in your own ?
- You cannot use parts of this mod to use in your own mod if this one is not private.
- You can ask me to use work from this mod if you want to use it on a mod you plan to upload.
- Of course if your mod stays private, you can do whatever you want.

Oomperial
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Re: Complete mod

Update to show progress on the Ise class battlecarrier :

http://img141.imageshack.us/img141/6610/isefinished.th.jpg

I don't think I'll be able to do better with the textures so it's almost a finished work, even if the model itself is full of holesand far from perfect.

I am also updating a new map : a variant of Steel monsters but bigger; a sort of Super Steel Monters to play with the new units in a big battleship melée. I just got my ass kicked by the I.A. on easy mode with only the Ise surviving ab

About that, what do you think about the planes carried by the Ise ? I went for a 22 package of Jakes with bombs but the historical data indicate a mix of 14 Judy bombers and only 8 seaplanes (Jake successors). I could go for the seaplanes carried by the I-400 if wanted... But I like the Jake configuration.

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Re: Complete mod

Hi Ooimperial,

nice work i think..., you wrote it´s doesn´t perfectly - i looked for.
isn´t so... the on deck color maybe a bit dark but it is cool enough, making contrast in opposit of other ship-type.
the backstage flightfield is grandious ! this reflecting the plan of Jap-Navy, right?
good work! , the turrets very very good colorized, making everybody impressed if viewing this stylish thing.
shure,  something you would making better, its normaly looking with the eyes of the maker have more sense for.
the Ise is now a big fish can beatint strong!

yes the idea to hold Jakes completely on Ise is cool, strong power on one hand actor.

could be a variant implemented? : i don´t know if exist.
can you or 3rd Party Modder-Member implement a random-access?

i meaning if the game-play starts it must initialisized Params and so on...then a random-process generate one of the Ise-Type?
this could be offered in the Info / Intro / Briefing-screen , that the difficulty is :
the Leadership of Jap-Navy knowing at last moment which Ise-Type send out in the battle.

Then everybody have this can do,  a Ise-Type with full ranged aircraft-support   ( 22  Jakes on Board)

or                                                  a Ise-Type with minor ranged aircraft-support  ( 14  Jakes or Judy on Board) with
                                                     assistenz of a Type 400 Sub with up  4  up to   8   Jakes on Board.

i hope i doesn´t consternating you with this....

you made a good job, really

thx & cu

No fun without a work for...

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Re: Complete mod

This or change the Ise to be like an aircraft carrier only able to lauch Jake or Judy ag     I even think it could be implemented.

About the dark deck : I don't have the game on the eyes, but It's true that it looks too dark on the screen... I'll take a look later if it really look like this and if so, change it.

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Re: Complete mod

Hi Oomperial,

that´s cool,  the color of the top levled deck could be mixed with a touch of blue from the sea.   bs
( tarning makes stealthy & invisible out of the viewpoint of the sky )    af  bo

thx & cu

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Re: Complete mod

Yes but it won't be really realistic :p
But in that way, if you look at the Texture mod I released, you'll see that the new grey/blue taint of the Japanese cruiser do very well to camo them into the sea without being too unrealistic

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Re: Complete mod

hi,
you meaning the pixs in your imageshack?
i don´t know : but if it checked out if the textures exposed well,
if shown in full range of daylight in a scene?
I feel, its a touch lightning much. (turrets-cruiser)
Idea: get the texture ( turrets-BB ) from the "Ise" and make it darker and dirty more.
The on deck plane i meaning must have a bit more blue of the sea.

we would see, ok?

thx & cu

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Re: Complete mod

Still work in progress, since there's some shadow bugs annoying me, but I'm having a look of totally new models to see how the game engine handles them.
So here's a pre-1942 Ise-class: and yes, it doesn't have any catapult, I know that ab
http://img256.imageshack.us/img256/4939/hyuga.th.jpg

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Re: Complete mod

Lookin good.

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Re: Complete mod

By the way, the mmod I'm working on should be working for Midway too with minor modification ab

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Re: Complete mod

the pre 1942 Ise-class looks good, very interesting is the turret group in the backtile.
of cours, where a catapult could be placed?
magazins, tank, turrets  getting much place  so the superstructures  too, i think there is no chance for a structure let lifting off aeroplanes.
this type must guided or guarded by SUB 400 with aeroplanes in the small hangar, they can operating for observation and attacking keyed objects.
the model ist wonderful! , the color have a sense lite violett? - maybe reduce the component red a bit? then it become blue more? doesnt clean blue.
some parts rusty?  its dark, yes, how much must be the value whitness become balance? - that this ship get more a realistic.

You use values RGB ?

thx & cu

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Re: Complete mod

As I told, it is only a work in progress, as you see there isn't any shadows working on the model(s), and this is not the worst part, because parts of the model exposed to the sun have a totally buged shadow, so I'm working with new models to see where the problem could come from.

And yes, the pre-192 Ise/Hyuga should have a catapult at the same place Fusô/Yamashiro have one in the game...After all, the Ise and Hyuga were originally intended as Fusô-class ships before being modified in the design.

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Re: Complete mod

Hi,
yes i knowing yet...

the prob with the shadow :
is the dimension between part selected of the orig / actual  - model-shape different?
  -  ...could be, the dimensions in the model orig. are params fixed in a table/list interact with the 3D-engine
      ( the (OS) DX engine are used prefered )
-   meaning that the 3D render engine (DX) from MS used but in a operation area defined ( Game-Engine ) --
      standard sets ( maybe hard-coded - ingame-engine )
-   the ressult is, that the arithmetic operate with values with a status "out of range" , doesnt produce
      a machine-error (tolerance) but doesn´t out of the definition
-   for a 3D operation set coded. than probaly the shadows computed deformed.
-   two sections must be proofed : the definition of geometrie ( shadow (render) / shadow-maps!!? ) - if exist
                                                       the sets of lights used [ render-hardware (DX) - / software-table (software) / FinalGather? ]

it seems this here predented is too much, no - it´s the search for doesn´t know what´s matter inside -
if knowing about task-points of the Game-engine : very easy
if not ( get info and make probes ( maybe brut force op ) ) - to find out where the params are they steering Light & Shadow
the geometrie themself could have a influence if a table defined coded for this game-engine -
diff geometries = diff results in the lightning & shadowing section

that´s i can say actually to this...
i like your working....


thx & cu

No fun without a work for...

use GameRanger :   in BSM as usr:  fuckwarcrime  in svr: -=[DBM]=-Joghurt    ---   in BSP as usr:  JoghurtDLetzte  in  svr: ?
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Joghurt der Letzte
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Re: Complete mod

sorry it was doubled send out...

No fun without a work for...

use GameRanger :   in BSM as usr:  fuckwarcrime  in svr: -=[DBM]=-Joghurt    ---   in BSP as usr:  JoghurtDLetzte  in  svr: ?
                                                               SKYPE :  call  talk2Joghurt

in WoT EU-svr  :  as   JoghurtDerLetzte   /  WoT EU- testsvr  :  as   JoghurtDerLetzte_EU

Joghurt der Letzte
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Re: Complete mod

Im supporting you bro!!!
Ghost129er

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Battlestations Shoutbox

Latest Message: 19 hours, 38 minutes ago
  • N_Trainz : What game and mod are you dealing with?
  • Runsva : Can someone PLEASE help me i can't install anything on my game it just keeps crashing!!
  • N_Trainz : Legendary Da: Its now live on Moddb and here is the link, requires a Batlestations Midway game to be installed to work «link» - midway - skinpack/addons/international - bsm - collection - light - version Enjoy
  • Runsva : are we still talikg about the zyy modding pack??
  • N_Trainz : Yeah I wanted to do this, but the installers were being a pain giving me errors about something. I finally got it working, and just figured out how to make the updater now since it'll be two parts with one containing the misc files and the other mostly the mpak files. It'll be a stand - alone DLC mod just like the Bismarck Mission Pack was. Like I said I plan to have it all completed and uploaded by this weekend
  • Legendary Da : No, no, not problem at all; I am already grateful that you were thinking about this subject, I can wait as long as you need to. Thanks for the help (again), and feel no need to rush this subject; we all know that the life comes first. :)
  • N_Trainz : Hope you won't mind the wait, it'll be worth it if you ask me, and yes I do understand that you can't download due to that cap Mege has. I heard the PM was down, but haven't tried it as I been busy helping the BSmodHQ team with things and then those that are life - in - general.
  • N_Trainz : To Legendary Da: I been trying to work on that actually, what I'm experiencing is the pack size> I already made it a light version of the mod, so hopefully this weekend maybe, might be sooner
  • Legendary Da : To N_Trainz: So, um... I can't exactly download from Mega for some reason; so could u upload that mod to Moddb? I am sorry for making extra work for you, and I TOTALLY understand if u can't upload it again; so, do as you want; I just wanted to say somehow I couldn't dl the mod (btw, why isn't the PM working?). U don't have to post the link either; I'll find it from the site if u upload it. Thanks whatever u do, and so sorry for the extra wish. :/
  • Runsva : Anyone there??
  • Runsva : That is on the zyy modding pack v1.0.3 forum.
  • Runsva : If that hepls...
  • Runsva : The link that I donloaded from is the one message before the last one on page 4 on this forum because all the others are for some reason down.
  • YamatoFavor : Zyy eh... doubt I installed successfully and seems like I lost the build
  • Axis_Crusher : Well I am aware of that mod, but I've never installed it. I'll ask around if I can find someone that successfully installed it.
  • Runsva : The zyy modding pack v1.0.3
  • Axis_Crusher : Just so we're on the same page which mod are you trying to install?
  • Runsva : Game*
  • Runsva : Do i need to make a copy of my gamr folder like Battlestations Midway?
  • Runsva : No I didn't install it into a separate directory, it is in steamapps - - > common like any other steam game.

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