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Extensions mod 1.0 - new Duel gameplay and new Command Points

Extensions mod 1.0 - new Duel gameplay and new Command Points

This mod gives more options in the skirmish games:
First, it adds a few game modes which the original developers implemented but decided to cut it in Duel mode. New classes are torpedo-boats, submarines and light cruisers. I particularly enjoy playing a submarine duel, where only one hit by a torpedo is fatal; there is also depth to consider as well (useful for evading torpedo, but one can only fire while at the upper 2 levels) so the battle is 3-dimensional and very interesting. PT boat chases are cool as well - they're like dogfights on the surface.
Second, it adds more options for command points - 50, 100, 300, 600, 900, 1200, 1800, 2400.
Third, it adds more options for time limit of duel events - 5, 10, 15, 20, 25 and 30 minutes.

Download link: http://share.computerbeacon.net/bsp/extensions_v1.0.zip

Install instructions:
1. Backup GVMainMenu.mpak and GVMultiMenu__Init.mpak in the "mpak/global/" directory.
2. Replace the files with those in the mod

This mod is, obviously, incompatible with any other mod which overwrites these files; I will incorporate others if time allows (or anyone can do the job if they wish). I also plan to release a "God mode" mod, which decreases the unit cost to 0 on either the US or IJN side during Island Capture, allowing one to spawn as many units as they wish, for the fun of it.

magic
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Re: Extensions mod 1.0 - new Duel gameplay and new Command Points

Oh man this mod is awesome, its also one of the few additional CP mods that work for me and don't crash instantly.

And I was able to combine in with commander1234's all unit unlocks mod too with no problems, just swapped out the MainMenu.mpak and it worked fine. Thanks for the release!

That god mode idea sounds really good, I would be happy to test it if you require, I almost thought that you put it in since I saw CP 0 option in the menu but that of course only gave me 0 CP in island capture :V

fleetplanet
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Re: Extensions mod 1.0 - new Duel gameplay and new Command Points

Hii! I'm desesperadly looking for your mod. I cant find it anywhere. I tried to mod id by myself, but i failed too. Do some of you still have that files?

Thank you very much!

pepcink
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Re: Extensions mod 1.0 - new Duel gameplay and new Command Points

i think DXG mod have this, probably DXG mod 1.0

Avalon
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Re: Extensions mod 1.0 - new Duel gameplay and new Command Points

I have just re-uploaded the file and updated the link.

magic
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Re: Extensions mod 1.0 - new Duel gameplay and new Command Points

huh ?? what link are you talking about ?? where is it ??

Avalon
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Re: Extensions mod 1.0 - new Duel gameplay and new Command Points

Maybe he edited his first post.

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Latest Message: 1 week, 6 days ago
  • Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
  • N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»
  • Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.
  • The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
  • N_Trainz : Well it looks like we have spammers again
  • Mokeo67 : No problem Thanks for the help
  • Axis_Crusher : Not really
  • Mokeo67 : Ok thanks anyway. Do you know who does?
  • Axis_Crusher : Unfortunately I don't deal with that part of modding
  • Mokeo67 : Sorry forgot the link. «link»
  • Mokeo67 : This is the forum topic I meant. The dictator said he found the unused slots in the TXM file obtainable with the mmod2txm, what is this and is it available to use.
  • Axis_Crusher : This is your best bet: «link»
  • Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?
  • Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.
  • Axis_Crusher : No problem
  • Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help
  • Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.
  • Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the
  • Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.
  • Axis_Crusher : I also prefer it being off, just as most of the BSM community. Most players, however prefer repair to be enabled so that is what we should do. Most of our maps it will be disabled through the script however. If you want to play with the game's repair settings you can find it under shipglobals.lua

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