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Jason Petho
23 Apr 03, 18:17
For all those Divided Ground fans, Paul Adaway has released his latest unofficial patch - 1.04u

This is available at the Blitz ( http://www.theblitz.org ) FTP site.



Here's a reading of the Text file for furhter information:

"""

Divided Ground Unofficial Patch 1.04u

Unfortunately Talonsoft's Divided Ground was released with numerous errors. Chris Perleberg has done an excellent job of correcting the oobs, however he has only scratched the surface of the problems relating to unit values. This patch is my attempt to correct these problems, I make no claim to have corrected all of them, but I think you will find that the game plays much more realistically in all it's 4 time periods (1948,1956,1967 and 1973). My patch is completely harmonious with Chris's version 2 patch and Talonsoft's official 1.02 patch. In fact, for ease of installation I have included all of Chris' earlier patches and the Jordanian OOB patch (except for the additions to the pictures file, and the corrected Desert Trees files) in this 1.04u update. You now only have to install Talonsoft's 1.02, and then install this 1.04u patch.

Procedure;

First, install Talonsoft's official 1.02 patch. Unzip my Unofficial 1.04u patch, into main Divided Ground Directory and copy over any original files, you may want to back them up first.


Changes in 1.04u;

Corrected errors with certain AA units firing at reduced effect (ZSU 23, ZSU57, Israeli Bofors L/70 etc).

Corrected errors in linked campaign games (IDF73.LCG and J67.LCG).

Infantry platoons armed with automatic rifles (AK47 etc) have had their fire cost reduced to 33 (allowing them to fire up to three times per turn), and their attack factors reduced by one third (to keep overall firepower the same). This brings them into line with the fire cost and attack values of the DG Vietnam Mod.

Israeli 1956 Rifle platoon Hard attack values reduced to 14, to represent that the Super Bazooka was only issued at one per platoon, rather than being a squad level weapon as I originally believed.

Revised company and higher level oobs (mainly Chris Perleberg's work, but with some further corrections by myself).

Revised camo colours for the Israeli, Egyptian, and Syrian 3D unit graphics to better represent actual camo schemes used. (ie; Israel; olive/sand drab, Egypt; sand, Syria; dark green).

New 3D graphics for most of the aircraft types (all the jet aircraft have new accurate graphics, the original DG plane graphics were poor, very few of the aircraft types were recognisable).

More corrections to unit graphics (ie; Jordanian Duster, heavy mortars of various nations)

Many more corrections to unit values.

Included new sound files, to correct errors in the original DG.

I have included all of Chris Perleberg's earlier patches and the Jordanian OOB patch (except for the additions to the pictures file, and the corrected Desert Trees files) in this 1.04u update. You now only have to install Talonsoft's 1.02, and then install this 1.04u patch.



Changes in 1.03u;

More corrections to 3D graphics.

Clarified artillery unit names (which in the original DG files were often unclear), and corrected anachronous use of D-30 howitzer.

New units added to platoon.oobs including;

Israeli:
R35 Light Tank
M4(105mm) Medium Tank
M4(77mm) Sherman
Daimler Armoured Car
M9 6pdr Gun Halftrack
M3 SS11 Halftrack
M3 90mm Gun Halftrack
Soltam L33 155mm SP Howitzer
Makmat 160mm SP Mortar
Mosquito Mk VI Fighter Aircraft

Egyptian:
Humber IV Armoured Car
Staghound I Armoured Car
Mark VI Light Tank
Locust Light Tank
Matilda II Infantry Tank
Valentine VIII Infantry Tank
sIG II 150mm Self-Propelled Howitzer
Loyd Carrier
M4/FL10 Sherman
ASU-57 57mm Airborne SP AT Gun
Walid
SA-6 Gainful
S23 180mm Gun
Fiat G-55

Jordanian:
Staghound I Armoured Car

Syrian:
AM Dodge Scout Car
Panhard 178B Armored Car
Carrier AC 25mm Tank Destroyer
Lorraine 38L 75mm Self-Propelled Gun
Lorraine 38L 65mm Self-Propelled Gun
StuG IIIG 75mm Tank Destroyer
JgdPz IV 75mm Tank Destroyer
PzA III/IV 150mm Self-Propelled Howitzer
T-34/122 Self-Propelled Howitzer
S23 180mm Gun

More corrections to unit values, mainly fixing artillery and helicopter values.


Changes in 1.02u;


1) Unit Values; An examination of the DG Help files (or the weapon.pdt and platoon.oob files) will reveal a number of strange values. Eg; Ben Gurion tanks (an improved Israeli version of the Centurion) with the same defence values and inferior attack strengths than an AMX13 light tank, all infantry type platoons have the same values regardless of nationality or time period (therefore a 1948 Egyptian Rifle platoon with WWII vintage rifles has the same attack strengths as a 1973 platoon armed with AK47s and RPG7s!), all modern vehicles have their speed ratings in mph rather than kph and are therefore extremely slow (if you've played the first scenario in the Syrian 1973 LCG and wondered why your tanks could not get any where near the objectives before the end of the game, now you know why), recoiless guns have the same attack strength at all ranges (are they laser guided? I don't think so!), and none of the modern equipment is more effective than the best WWII units found in earlier Campaign Series games (eg; the best hard attack strength in West Front (discounting the Maus) is the Achilles tank destroyer with 60, no tank in DG approaches that despite better guns, fire control systems and ammunition! I also find it hard to believe that a Stuka is more effective at ground attack than an F4 Phantom, or that a ZSU23 with radar guided fire control is no more effective than a WWII vintage German quad 20mm slapped on the back of a halftrack).

I could go on forever here, but basically I have reviewed every attack strength, range, defence value, assault value, fire cost and movement rate in the game and have had to change most of them. You may disagree with some of the new values I have come up with, but they have been worked out consistently according to my interpretation of how Campaign Series values should be worked out.

One problem was armored personel carriers. In previous Campaign Series games the attack strengths of apcs have been reduced to reflect their primary role as troop carriers, rather than encouraging their use in the game as mobile mgs. In DG, Talonsoft appear to have made a design decision to change this. The reason why I don't think this is just another mistake is that one of the 1948 scenarios specifically mentions the Israelis using their M3 halftracks to provide fire support. I have therefore kept all apc attack strengths at "full" value. This poses a problem with the later OT-62D and BMP1 apcs, which are very heavily armed. A BMP1 with Sagger missiles and a very effective 73mm gun firing HEAT ammo is potentially a very powerful weapon. To prevent players using these units unhistorically and to simulate their small ammo supply, I have set the fire cost of the OT-62D and BMP1 at 55, to effectively limit them to one shot per turn. What do other players think about this?


Graphics;

I have changed some of the incorrect 3d graphics; Israeli 65mm howitzers, 75mm guns, and Avia S-199 fighter. D-30 howitzers, and Zis 2 76mm guns.

There is a mountain of work to be done on the graphics, I have only scratched the surface in this patch.


Sounds;

A number of units had incorrect movement and weapon sounds these have all been corrected, also;

M3 halftracks had the truck sound instead of the halftrack sound (this is an old problem of West Front that has carried on into Rising Sun and now DG).

I have introduced piston engine plane sounds for the appropriate aircraft.

I have given all infantry with automatic weapons the sub machine gun weapon sound.

Night Scenarios;

I have corrected all the night scenarios (including those for the lcgs). Originally they all had visibility of 1. You may think this is correct, but if you look at any Rising Sun night scenario you will see that the base visibility rating is always greater than 1. Otherwise you will not be able to see or shoot at gunflashes at ranges over 1.

Unittext;

I have updated the infantry descriptions with some info on their actual weaponry at various time periods. Again, there is a lot of corrective work to be done on the other unit descriptions, Talonsoft only did a partial job on this one.


Anachronous units;

Some units were not available historically until later than DG supposes, I have changed the following;

Israeli AML90 replaced in 1956 by Staghound a/c. Israeli L33 Sp gun replaced in 1967 by M50 Sp gun. Israeli M51 Sherman replaced in 1956 by M50 Sherman.


Paul Adaway

03/11/01

"""

Hope that helps!
Take care and good luck
Jason Petho

LanceRunolfsson
25 Apr 03, 03:13
Tried to log on to Blitz downloads 2x today 6 hours apart and it is temporarily down ever one must be after the DG Patch.

But really, is it just me or does this game seem to be particularly riven with impossible and wildly unbalanced scenarios? Don't get me wrong I like the game, too bad it had to be such a rush job. Too bad nobody can probably fix the Helicopters from flying on the ground with out the source code. :mad:

KG_Jag
25 Apr 03, 15:10
For those trying to find it, it's under Downloads---Mods.

Big Ivan
05 Jun 03, 20:59
Jason and Friends

Don't know how to get a hold of original programmer but there is a problem with the new mod for DG.

In summary, it loads allright, plays great, graphics are terrific but there is NO Movement cost for moving uphill as it is in all the other CS games. When I hit F2 for the detailed unit file, these costs are entered as 0?!

Can you or someone pass this along to programmer.

Thanks

Big Ivan:(

LanceRunolfsson
06 Jun 03, 16:49
Ivan,
Do you have the Vietnam and terrain mod on? Triaxe who also has the VN mods on and is patched only to 1.03u has the same problem. I talked to Paul Adaway who did 1.04. About this he says that after checking it seems that the hill problem is related to Wyatt Kappelys work on the VN and Terrain Mods. I did not quite understand whether this then meant that components from those were used in 1.03 and 1.04.. Anay way Paul says all these problems will be fixed when the Cold War 48 - 99 mod comes out in a couple of months. There may be more on this as an interim fix may be reinstalling some original Talosnsoft files over the added files.

Big Ivan
06 Jun 03, 22:10
Lance

Didn't know that and thanks for the tip! I do have Vietnam mod added. Let me back it out and see if its fixed.

Thanks for the update on Cold War mod, didn't know that either. Sounds interesting to say the least!

Cheers

Big Ivan

LanceRunolfsson
07 Jun 03, 13:56
This Just In from Paul

Lance,


I thought I should elaborate on my earlier email on this movement problem.
The file that is at fault is something called movement.pdx it is an
encrypted version of movement.pdt. Both of them sit in the main Divided
Ground folder. It basically tells the game engine what movement penalties
apply to each different terrain type. Unfortunately I have been unable to
work out how this file works.


The original movement.pdt/pdx files still work well for Middle East Divided
Ground scenarios. Wyatt produced a new movement.pdt/pdx to work with the
increased number of terrain types that he added for the Vietnam mod (BTW,
they came from Rising Sun). These new movement.pdt/pdx are essential for
Vietnam scenarios, otherwise units are unable to move through jungle etc.
However, it seems that there is this error on the up elevation movement
cost. I am still waiting for a reply from Wyatt about this.


In the meantime you may want to copy what I have done, and do a fresh
install of DG into a new folder (called DGNam). This will allow you to run
the new movement.pdt/pdx in the DGNam folder, and the old movement.pdt/pdx
in the original "Middle East" DG folder. It will also allow you to use the
Vietnam screens and phaseboxes from the Wargaming Vietnam site
(http://www.404state.net/Vietnam/), and if you do a full install you can
even transfer the background sounds from Rising Sun to replace the stock DG
sounds. This will give you the added benefit of jungle sounds during the
Vietnam scenarios.


Please feel free to post this info on the Warfare HQ forum, as I do not have
access to it.


I hope this helps.

chrisp
31 Jul 03, 08:29
Even though I did a lot of work trying to correct the problems in Divided Ground, I've since given up on the game. I now believe it is a dog, a rushed product that tried to milk the last drop of cash out of unsuspecting customers before Talonsoft went under. The game contains such serious flaws -- beyond OOB problems -- that I don't play it anymore:

1. Helicopters can't go up steep slopes.

2. AA missiles attack ground units.

3. Units with ATGMs never run out of ammunition and therefore dominate the battle field.

4. ATGMs can attack ground units.

5. The Canal hexes don't display correctly.

The game just doesn't hack it. It works mostly in the '48 and '56 scenarios, but fails completely with the '67 and '73 scenarios.

ChrisP.