![]() The Seekbat was another Standard missile derivate. Its speed was Mach 3+ and its range was 90 km. This 590 kg air-to- air weapon was a SAHM. ![]() Studied by General Dynamics, the Seekbat tested under the designation XAIM-97 was a USAFĪttempt to field a long range AAM for intercepting the Foxbat. 2 modulations since those don't contain any extra AI settings. 2 ones included in the big consolidated package for RoF - make sure to change settings, if you choose to change any, from within the modulations, i.e., the RofCampaignSpecific, files themselves - otherwise, tampering with relevant settings from within the PWCG advanced menu options will automatically delete extra entries for the AI that I've included in the Ver. 3 PWCG "modulations" files, instead of the Ver. 1.36 or 1.4, included in the big consolidated package). 3 of the "modulations" files increases wind and turbulence settings, as well as provides greater chance of encountering more capable AI when flying PWCG campaigns, especially if used in conjunction with my newer AI mods. 16.3.1 see directions included in the larger, consolidated package). 3 of the PWCG "modulations" files (to be installed manually in the PWCG ver. 29, 2023 Update - Included below the link to the "Consolidated Mods. previously offered separately, such as the "M-S Type H Campaigning Tweak," the "PWCG modulations" files, etc.Īpr. This package is provided "as is," with no active support beyond the included explanatory files. Do read the included "Read Me" files, where available, for more info., particularly the "READ_ME_ROF_General_Info" file that is located in the root folder of the package when unzipped. this time as a convenient, consolidated package that has been updated with the latest tweaks. 17, 2023 Update - Please find, available at the link below, my previously released mods. Two pics are the SF2 root folder and the mods folder in Saved Games:Īpr. Could it be something to do with SF2:NA, which I bought and installed after the modding had been done, and have never flown as yet? I thought I'd ask here before doing a complete reinstall, as it's not something I ever had issues with before. The mods I have installed also include the full Nato Fighters 5 (and a separate NF4), which also doesn't seem to be adding anything extra. Mescalaro is not showing as a theatre - only the default ones. I get the same list of aircraft appearing, regardless of which SF2 'theatre' I start up, and none of the added aircraft are on it. I haven't updated since July 2012 and as everything has been left exactly as it was, I'm stumped as to why it won't play along. However, after taking a break of nearly a year, I am finding that the mods aren't working any more. I didn't test all the mods, but the SF2V AG XP and Mescalaro range mods were flown and worked well, as did all the add-on aircraft that I had got from CombatAce - I put them in the standard SF2 mod folders and they showed up in the game, no probs. ![]() for Vietnam AG-XP I used the SF2:V executable and mod folders and so on). I always used whichever part of the SF2 series was required as a base for the separate mods (e.g. I use the full 5 merged and the only DLC I have is the custom campaign one that allows you to change the aircraft you can fly. Sounds cool already, but who can you play as, you might ask? Well, these beautiful, crazy bastards have gone way above and beyond to bring us THIRTY distinct leaders (some being alternates for the same civ), including Ashurbanipal of Assyria, Sargon of Akkad, Hannibal of Carthage, Hatshepsut of Egypt, Arminius of Germania, Boudica of the Iceni, Zenobia of Palmyra, Leonidas of Sparta, Helen and Hector of Troy, four new Roman emperors, and reworked versions of some vanilla favorites like Pericles, Qin Shi Huang, and Chandragupta.Some time ago I installed a number of mods into SF2. This sharper focus allows Anno Domini to model things that would normally be outside the scope of a Civ game, including new Historical Moments and new government types. It basically takes Civ 6’s gameplay and zooms way in on the Ancient and Classical eras "from the Dawn of Time to the fall of Rome," keeping the same game pace and roughly the same number of civics and technologies to unlock. This is one of the most involved mods I’ve ever seen.
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