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Bug Fix, Aerial Gunship added, upgraded US Stealth Bomber
Fixed bug where US Humvee wouldn't spawn in battle.
Added the fictional aerial gunship AC-121 Magic Eagle, which in terms of firepower lies in between the C47-Magic Dragon and the AC-130 Spooky. It has the L/60 Bofors and the M61 Chain gun as its armament. Appears in Busan Pocket, 2nd Korean will be added in the future. Can stay airborne for 9 minutes, be advised it has a lot of munitions so takes a while to reload if it evacs empty about 2 minutes, I think. It flies only at 375 km/h, has no ecm, and just 5 hitpoints, so makes sure air superiority is established and the hostile ADN(Air Defense Network) is neutralized or at the very least suppressed. Since modding the game models is impossible, the North Korean B-5 was used as the base for this plane.
To use the gunship just have, just make it air patrol by right clicking the ground of the target area, thats it. It will then automatically engage targets, DO NOT right click on a unit, it will make the plane do an attack run and fly off. Just rick click on the ground.
Also the tracer effects are buggy, they may move in the wrong direction, however this is just cosmetic the rounds fired will land on target.
Increased the physical damages of the LGB of the F-117 Nighthawk to 60.
COMPLETE CHANGELOG
VERSION 3.3
Fixed a CTD that happened whenever the ZTZ-IIA MBT was involved in a battle or displayed in the armory.
Added a new unit the f-14d interdictor, and interceptor bomber, appears in Pearl Of The Orient.
Added the 75 MSSR to Task Force 121 in the Second Korean War. Getting shot at with this rocket arty in Climb Mt. Narodnaya campaign gave me a good impression of them....
Added a new unit, the British Humvee transport, its the same as the American Humvee just British. Makes an appearance in Pearl of The orient, replaces stalwarts of the SBS with Humvee.
VERSION 3.2
Supply Changes:
Supply vehicles no longer repair units only fobs do. This was done for realism purposes, and for increased challenge while digging in. You'll now have to relieve battered units and extract them to the FOB for repair.
Training effects changes:
Now all units who have superior training that appear in the campaign take longer to stun.
Shock needs to take 50% more damage to stun.
Elite needs to take 100% more damage to stun.
Militia needs 50% less damage to stun.
All Tanks appearing in campaigns of certain nations need to take 50% more damage to stun. Nations who have a strong focus on armor including american and soviet IFV transports are affected Have +10 to price
Affected Nations List:
USA
USSR
UK
Unit Weapon Changes:
-FV4333 Stormers: Replaced GMP with Minigun, price increased.
-UH1 Heavy Hog:Replaced grenade launcher with minigun and increased ammo count for rocket launcher and renamed to War Hog, price increased.
-KAFV 25: Added Milan 1 ATGM, price increased.
-KAFV 90: Added Milan 1 ATGM, price increased.
-KAFV 40/50: Replaced Browning HMG with minigun, price increased
-F15C: Increased Speed to 1500 km/h.
-LVTP-7: Replaced Browning HMG with minigun, added REDEYE AA launcher with no stabilizer, price increased.
-LAV-25 Scout: Replaced with the LAV-25 AD, with GAU Avenger cannon(same as the A-10) and Stinger missiles, price increased.
-BMP-1 Series, Korshun, ZBD-86: Range of main gun reduced to 900, which is still OP. In game Its better than a "battle taxi", but it becomes outdated in campaigns set in the 1980s and 1990s, when longer ranged auto cannons show up, price reduced.
Campaign Changes:
Pearl Of the Orient:
Gunship Company Battlegroup: Added UH1 Heavy Hog, doubled all other helicopter numbers.
Gurkhas Regiment: Added Green Berets.
Second Korean War:
3rd Commando: Replace Lynx helicopter transports of Royal Marines for FV4333 Stormers.
French Battlegroups: Light armor and infantry numbers increased
AI Related Changes:
Units cannot execute the move fast command anymore. To compensate all offroad speeds have been increased by 50%. Movement related critical effects no longer happen.
This was done in order to prevent the AI from forming a single line and driving straight to the death towards the player's defensive line. The AI is now more efficient and dangerous. The AI will now spread out in an intelligent fashion and attack you in places you wouldn't expect and apply constant pressure on your lines. With these changes in my opinion the AI is now on par with the average player, and can in occasions present a serious challenge, but unlike the average player the AI also has extraordinary multitasking skills, and can hit you hard with artillery, and air support.
Also beware of ambushes, the new Ai loves to ambush.
VERSION 3.1:
Very important to enable automatic firing on enemy supplies. Almost all transports in the campaign now have additional supplies stowed away. This value is unfortunately random(must be a bug I guess), but is small
and adds an additional level of realism to the game. If you do not enable automatic firing on enemy supplies your troops will NOT ENGAGE the enemy transports which have the supply capabilities, while the hostile transports, will be able to shoot at you.
These units are NOT capturable so no worries there. Supply vehicles and FOBS now carry a lot of supplies so dont worry, you can blow the enemies supply to pieces knowing you got plenty.
New Equipment:
All non AT infantry that appear in the campaign have throwable explosives(under barrel grenade launchers, hand grenades, rifle grenades)smoke throwables(same throwing mechanism as grenades), and disposable launchers. All ideal for for defensive and offensive operations in urban settings.
Disposable launchers have been added, such as the M72 LAW for Bluefor and the Russian equivalent for Redfor. They have the same AP. 1 launcher per man in the squad. They can fire continously a total of 10 rounds
Squads with disposable launchers have the HEAT tag in the primary weapon.
Squads equipped with throwable explosives have the AOE tag appearing in their primary weapon.
The He number of the primary weapon is replaced with the HE of the throwable explosive.
The range of the throwable explosives is about 280 meters.
Squads equipped with smoke throwables have the SMK tag in their primary weapons.
Range for smoke throwables is same as throwable explosives.
Squad must be stationary to fire all of the above weapons
Throwable Explosives, Smoke thowables Ammo counts and whether units have disposable launchers are as follows:
Exceptions are as follow:
All AT Squads now have additional conventional launchers added to their inventory. Each man besides the primary at gunner, IE his escorts now have a conventional launcher with 2 rounds of at munition.
Carl Gustav M2 for Bluefor.
Rpg-7 for Redfor.
The range of these weapons is displayed instead of the range of the primary weapon, but unless the weapon is the M16A2 or M16A3 it has a range of 525 meters.
Units that don't appear in the campaign do not have these additional weapons. This is due to just me working on this mod, and that these weapons have to be added manually to every single unit individually, which is very time consuming and tedious and more often than not error prone.
Unit Changes:
Armor Changes:
Some tanks which appear in the campaign have been enhanced with smoke dispensers and additional hitpoints to simulate interior safety improvements. Tanks that don't appear in the campaign have not been enhanced. Tanks that have smoke dispenser have the [SMK] tag in their cannon.
To use the smoke dispensers hit SMOKE POS, just like in arty vehicles. Max range of about 500 meters. Provides a very thick smoke screen covering almost 180 degrees of the tank in the direction it was fired.
The amount of hitpoints allocated depends on the country and production year of the tank.
Non US tanks:
US Tanks And IFVs:
M3A2 bradley CFV now has the same highly accurate armament as the Troop carrier version, but has more ammo.
Aircraft Changes:
All Airplane hitpoints have been modified to realistically represent engine and cockpit protection, and other safety advances:
US Aircraft:
Any aircraft not mentioned remains unchanged.
F17 Stealth Eagle:
12 hitpoints and Price increased by 10 points
F18 variants and F15 variants,F15A not included:
15 hitpoints and price increased by 20 points
F-14D Tomcat and A-10:
18 hitpoints and price increased by 30 points
General Unit Changes:
Korean F16s have mavericks added to them to give them ground attack capabilities.
KF16s does not fire the mavericks so avoid using them for ground attack(will try to fix).
F14 Tomcat renamed to F-14D Tomcat and production year changed to 1984
The Jiksa-Hwagi-Ban unit now has a Milan 1 launcher instead of Recoiless Rifle. Replaced their M16A2 with K2 rifles.
All airplane cluster munitions now have 2 HE damage, doing slight damage to soft targets.
MCLOS missile launchers now are half as accurate as before making them more realistic
American fighter planes have a more accurate vulcan turret.
Replaced primary rifle with the M4 Carbine for the following units:
Teukjeonsa(ROK)
SBS(UK)
Replaced primary rifle with the M16A3(full auto capable version of M16A2) for the following units:
Navy Seals(US)
SAS(UK)
UDT(ROK)
Added an ap value to the Spetnaz's incendiary launcher, can destroy tanks.
Renamed Paratroopers to 82nd Airborne Infantry.
Replaced Howa DMR with M14 DMR for the 82nd Airborne Infantry.
Replaced the US Marine's m14 with the M249 SAW
Ships can now reverse, useful to get of a bad situation while still firing.
New Units:
F/A-18SH Stealth Hornet added, basically carrier version of the F-17 Stealth Eagle. Appears in the Second Korean War.
Changes to stun levels:
Changes apply to US infantry units only, for now, but will apply to all infantry units in next update.
Spec ops take twice as much damage as before to stun.
Shock troops take 50% more damage to stun.
Regular units unchanged.
General Campaign Changes:
Airplane Battlegroups have recon capabilities.
They can now reveal hostile units in the campaign map sectors where they are placed. Giving you
critical information before moving units into hostile sectors.
Land Based helicopter battlegroups can no longer move behind enemy lines, due to unrealistic logistical strains that such maneuvers would incur, as well as improbability of success of such a large scale infiltration. They can no longer maneuver over water due to unrealistic logistics this would represent.
Sea based helicopter battlegroups can move over water and can attack behind enemy lines. They are still able to launch attacks behind enemy because there is no way to take this capability away without removing their ability to move over water hence rendering them useless. If there is a way to do this, I don't know how.
Only campaign, where the helicopter battlegroup changes do not apply is Climb Mt Narodnaya.
Ai has been configured to now use its additional points to deploy more units, just like a real player would.
Deployment points have been increased to 18,000. This is for the AI, as they can quickly expend their points, and the battle becomes boring. Deploy what you feel comfortable with and you will win just like before or knock yourself out and have major battles.
AI tactics have been substantially improved, long description is available below. Most important feature is that AI will now defend when you attack.
Unit availability in campaign has been greatly increased, including naval units. Increases primarily affect REDFOR.
Changes to Bear VS Dragon:
Soviet reinforcement now start to arrive after turn 1, so move fast. This prevents a previous bug where the player was able to take the final objective by turn 2. Now you must grind your way through
Second Soviet Reinforcement wave arrives after turn 2.
Added Lie Ren units to air recon company
Added Li jian commandos to attack helicopter btn.
Changes to Busan Pocket:
Added KF16C Block 52 SEAD Planes to South Korean Fighter battlegroup.
M3A2 bradley CFV numbers increased to 24. Replaced the Spetnaz GRUS's urals with BMDs.
Changes to 2nd Korean War:
Added 8 dragonfly bombers to the South Korean strike squad.
New battlegroup, replaces the boring Airborne Logistics Company, The 4th SOSF with basic infantry with Japanese logistic units.
Added american logistic units to the other US/Jap airborne battlegroups.
Changes to Pearl Of the Orient:
Replaced Scots Guard infantry apcs with more powerful Warrior IFV(No stabilizer though so careful!).
Moved all canadian troops from the anti tank battlegroup to the infantry group to create a new battlegroup, the 82nd/101st Task Force(will think of a cooler name). It has helicopter infantry and humvee transported infantry and lots of supplies
Did the same with the ANZAC light infantry, moved them to the armored battlegroup, expect the battlegroup is the 1st MEU, composed of american marines, M60s, and logistics. Note it is not capable of embarking in a port, can only fight on land.
Increased some British tank numbers and ANZAC Phantoms.
The Gurkhas rgt and the helicopter regiment can no longer move behind the front lines and take sectors behind the lines, so the easy way to finish the campaign is no longer available.
It is definitely the most instense, and difficult. Your heavily outnumbered, and you lack any sort of proper fire support, your inital morale is pretty low and unlike in Busan you don't have a nice river to dig in behind and plenty of powerful units at your disposal, and fire support.
If you decide to hold your ground in the border provinces above Tsuen Wan, the fighting will be brutal and you will take heavy losses in order to achieve a draw, but its doable, but you'll have to muster all troops available to the border sectors, including the royal marines. The Royal Marines are the only group who can perform a flanking attack in Yantian assuming of course you clear the Chinese Navy, but it would be delayed if it takes part in holding the lines until you can deploy the incoming reinforcements... It is an interesting dilemma and adds some challenges to strategic decisions making.
Changes to Climb Mt. Narodnaya:
Changed BMP-2 of the First Guards to BMP-2D, the assault version, more armor but not amphibious.
Re-added Japanese Heavy tanks to the Gobo tank unit.
Changed the Soviet Marines' MT-LBV with the BMP-2. Spetnaz Brigade is now composed of actual Spetnaz, VDV is no longer present in it.
Fixed minor typos and missing info in the battlegroup description. Highly recommend playing the game in English to avoid localization errors, but if you have none in another language then its fine.
Explanation of new AI tactics:
If the AI is Defending Ai will defend well and dig in as best it can. In some cases it will not attack unless provoked.
If it is provoked it will send out small attack forces to engage the player.
Provocations include but are not limited to:
airstrikes
artillery barrages
Infantry ambushes
it will keep a good portion of it forces on defense while keeping a few others(around 20%)
in groups designed to attack the enemy in small calculated attacks to pin the player down
and reduce his/her attack capabilities
The AI will launch small counterattacks with a small force of the already engaged group attempting to disrupt the player's attack. It will not
send out additional reinforcements already depoyed in the sector but will dig in and respond piecemeal
to the players attack in order to stall and disrupt the players attack. These piecemeal battles can be nasty ambushes if your not careful. Some units may even fallback
to sectors still under control.
It will also create defensive positions on road sections between hostile and friendly sectors and dig in as well as it can in villages
located in sectors filling most of the sector's buildings.
The aggressiveness of the AI depends on armor advantages, and numbers advantages, and overall skill levels between the engaged battlegroups
If the AI is attacking:
It will devote 80% of its forces for attack, leaving the rest for base security.
Like before it will rush you relying on concentration of forces combined with great multitasking of fire support to overwhelm and overrun a spot in your line.
Unlike before it may now attempt it on several locations on your lines, applying great stress on the line. Best counter to this is fire support and steady stream of logistics.
VERSION 3.0:
General Changes:
SU27Pu speed increased to 1400 km per hour.
M2 Carl Gustav Launcher added to Fusiliers.
M2 Carl Gustav Launcher added to ROK 85 Infantry.
M4 Carl Gustav Launcher added to US Army Infantry.
SMAW added to US Marines Infantry. The Oliver Hazard Perry frigate is no longer OP as before but still superior to most ships in the game.
Blown Up vehicles will no longer be impassible wrecks, vehicles can go right through them without causing traffic jams.
Infantry bodies dissapear quicker now in 1 sec instead of 10 secs to avoid traffic jams.
Body Armor Changes:
Commando and 90s era infantry units for the most part have +5 health points to simulate body armor.
US units no longer have superior body armor compared to other nations.
Manpower Changes:
Squad sizes have been reduced from the previous version.
All British, ANZAC and French infantry with the exception of commando squads have 5 men per squad, this includes atgm infantry.
Chinese regular infantry has 15 men per squad.
North Korean regular infantry has 15 per squad.
Soviet infantry has 15 men per infantry squads(Regulars, airborne, marines), and 5 per atgm squad.
US infantry commando and infantry squads capped at 10 men.
This changes are due to the fact that the game engine cannot handle squads larger than 15, it will become unstable, and randomly crash.
Battlegroup Initiative Changes:
All battlegroups have +2 Initiative.
Standard infantry has 5 now.
Standard Armor has 4 now.
Standard Helicopters have 7 now etc...
This allows for quicker redeployment of reinforcements and allows armor to attack neighboring enemy provinces in the same turn.
Changes the dynamic of the campaign in an intense way, especially since the ai takes full advantage of it, deploying troops farther and quicker than before.
No longer will a battlegroup just be used for just one battle at the rear and never be able join another fight before the campaign ends.
Changes to Busan Pocket Campaign & Second Korean War:
Replaced F17 Stealth Eagle in Carrier plane decks with the FA/18(No stealth, but more maneuverable and cheaper, and CV capable).
Removed Green Berets from Marine decks.
Changes to Climb Mt. Narodnaia:
VDV 90 unit numbers increased from 12 to 48
New Unit:
Added the Arleigh-Burke Destroyer to the game. An entirely new unit, identical to the Kongo but with better armament and ecm. Makes an appearance in the Second Korean War
VERSION 2.0 & 2.1:
All changes discarded due to bugs.
VERSION 1.3:
Changes to US Units:
Transformed lav into a highly mobile amphibous light tank, it only has a light tank cannon and an mg.
Added autocannons with limited ammo and stinger missiles to AAVs. Little Birds have stingers instead of grenade launchers.
Added Stingers to Bradley.
Added stinngers to SMAW and renamed them to: "Weapons Team", can kill any vehicle by itself, consumes lots of ammo though.
added m14 as dmr to US Marine Infantry, replacing the stinger missiles, less of a general unit, more of an excellent anti-infantry unit.
Added a sniper rifle to US paratroopers.
Changes To Busan Pocket:
Changed the vehicle type of the NK A-5 naval attack, from naval to plane because the ai never uses them when landing in Seoul in busan pocket, cause it doesnt have a naval sector. Added Little Bird choppers to the South Korean speacial aviation battlegroup.
Added Spetnaz GRU with truck transports to North Korean Mechanized battlegroups.
Changes to Climb Mt. Narodnaya Campaign:
Added Su-27 pu interceptors to the IL bombers battlegroup in Climb Mt. Naradnoya, to serve as escorts.
Added elite East German Mig-29s to the Mig-29s ground attack battlegroup, to serve as escorts.
Added Mig-29s and Su-27 ground attacks to the naval battlegroups to make them useful in land.
Replaced the useless and absolutely terrible ASU-85 tanks with the BMP-685, more mobile, more accurate, has a turret, and a better gas tank and more armor.
Replaced the mediocre BRDM Strela 1M with the Strela 10M in airborne battle groups
Replaced the useless airborne BRT-D transports with BMD-3 transports.
Increased all Japanese and Soviet Infantry numbers significantly and doubled Soviet armor numbers, Japanese armor was not modified.
Added Tunguskas to Heavy Anti Air Battlegroup.
Added the T-72Bu(Absolute Beast) to the 1st and 2nd Guard armor battlegroups.
Added Mi-28, Ka-50 and KA-52 choppers(All have ECM) to the Helicopter 319 Helicopter Regiment of Kustenov Naval Brig.
And added heli-borne recon Spetnaz GRU to the regiment.
Increased infantry numbers slightly in the helicopter DShV Regiment.
Replaced most of the US infantry with non modded light infantry so in case you cant beat the Japanese before the Americans arrive, its still very doable.
2nd Korean War changes:
Swedish, Danish, and Norwegian commandos have been added to 1. SOSF battlegroup(An American commando formation created in the mod that appears in both Korean war campaigns).
General changes:
Max destruction and starting points increased.
Infantry unit numbers increased significantly
Infantry speed increased so they can be better utilized by the ai. Due to the fact that the ai has the really bad habit of unloading them from the transports as soon as the unit is deployed and using said ,barely bulletproof, transports as if they were a heavily armored assault tank, its a pretty horrible thing to watch. By increasing their speed, infantry can catch up and perform a combined assault. This makes battles more epic, intense and realistic in my opinion, especially if you're defending.
VERSION 1.2:
Added ecm to blackhawk transports. Changed tow missiles in sea cobra and super cobra helos to hellfire missiles. Fixed green berets training now its elite. MH-60L DAP helo(with 30% ecm) and delta force added to second korean war. Changed marine recon and green berets skins to look like special forces recon. Added stinger launcher to delta force that can fire fire and forget missiles at ground and air vehicles, highly overpowered.
VERSION 1.1:
Fixed bug in the abrahm's autocannons not engaging infantry. Replaced the m240 mg of the M1a1 with a second autocannon with no ap power just he, so two autocannons, 1 with ap and he and 1 with he only. Also doubled the number of mavericks in the A10 Thunderbolt. Edit: Forgot to add I replaced the 50 cal of the recon Sheridan with an autocannon because why not. This tank only appears in the American-Japanese Airborne task force(replaces the Dai-Ichi Kūtei Dan airborne force) in turn 3 in the Second Korean war. It is crazy effective against transports, IFVs, and light tanks. Fighter escorts have also been added to the F18C deployable battlegroup in both South Korean campaigns.
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Very important to enable automatic firing on enemy supplies. Almost all transports in the campaign now have additional supplies stowed away.
and adds an additional level of realism to the game. If you do not enable automatic firing on enemy supplies your troops will NOT ENGAGE the enemy transports which have the supply capabilities, while the hostile transports, will be able to shoot at you.
Wow, that came faster than I had dared hope. So if I had to guess, thers no 105 howitzer because it would mess with autofire or otherwise get really confused, or is it just too powerful? Either way very excited to try this out and put it through its paces, can it spot its own targets or will it need observers to point out enemies?
You will need observers, now for howitzer, Im not sure yet I thought it may be too op, cause now it just does major damage, take into consideration it hits the top armor of tanks, which is virtually nothing. It cant spot targets on its own needs some one to spot. It gets confused if you order directly to attack a unit, so just have it circle a target area. After you give it a try can you give your opinion on adding the howitzer?
I think the gunship should work fine in skirmish, I think it was my pc that was the problem.
Honestly, I think it should still be added. My experience with it in Busan was more dealing with large clusters of infantry and APC's that the minigun and autocannon just can't kill fast enough. Also, The howitzer can let it more effectively engage entrenched infantry. ALso I don't know if it just because its a test for effectiveness so wasnt put in but the name didn't stick- it still said b5
Oh Also I meant to ask, what American Stealth bomber was upgraded?
the F-117 Nighthawk
Also thanks for the feedback on the planes performance, I think your right it needs the howitzer. And what do you mean the name didnt stick? It still said B-5?
Great mod, have been playing it for past few months. Had an issue before where some ships would shoot all across the map, I will check if it was fixed somewhere in past versions. Keep on doing gods work! :)
If it was the Oliver Hazard Perry doing that it was intentional, range has been reduced, in terms of range and firepower it can go toe to toe with REDFOR destroyers, in terms of armor and survivability it cannot. Any other ship that was the game's default. Thanks for the feedback!
So trying new version, on first Second Korean War mission (the one with ships) I am getting a crash when trying to load any save game from that mission. Started new campaign, made a save game in first mission, tried to load it, it crashed. Same with other save games I make in same mission. Here is the screen, dump and save game file: 1drv.ms
I'll take a look
So I tried it now it worked fine, did you intall the ZZ_Win file also? If you did dont worry, Im uploading another update soon, so I may have fixed it and forgot about it.
Yes I have installed both, but I will try again to reinstall everything. Thank you for checking it :)