here's my latest Addon to the Mod Collection RtR. It includes all previous Addons incl. the 1.41 and adds Battle of Britain map support (more balanced, as my testers told me, more plane variants for both sides incl. the Mosquito for the RAF) plus support for two custom maps: "Karst" by amaccann and "LD Point du Hoc" by Cpl. Reynolds. I would like to encourage players to download those two maps which have got SP/Co-Op support, they are made for default BF42 and can be played with Mod Collection RtR now (only different vehicle setup). Credits go to amaccann and Cpl. Reynolds for their great work! I also added some tweaks and enhancements to the Mod Collection, like added Coax MG gunner for most tanks (limited MG rotation), mobile radar for the Allied AA halftrack and the Mosquito / Messerschmitt 110 (both planes were used as night fighters in WW2 and actually got radar), the destructible radar bunker on some default maps plus the new Junkers bomber (edited version with nose gunner being also bombardier and added static MG for pilot). It's for BF42 V. 1.4, Road to Rome and Mod Collection RtR 1.3 (all that is *required*).
BF 1942 Mod Collection RtR 1.43 BoB (Battle of Britain Update) This Addon requires: 1. BF 42 1.4 (official patch) 2. Road to Rome Expansion Pack by EA/DICE 3. Mod Collection RtR 1.3 (basic mod, 29 MB). It includes all previously released Addons to MCRTR 1.3 - BonusPack, Dirty Weapons Pack, 1.41 Update. It will NOT work with the default BF1942 game. If you'd like to play the "Battle of Britain" map or the featured "Karst" map by amaccann or "Point du Hoc" by Cpl. Reynolds, you would have to download and install the respective maps (BoB can be downloaded from EA, "Karst" can be found at Fileplanet: www.fileplanet.com/dl.aspx?/planetbattlefield/karst.rar - it's worth the download!, "Point du Hoc": http://www.bf1942files.com/file.info?ID=15020) to your default BF 1942 folder, do NOT install them to your mods/1.43Collection folder - maps can be played with default BF42 and with MCRTR 1.43 (different vehicle setup). Get Mod Collection RtR 1.3 here (REQUIRED): http://www.bf1942files.com/file.info?ID=11386 or http://www.fileplanet.com/dl.aspx?/planetbattlefield/mcrtrsnyder.exe _______________________________________ Install this .exe file to your main BF 42 Game folder ("Battlefield 1942") and run the game. Do NOT point the installer to other directories like "Mods" or "EA GAMES" or so. The folder "1.43Collection" should appear in your "Mods" folder. Please install this Addon *after* you install Mod Collection RtR. Select this "Mod" in the Custom Game menu ("1.43_Collection_BoB") and thereafter choose Singleplayer or Multiplayer. NETWORKING: You have to disable Content Check in the Dedicated Server menu ("Advanced"). Multiplayer mode was tested on Dice Dedicated Server 1.4 (Windows). Additionally, V. 1.41 was tested on Linux Server Beta 7 (thanks to Einste1n). _______________________________________ This 1.43 Update contains: _______________________________________ - "Battle of Britain" support - play the new official map with Mod Collection RtR vehicles and weapons, infantry setup and effects: New additional Junkers Ju 88C bomber - nose gunner is bombardier and pilot gets fixed MG. Original Ju 88A remains on the map. Me 109J - Jabo: New version of the German fighter with smoke bombs, can disable enemy gun emplacements for a certain period of time. Cannot place smoke directly on radar bunkers. Bombs cannot destroy heavy armor - only jeeps and APCs with a direct hit. Me 109E - escort fighter: machine cannons under the wings (there's no Me 109 with rockets on this specific map) AAGMC supply vehicle with AA guns replaces Allied APC - gets mobile radar (detection range extended) Two stationary heavy artillery emplacements (air torpedo type, like on the MDGMC halftrack). Try to hit a bomber with that ;-)) Four Mosquitos added to RAF airfields, with mobile radar. Very fast, very effective against German bombers *and* ground targets (four nose MGs and bombardier position added) if you'd like to visit the German airfield across the Channel ;-)) One Me 110 added (gets mobile radar) One Stuka added, to be used against AA guns and AA vehicles. Note: Default Willy by DICE remains on the map, was not replaced by my MCRTR 4 wheel drive Willy w/MG. General changes (all maps): - Ju 88C bomber on certain maps. For instance, Bocage_MOD, El Alamein, El Alamein Multitank MOD, Gazala, Husky; - Destructible radar AA bunker on certain maps. Destruction does not affect ticket count - except BoB of course. - One of the Axis trucks is a Halftrack now ;-))) - Engines/transmissions/grip reworked for all trucks. - New Me 109J on El Alamein, in additon to one Me 109 w/rockets. - Brit. and German medic lose their helmets on desert maps - which has no further meaning. All tanks except the M 10 and the RtR tanks get an additional front MG gunner position (coax MG). - Sherman - Sherman Firefly - Tiger - Panzer IV - Panzer IVG - FlakPanzer - Chi-Ha - T34 - T34-85 Horn for certain vehicles (Willy, Kubelwagen, some trucks) - NOTE: right click - because left click function often is occupied by weapons. Gazala Multiplayer fixed (didn't work in V 1.41) Several physics and weapons data were adjusted to improve game balance. - "Karst" map support: I would like to recommend the map "Karst" by amaccann - a Russia vs. Germany winter map with nice gameplay, infantry battle with only a few vehicles. A custom map with bot/AI support which actually works!. Please download the map from Fileplanet and install to your standard BF42 game folder. You can play it with default BF 42 or with Mod Collection RtR - I've altered the vehicle setup a little ;-) Only light armor was added, supply trucks and APCs, one StuG replaces a Panzer IV. Credits go to amaccan who made this great map - again, he even added bot support (please note: Choose "Multiplayer -> COOP" to play against bots, not "Singleplayer - Instant Battle") - "Point du Hoc" map support: Made by Cpl. Reynolds, Point du Hoc is a Conquest/COOP/TDM map with bot support, US vs. Germany; US troops having a hard time attacking the coastal bunker line. The map is based on infantry teamplay, most vehicles are useless on that terrain (or maybe not?) ;-) Anyway, I would like to encourage you to donwload this map. I'm glad people like Cpl. Reynolds (and amaccann) create maps that can be played in MP and in SP mode - like the default BF42 maps. END OF 1.43 BoB CHANGES ----------------------------------- 1.41 Update changes (included): Changes, fixes and tweaks due to the official 1.4 Patch by DICE/EA - mainly weapons, effects, animations. No additional vehicles in this 1.4 Update - if you are used to playing the Dirty Weapons Pack. The new mines (minefields) which were introduced with the DWP will no longer be detonated by infantry. They will only blow up vehicles ;-)) Oh, and the new "friendly mine" indicator will not work with those minefields. Some new effects (watch the Katyusha truck firing in 3rd person view to understand what I mean) plus shell ejection effects for certain weapons, AT guns, Priest, Wespe, Marder III and most planes. New Blood FX. 3rd person view adjusted (keys F9 - F12). GAMEPLAY: Vehicles now don't "die" quickly when they are abandoned somewhere on the map - most of them will stay there forever. Even planes can be repaired anywhere in the desert if you're an engineer or find a repair/maintenance vehicle. Your maintenance vehicle or ambulance is a major asset now. Vehicles now can be IMMOBILIZED. If a vehicle takes too much damage from enemy fire or a smacktard driver, it will lose its ability to move. Engine stops. Smoke / fire appears (or not). The ingame vehicle damage bar now is a 'mobility' bar, if it reaches zero, the engine stops but the vehicle itself is not destroyed. You can either repair it (if you're an engineer), call an engineer or a repair/maintenance vehicle (AAGMC or Axis Truck #3). You can leave your vehicle unattended and return later. Of course, enemy forces could have either destroyed or repaired and occupied your tank or APC in the meantime ;-) Note: When the engine isn't running, turret/weapons rotation will be remarkably slower. An immobilized tank will still be able to defend itself. The 1.4 machine guns (DP and Type 99) for Brits and Germans in Africa: British Assault gets the Russian DP, German Assault -> Japanese Type 99. I know, it's not historically accurate - as is BF42. I just wanted to spread the new weapons and offer a greater variety for your gaming pleasure ;-)) Other theatres (Pacific, Russia, Italy) are not affected. New rockets for all planes - they are pure AT missiles now (almost no splash damage). They can kill heavy tanks with one shot but will not harm infantry unless with a direct hit. Of course, they will also kill planes. EasterEgg revealed: The "undocumented weapon feature" from the DWP ... all AA guns plus the Flakvierling truck plus the Allied AAGMC quad guns have got a secondary weapon (right click), firing medium AA projectiles. Just for your info ;-)) Major changes to the Stuka types (Ju 87 B and G "Kanonenvogel"): They're really slow now. Like in WW2, they are outdated ground attack planes and not built for dogfights. When I say "slow", I mean it ;-)) Airplane ammo/bomb loads adjusted for game balance reasons - several Axis planes have less ammo now. Once more, main gun effectiveness adjusted for many tanks (game balance), MG damage to planes reduced, grenade damage to tanks now almost zero. Some minor changes to Axis trucks, Allied APC types and Panzer IV G and FlakPanzer: 2 out of 4 Axis truck types got spare tires on the front hood, 2 out of 5 Allied APC types also got spare tires in the rear, Panzer IVG and AA tank got small skirts. Trucks and halftracks got new chassis ;-) Thanks to the Beta testing crew from the bf42.de forums we found several issues that could be fixed, like the missing LOD mesh for the British Sten gun (which DICE should have included in the Road to Rome CD since they were referring to that mesh in their code), some missing crosshairs for rear gunners in planes (my fault) and the bayonet problem with the engineers: Now the engineers got back their knives, no more bayonet. Muzzle flash position adjusted for the Sherman Firefly, Me 110 nose guns fixed. End of 1.4 Update changes/features - but PLEASE READ THE FOLLOWING README FILES CAREFULLY IF YOU HAVEN'T PLAYED MCRTR AND THE ADDONS BEFORE - YOU SHOULD ALSO READ THE MCRTR README WHICH IS INCLUDED IN THIS DOWNLOAD (SEPARATE TEXT FILE). THOSE FILES CONTAIN ALL THE INFO ON THE FEATURES AND HOW TO MAKE USE OF THEM. ***************************************************************************** Dirty Weapons Pack features (included in the 1.4 Update): _______________________________________ Go here for screenshots and feature list: http://www.bf1942files.com/file.info?ID=12269 (Bonus Pack) and http://www.bf1942files.com/file.info?ID=13066 (Dirty Weapons Pack) The announced hangarcamper bugfix by Dice (Patch 1.4, tanks no longer get repaired in hangars) Several AI improvements, some default AI bugs fixed. "Easteregg": Undocumented weapon feature, will not be shown on the screen (no weapon icon etc.), can be found four times ;) Some new/improved effects (like: AT/Artillery guns eject empty shells) Some minor gun placement issues on some maps resolved. New additional vehicles/weapons: Mobile Heavy Artillery for Allies MD GMC "Mobile Defgun" - a new APC Stationary Heavy Artillery for Allies - HA_Allies Main content: Added functionality to many vehicles and weapons. Additional mines Additional TNT packs Deployable and destructible tank and infantry obstacles Dangerous ambushes can be placed Vehicles: Allies: MD GMC Heavy Artillery: New APC, with a turret in the back, firing a new self-propelled artillery projectile (aka missile). This weapon does a lot of damage, so I made aiming a little difficult. Not meant as AT weapon (direct hits will not cause appropriate damage). Blast similar to Defgun. How to get this vehicle: Find a Priest, jump into the driver's seat, click "fire" (you see the little "torpedo" weapons icon). The new vehicle is placed right behind the Priest. Stationary Heavy Artillery: Fires the same missile as the MD GMC. HowTo: Get the new MD GMC (see above), driver's seat, press "fire". IMPORTANT NOTE: Place this object carefully! Do not place it while driving, try to find plain surface, otherwise it might be looking weird when it's dug into the ground or hovering above the surface! On a plain surface, the position will be perfect. Fletcher: Fires the new missiles (main guns) because accuracy and range is superior to the old artillery rounds. Willy: Driver can place the new tank & infantry obstacle. It consists of a Priest wreck, a burning Willy wreck and barbwire. To be used on narrow roads or bridges (or wherever you want). This obstacle cannot be cleared by a tank or by artillery (enemy can't "push" it aside with a tank, you can't destroy it with a tank main gun). You need air support (bomber) or infantry to destroy it. Engineer: Place an exp-pack near the Priest and detonate. Other infantry: Throw at least two or three hand grenades at the Priest. BTW: You can enter the Priest. This obstacle is a good place to get shot by snipers because infantry *has* to get closer without cover. See the above note on placing the object ("plain surface"). M3A1: That's the APC with red cross camouflage and single top MG (bed in the back): Driver can place a minefield (8 new mines) and up to two AT/Artillery guns wherever he wants. Please place the guns carefully ("plain surface"). The new mines are smaller than the engineer's ones, and they detonate when an infantry soldier comes closer than 3 metres - they do not harm soldiers though - they damage only vehicles. This minefield can be used to kill tanks, of course, and to reinforce the tank obstacle (see Willy). If properly placed, the mines avoid enemy infantry because they would detonate and destroy the Priest wreck whose blast would kill enemy infantry. It's a little tricky, I know ;-) ***Changed due to the 1.4 patch: Mines do not affect infantry*** Axis: Hanomag AT 75: Driver can place one or two AT guns and minefield - see M3A1. Updated Trucks: The Mobile Missile Artillery Truck now is a one-seater - driver is the gunner, no more "smacktard drives away while gunner aims" AA Truck - no changes, obviously. Attack Truck: Two-seater with Red Cross disguise. Weapons officer operates placing of the new "TNT Ambush" and minefield. TNT Ambush: Four new TNT packs placed behind the vehicle. Huge blast when detonated, killing infantry and vehicles. To detonate, place mines/minefield, throw hand grenades or engineer's exp-pack. Some of the TNT packs might not explode instantly but with a few seconds delay ;-) The minefield serves as detonator, approaching enemy infantry will cause the mines to explode, thus blowing up the TNT. For minefield details (new mines), see "M3A1". Supply Truck: Three-seater, Red Cross camouflage, weapons officer can place "TNT Ambush" and minefield (see above). Marder III and Wespe: Driver can place the new tank & infantry obstacle, Axis version: A Hanomag Wreck, dug in, filled with explosives, plus gasoline barrels, plus dug-in artillery ammo, plus barbwire. Cannot be cleared by tanks etc., enemy has to blow the obstacle away (fighter bomb, grenades etc.). Caution: The Hanomag will cause a huge blast when detonated, killing infantry and vehicles. Driver can also place a minefield to reinforce the obstacle. _______________________________________ Generally, the new features are available "on demand", so you don't *have* to use them. You may have noticed that the Allies' attack capabilities were improved (new mobile & stationary artillery) while additional weapons/objects for Axis are defensive ones. So be it ... ;-) I would suggest you try the new features in a conquest game for yourself - placing the objects properly, clearing the obstacles etc. ***************************************************************************** BonusPack features (included in the 1.4 Update): _______________________________________ Performance Tweaks: Due to some features in the Mod Collection RtR players with older machines noticed slow game performance on some maps or in certain battle situations. Therefore, I am offering this BonusPack to all who want to speed up their Mod Collection RtR. Of course, you'll get some additional goodies. Performance issues: 1. Smoke dischargers only on vehicles, no more bazooka/panzerschreck with smoke effects. This will reduce the overall amount of "battle smoke" on the map. Bazooka explosion with new visual effects. 2. Smoke dischargers on vehicles: Ammo, rate of fire or reload times changed to reduce smoke. 4 vehicle types (two per side) with smoke dischargers. 3. Dead bodies: Will stay for a certain period but then disappear sooner than in Mod Collection RtR. Reduces number of objects rendered and therefore no more lag - hopefully ;-) 4. Number of vehicles and stationary guns reduced on some maps. Still there's the whole variety of modded tanks, trucks, planes etc. but you won't find those huge tank armadas with five M10's and six Shermans and lots of halftracks on one map. Vehicles: 1. Additional heavy maintenance truck for Axis (mobile repair station, can repair all modded vehicles except itself), ammo + medical. One MG42. Very slow. 2. Additional engineer halftrack "AAGMC" for Allies, mobile repair station, ammo etc., with 4 AA Brownings in the turret. Slower than regular halftracks. (NOTE: Both repair vehicles can only be repaired by heavy tanks - M10, Tiger, T34) 3. Axis smoke discharger truck edited, now has camouflage like regular trucks, new effects. 4. Grant now with additional seats outside for two passengers (like the modded StuG). Very effective smoke discharger. 5. Priest also a 4 seater now. 6. New light artillery: The AT25/Pak40 guns also can fire artillery shells (right click). Not as powerful as the Priest/Wespe. Ammo reduced (was 500), reload time and rate of fire edited. If you run out of ammo, call for a supply truck ;-) 7. New TankHunter: Marder III; the original Marder III had a 7.62 AT gun or the new Pak 40 7.50 cm mounted on the chassis of outdated tank types. My Marder III will show up on certain maps. Be careful, it's not a tank! Of course, the Marder main gun can not fire artillery shells, you'll need a Wespe for that ;-) Other changes: MediBox from RtR on almost every map (France, Africa, Russia, Pacific) Number of AA guns reduced, sometimes AA gun replaced by AT gun. Lots of vehicles/guns/weapons edited. MG damage to planes reduced. You'll need more than two seconds to shoot down a plane with a MG (unless you're inside the new Allied AAGMC) Odd Menu Background Music. ***************************************************************************** SEE MOD COLLECTION RTR README FOR BASIC FEATURES / VEHICLE & MAP MODIFICATIONS AND CREDITS. THIS IS JUST AN ADDON TO THE MOD COLLECTION RTR. ***************************************************************************** Thanks to all the 1.4 Beta testers from the former ACUTUS boards. They even found old bugs from version 1.1 ;-)) Special Credits to amaccan for "Karst" and Cpl. Reynolds for "LD Point du Hoc" - fully working bots on a custom map - I couldn't believe my eyes ;-)) Great thanks to Moseley and Rexman for their modding tools which made modding possible, and to the former ACUTUS boards editing forum crew. Have fun, Recruit Snyder Contact: firstname.lastname@example.org
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