This is BattleGroup42's second version of their teamwork mod. Just read the read me for more info.
BattleGroup42's Teamwork Mod ============================ This mod is designed to increase player cooperation and reduce some game exploits (spamming & camping). There are many improvements to the APC features, e.g. making them stronger and able to repair other vehicles (and themselves), and survive longer when unmanned (for use as repair/supply station). It also uses historically authentic relative values for vehicle muzzle velocities, ammunitition stowage, and gun elevation/ traverse ranges. Future versions will also correctly model the penetration and armour protection values for each vehicle (which are haphazard in the standard game). There are also some user interface improvements and map changes (see below). For further details visit our website: www.BattleGroup42.com This mod has been designed for Battlefield 1942 Version 1.31. If you have BG-Teamwork 0.1 installed, please uninstall via Settings/Control Panel/Add-Remove Programs (you may also need to delete the Battlefield 1942/Mods/BG-Teamwork folder as DICE put a log file in there when it's run). This mod is designed for all game modes (Conquest and SinglePlayer-Coop, Campaign and Instant Battle) To run, go into Custom Game, select BG-Teamwork 0.15 and click Activate. Give us feedback! Panzaman, Vimeous and the rest of BattleGroup42 Email: firstname.lastname@example.org, email@example.com Later versions will have more new models, including a King Tiger, Churchill and Panther currently being built by Gimli and various models by DaCrapper. This is Alpha Version 0.15 (10 April 2003) Changes - Version 0.15 ====================== 1) Aircraft hangers repair vehicles much more slowly (and vehicle bays repair aircraft much more slowly) to discourage hanger camping. 2) Ammo boxes recharge grenades more slowly to discourage grenade spamming. 3) APCs have had their lifetime when unoccupied increased to two minutes (from 45 seconds) in order to encourage their use as local repair and supply points. Their repair radius has been increased from 10 to 15 metres. 4) Artillery that previously only spawned when a forward base was captured have been replaced by tanks and APCs. Instead Artillery has been added to the main bases so that it can be used to help capture the forward bases. This applies to Kharkov, Kursk and Bocage. 5) Support has been added for the Operation Aberdeen map (which now spawns APCs next to most bases) - this obviously needs Operation Aberdeen itself to be installed if you want to make use of it. 6) Minor map changes. For example, where various tanks of the same type have been scattered around the main bases they have been gathered together in order to encourage players to use them in co-operation (the smallest unit for tank fighting should be the troop - typically 3 tanks). 7) Bug fixes to DICE's original bot code - due to typos, the bots would not use Chi-Ha or Sherman main guns against infantry. 8) Original bot code changes to use the new vehicle elevation and traverse limits. Details - Version 0.10 ====================== There are new mini-map icons for TrackedArtillery (Priest and Wespe) and TruckArtillery (Katyusha) so that not all vehicles show up as tanks! There are two main changes to gameplay. Firstly, there are improvements to the APC to make it a much more useful vehicle for the infantry (less of a deathtrap!), to encourage players to make more use of them. This includes: Improved armour protection: now immune to small-arms fire (BAR and SG44), as they were built to be, and reduced damage from artillery splash (damage from Browning MG, MG42 and direct hit from artillery unchanged). Repair ability: As well as the original ability to resupply vehicles, APCs can now repair vehicles belonging to their own side, including tanks, by driving up close to them. They can also repair themselves and other APCs, but only very slowly. Remember - call for APC: F2-F7! Visuals: there is now a driver's position with player model in the Hanomag. Both the M3A1 and Hanomag drivers' cameras can be rotated with the mouse so you can see to the sides and over your shoulder (so you can see who's riding in the back). Good screenshots of clans riding together in an APC are welcome for the website! Maps: the maps have been changed to have more APCs (for a full breakdown of all map changes see www.BattleGroup42.com). Secondly, there are changes to the tanks: The Tiger has been made more stable when travelling and firing. The T-34 has a new turret model so it no longer shares the turret from the T-34-85. Both have new gun barrels and skins, so that they correctly represent T-34-76 and T-34-85 versions (for more details, see the website). Correct muzzle velocities: the tanks now have correct relative historical muzzle velocities. This means they fire flatter and straighter, making them better against enemy tanks and vehicles especially moving targets (coax against infantry is unchanged). The muzzle velocities used are exactly 1/3 of the real historical values (this may be increased in a later version) but this is still a significant improvement on the values in the original game (varying randomly between about 1/4 and 1/8 of the real historical value). Armour protection: tanks now correctly take no damage from the splash of battlefield artillery (Priest and Wespe). Damage from direct hits from them is reduced. Damage from large artillery (ships and defguns), splash and direct, is unchanged. Gun traverse/elevation: All tanks and SP artillery now have the correct turret/mounting traverse and elevation limits, rather than all being identical. Generally this increases the ability for tanks to fire below the horizontal, and is intended to encourage correct fire positions for tanks (e.g. reverse slopes below crests or in folds in the ground) where previously they had to be on flat ground or angled forward to fire downwards. Ammunition stowage: All tanks and SP artillery now have their correct relative ammunition stowage amounts for the main gun (actually 1/3 of their historical value), rather than always holding 30 rounds. In some cases this has increased stowage, in others it has reduced it. Although overall stowage amounts are not significantly changed, there will be a few more occasions when tanks run out of main gun ammunition. The answer, of course, is to call up an APC for a resupply (remember: F2-F7!). Credits: ======= See website for details, but especially: Eric Haines (Fredhead) for help and encouragement The tool makers All rights in TeamworkMod and BattleGroup42 reserved. All rights and trademarks of other parties acknowledged. Happy Hunting! www.BattleGroup42.com
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