Module:Next War: Taiwan

Files and Module Information

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Comments
Version 1.9 fixes an error I made. I loaded "Red Dragon Rising" scenario for "Target Kaohsiung" scenario. This has been corrected.

Version 1.8 fixes PRC beachhead issue. Also made Mines and colored X markers non stackable. Control markers made more transparent so they don't distract on Taiwan map as much.

Version 1.7 minor fix to correct PRC SOF counters to be sent to correct location when used, eliminated, etc.

Version 1.6 has been loaded, which adds the Advance Scenarios. Remember that you will still have some setup to do on your own once you determine Posture Levels of US/JPN for these Advanced Scenarios. Remember that ground units that become eligible to setup up before the game starts can be gotten from the Allied Reinforcement button located by the Japan Holding Box on main map.

Version 1.5 has a butt load of Art and bug fixes, as well as an added Allied Reinforcement Button down by the Japan Holding box. Right now only the Standard Scenarios are included so Joel Toppen can do his demonstration of this game on Thursday 26Feb2015. Otherwise I will get the advance ones done asap and post it complete.

Version 1.4 (skipped 1.2 and 1.3 for accounting purposes). Fixed it so PRC and US Amph's could be reduced to SAG sides (if you do it by mistake just select reinforce). Added PBEM Combat Markers so you could label attacks if you wanted. I changed the Marked Moved overlay from the top to the right side of counter so you could read the name of the unit when so marked. Changed attack marker from red outline with a slash through it to just a red box as the slash made it to hard to read combat information. Deleted some unnecessary files to reduce file size, but Mitchell Land was the biggest contributor to this as he went through it and found 14 more meg to remove. So it's gone down from 43 to just above 26 Megs as file size.

Version 1.1 is a minor edit. Counters on main map won't stack on hex edges and on vertex's. They will now snap to center hex making movement much easier. An addition was adding mouse overview of a hex number. I could barely see the hex numbers on map. This has been corrected so when you do a mouse over of hex you will see in text hex number. Permission by Mitchell Land before I posted.

Players

 * combatengineerjr@gmail.com@John Rainey


 * david.eddington@gmail.com@Dave Eddington


 * mitchell.land@live.com@Mitchell Land


 * artymans@gmail.com@Shun-Wen Chen