Theatre of War 2: Kursk 1943

Theatre of War 2: Kursk 1943

onenger Jan 28, 2020 @ 3:42pm
Getting more out of ToW 2 Kursk
This is the conundrum of ToW 2. They are fabulous programs that offer both visual and realistic tactical experiences on the battlefield; at a very intimate level. If you manage the units as intended even a small battle can take several hours. Yes. Get in that PzIIIL and drive it (using the return key to tie the camera to it) to a hull-down position. It won't do a good job of this on it's own.



On the other hand there is a distinct limitation to that plating experience. There are only so many times you can play thru each battle or campaign before you start wishing there was more. The only way to get more is to make more yourself or find someone else who is able to do that. There aren't many of those kind of people out there - and these are old program, out of date.



There is a lot about the programs I don't know. But I've been playing off and on since about 2007 (iirc) and I've done quite a bit of fiddling with the editors both mission and builder. I've generated several of my own battles far beyond the mission generator that are purposeful beyond random and chance. They are really fun to play. I've modified maps and created one or two original of my own. I have modified one of the stock campaigns and created one that is nearly complete as well started a couple of more. I'm not opposed to just giving copies away but I'd really like to trade with like minded players. I am willing to share what I've learned as well; especially with people who are willing to do the same.


Is anyone else interested in this?
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Showing 1-15 of 29 comments
Safe Space Mar 8, 2020 @ 12:07am 
Y ES.
shogomad May 3, 2020 @ 1:34am 
I tried to use the Editor a few times, but just couldn't figure it out. I did however figure out how to tweak the game files. Been doing that for a few years. Basically giving me any unit from any country, and as many as my PC can handle. Also more support, Infantry load outs(weapons), clear mine fields, and larger setup areas(beginning of mission). It's just simple copy and paste but I've been doing it since 2009 and I've gotten hours and hours of more game play with all the ToW games.
Have you made any YouTube vids?
md1453 May 22, 2020 @ 12:38pm 
I've just started this game and its potential is breathtaking. I've added an old mod here so others can use, but its only a start.

I personally want to start modding this game but don't have the SFS file extractor needed. If you or anyone has a copy that would be wonderful as we could maybe get modding started again. For this game I'd like to add 17 lbers to the British inventory just for starters, and on from there. ToW3 Korea really needs some new factions such as the Chinese, British, and South Koreans.
We could import material from 2 to 3 to create the British.

Again, if anyone has the SFS extractor and has any interest in modding this amazing game please post it up and we can add quite a bit. I also plan to start making scenarios and campaigns as well, after I've added the equipment...
onenger May 26, 2020 @ 9:02pm 
Originally posted by shogomad:
I tried to use the Editor a few times, but just couldn't figure it out. I did however figure out how to tweak the game files. Been doing that for a few years. Basically giving me any unit from any country, and as many as my PC can handle. Also more support, Infantry load outs(weapons), clear mine fields, and larger setup areas(beginning of mission). It's just simple copy and paste but I've been doing it since 2009 and I've gotten hours and hours of more game play with all the ToW games.
Have you made any YouTube vids?

I've done YouTubes for other things and found it to be more time consuming especially with this game (and I have yet to figure out how to do vids from the game.). Sorry. The biggest issue with the Map Editor is the resolution. It needs to be reduces until the cursor matches the tools so you don't have to guess at where to click when selecting things in the tool bar! But as you work with it you will start to see a sort of mentality it requires - a feel for things, if you will. Also take the time to print out the manual in the file folder (I think) Builder. The map Editor tends to not like being minimized so having hard copies of the pages it helpful while you work.

Don't give up on the Map Editor. Sounds like you do get some things done without it. Using it would probably make more possibilities feasible.

onenger May 26, 2020 @ 9:22pm 
Originally posted by md1453:
I've just started this game and its potential is breathtaking. I've added an old mod here so others can use, but its only a start.

I personally want to start modding this game but don't have the SFS file extractor needed. If you or anyone has a copy that would be wonderful as we could maybe get modding started again. For this game I'd like to add 17 lbers to the British inventory just for starters, and on from there. ToW3 Korea really needs some new factions such as the Chinese, British, and South Koreans.
We could import material from 2 to 3 to create the British.

Again, if anyone has the SFS extractor and has any interest in modding this amazing game please post it up and we can add quite a bit. I also plan to start making scenarios and campaigns as well, after I've added the equipment...

I don't have the SFS extractor either. Thanks for the link to the mods. I'll get to that in a bit - too much going on right now. Do you need a Rar extractor to install the mods?
md1453 May 28, 2020 @ 3:28pm 
I think all the files are rar, zip, or 7z files so you will need to extract them.
onenger May 28, 2020 @ 5:44pm 
Thanks
md1453 May 28, 2020 @ 9:30pm 
If you figure our how to use the JSGME mod enabler it is very simple. You just extract the mods to the MODS folder created by JSGME and then use the interface from running the mod enabler to add and subtract mods. And you can easily get back to vanilla game as well.
onenger May 29, 2020 @ 3:52pm 
Thanks! I'm finding that the fog of download is clearing and have successfully loaded some of the mods at the given link. I have a few mods from the old Battlefront forum that I'll play with as well. I've been slowly putting together a 1942 Case Blue campaign that lacked the proper older equipment and I would just love to do a June 41 campaign of the Dubno Brody Lutsk battle . Wondering if I'll live that long...?
md1453 May 29, 2020 @ 9:03pm 
It would be great if you could add stuff from the 41 and 42 time frame. In the east wind mod the new US units tend to be newer. For instance they only have the M24 as a light tank and not the M3 and M5 light tanks used through most of the war. Would like to add those as well. Looks like it was added from ToW3.

I've discovered getting things finished is optional; as long as one keeps desiring to do things, life, regardless of length, feels worthwhile!

Too bad you don't have the SFS extractor. If you do have any mods you would be willing to post up here that would be fun and appreciated.
onenger May 30, 2020 @ 3:37pm 
I do have a ground up, brand new map of Butovo (developed from Google Earth) which could be tacked to the front end of the German Campaign in TOWII. (The battle actually started on the afternoon of the 4th.) South of the town and ridge there is a wide open field that should prove interesting for the Germans to dash across.

I have been working on a conversion of the German Campaign using the 11th Panzer OOB instead of GD's. NO BIG CATS. Offers an interesting new twist and challenge. But the 11th didn't attack S. Cherkasskoe nor Kalinovka (and I'm under the impression GD didn't actually take Cherkasskoe proper whereas the 11th did. So my intent is to build a modified German Kursk Campaign with several "defensive" battles at the end where they withstood the onslaught of the Russians. This was more or less east of the highway. This may put the end date out to the 11th or 12th of July. Again; no big cats but if you know how to use the Pz III Lang they can rack up a bunch of T-34s in a hurry.

Unfortunately I lost the final product of the Butovo Map when I did a reload several weeks ago. I thought I'd backed it up but nope! So I have been trying to put it back together. With the new buildings from the mods you linked the town should actually improve.

Sadly it is again a matter of having time. However I find your notion of getting things done is completely in line with my ideas. The fun of any project is that of the "doing". The greatest fun comes from those projects that are done simply for the "doing" - not the ones that MUST be done.

I've never uploaded anything to steam. I tried to upload a few screenshots made a few years ago - outside of Steam - but not much success. Perhaps it is because I modified the shots in Photoshop. But that was because I wanted B&W "photos" more vintage to the era.
DetCord12B Jun 1, 2020 @ 5:10pm 
I just decided to re-download it. Is any tool needed to extract the vehicle textures?
onenger Jun 1, 2020 @ 6:24pm 
I found that the program Express Zip File Compressor offered by NCH software for free (said to be without trial expiration?) is able to unzip the compressed files including the rar file. Not too hard to figure out but will require your attention to see how to make it do what you want - my experience at least. So, yes you need a tool to access the mesh files or whatever else is in the compressed package.
DetCord12B Jun 1, 2020 @ 6:30pm 
Originally posted by onenger:
I found that the program Express Zip File Compressor offered by NCH software for free (said to be without trial expiration?) is able to unzip the compressed files including the rar file. Not too hard to figure out but will require your attention to see how to make it do what you want - my experience at least. So, yes you need a tool to access the mesh files or whatever else is in the compressed package.

Do you know where (name) the file or files that contain the textures are located?
onenger Jun 1, 2020 @ 10:09pm 
I'm not sure we are talking about the same think here. In post #3 in this thread md1453 gives a link to the Eastern Wind Mod and the Express Zip will open those .rar files. However to mod models it is my understanding you need the SFS extractor. I don't have that or know where to get it (since BattleFront stopped hosting downloads).
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