Counter Pack #1.2

Post new mods and scenarios here.
jonj01
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Counter Pack #1.2

Post by jonj01 »

Enclosed is Counter pack #1.2
With this pack one can make scenarios from 1941 to 1945 on east front. And any US-German fight.
Everything that was in in counter pack 1.1 is in counter pack 1.2
There are over 120 new functioning units in counter pack 1.2
It includes all the counters from jcrochio and laskas scenarios, bmp files given by Maitrebongo and acropora and quite a few more that I did myself.

A good deal of the *.csv files were done by usgrandprix.

Counter pack #1.2
All units in pack are funtioning in game software.
enclosed has 1 sheet of British vehicles, 1 sheet of US vehicles, finished vehicle sheet 05, finished vehicle sheet 06, a new german infantry sheet which includes french infantry, french weapons team sheet, a bunch of US infantry, US vehicles, Late and very early war East Front vehicles..cavalry units.

Included are new russian and german vehicles, russian lend lease vehicles.

Special thanks to Laska, Maitrebongo, jcrochio, acropora, and usgrandprix the work to make this pack.

The Units.csv, sprite csv, and nation csv are included.

PLEASE NOTE: When accessing the british, US american, and french units in the game editor...look for the "Custom 1" nation or country. All units in "custom 1" must be told what side to go on(for some reason they default) on the german team sometimes. So be sure to set sides.

The forum only allows 5MB files so I had to break it up. Attachment B is on this post. Attachment A is my next post of this thread. Just look down. You have to attachment A to make any of this work.

As always...take all the stuff out of counter folder and place in LnLHoS\art\counters folder of game. stuff in custom folder goes in custom folder of game. Go ahead and overwrite...I made sure nothing in the original game is lost.


Attachments
Counter Pa..nload B).zip
(4.38 MiB) Downloaded 143 times
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fran52
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RE: Counter Pack #1

Post by fran52 »

I agree with you with the value for the gun and also the armor.In ASL the T70 have a gun of 20LL all the others 45L.The armor are:T60 3/2 ,T70 6/4,BT5 2/1 and BT7 2/1.
Exist also a BT7A with a gun 76mm but with *.
One thing is not clear to me.Why we must use the custom folder?Is not possible to add this AFV to the original csv file?This AFV are not another nation,are only a completion of the existing csv.Or 'm wrong?
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fran52
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RE: Counter Pack #1

Post by fran52 »

another thing not clear opening your file.The PzIIIF and PZIVd are without value on the main side.
The Pz IVd ,in the sheet 6,have value but also turret and different to hit table.
What means?
jonj01
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RE: Counter Pack #1

Post by jonj01 »

ATTACHMENT A COUNTER PACK 1.2
you need this to make any of it work.
Attachments
Counter Pa..nload A).zip
(1.75 MiB) Downloaded 96 times
jonj01
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RE: Counter Pack #1

Post by jonj01 »

ORIGINAL: acropora

another thing not clear opening your file.The PzIIIF and PZIVd are without value on the main side.
The Pz IVd ,in the sheet 6,have value but also turret and different to hit table.
What means?


PzIIIF and PzIVD are using dynamic numbers. Laska came up with the idea using dynamic numbers for new counters.. It lets the program worry about the graphics for the numbers on the counter.

Fixed the PzIVC(changed from PzIVD) on vehicle sheet 6. Fixed the Pziiif and Pzivd in the unit file so the game has the same numbers to hit as the counter.

Thank you Acropora

Its fixed and the new fixed Counter Pack #1 is posted above.

I checked all the counters in game..making little scenarios and checking the to hits, rally, etc. But if you guys find any problems..please let me know and I will fix the units.csv file again.

thanks
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maitrebongo
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RE: Counter Pack #1

Post by maitrebongo »

ORIGINAL: jonj01

PzIIIF and PzIVD are using dynamic numbers. Laska came up with the idea using dynamic numbers for new counters.. It lets the program worry about the graphics for the numbers on the counter.

I am very pleasantly surprised with this possibility. It will simplify enormously the work of creation of new counters.
If I understood well, we just have to create the bottom of the counter, the drawing and the name of the units. The rest is automatic. [&o]

When I think that I created specific layers for figures in Photoshop... [8|]
"Impossible is not French" Napoleon Bonaparte
jonj01
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RE: Counter Pack #1

Post by jonj01 »

ORIGINAL: maitrebongo
ORIGINAL: jonj01

PzIIIF and PzIVD are using dynamic numbers. Laska came up with the idea using dynamic numbers for new counters.. It lets the program worry about the graphics for the numbers on the counter.

I am very pleasantly surprised with this possibility. It will simplify enormously the work of creation of new counters.
If I understood well, we just have to create the bottom of the counter, the drawing and the name of the units. The rest is automatic. [&o]

When I think that I created specific layers for figures in Photoshop... [8|]

The way dynamic numbers work is you don't have to place the numbers for the FP, MG FP, Armor Values, Morale, etc for each vehicle on the BMP file. You do have to place all the numbers in the Units.csv file. The computer takes the numbers from the Units.csv file and then creates a graphic layer which it places over your original counter picture.

BEWARE....the wonderful looking counters become faded and fuzzy beneath the dynamic number layer created by the software.

It is better, and looks better if you just make the counter picture with the numbers.
usgrandprix
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RE: Counter Pack #1

Post by usgrandprix »

jonj01,

One problem with a single .csv for all the units is heroes and crews. Those are selected from the same nationality in the .csv. So if you have a French Squad you might get a British hero if they are all in the .csv as the same nationality "allied" or if your British tank is destroyed you might get a French crew.

That means you will need to do a lot of changes in the .csv each time you build a scenario.

Did you ever consider separate .csv files for different nations/scenarios/theaters/battles. For example a .csv with the French as custom 1 and the Belgians as custom 2 would allow you to use both of these in a scenario against the default German units.

I guess it's tricky. Scenario designers are just going to have to change .csv files and post those with each scenario I guess.

Just something to think about.
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fran52
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RE: Counter Pack #1

Post by fran52 »

It is better, and looks better if you just make the counter picture with the numbers.
So is better if i finish my 3 new counters or have already done this you?
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maitrebongo
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RE: Counter Pack #1

Post by maitrebongo »

ORIGINAL: usgrandprix

jonj01,

One problem with a single .csv for all the units is heroes and crews. Those are selected from the same nationality in the .csv. So if you have a French Squad you might get a British hero if they are all in the .csv as the same nationality "allied" or if your British tank is destroyed you might get a French crew.

That means you will need to do a lot of changes in the .csv each time you build a scenario.

Did you ever consider separate .csv files for different nations/scenarios/theaters/battles. For example a .csv with the French as custom 1 and the Belgians as custom 2 would allow you to use both of these in a scenario against the default German units.

I guess it's tricky. Scenario designers are just going to have to change .csv files and post those with each scenario I guess.

Just something to think about.

Have you seen this ? I think is the answer to your praise, isn't it ? [;)]
ORIGINAL: Tom Proudfoot

For organizational purposes, 1.09 will allow things to be read out of multiple directories, hopefully that will simplify some of this. You will still need to not have duplicate ID numbers, though, if you're combining different directories of stuff.

it means that developpers are working on the system for multiple mods to go in the same game's installation.
Maybe in the 1.10 we can suppose to have a integrated system to choose between different mods ?
"Impossible is not French" Napoleon Bonaparte
jonj01
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RE: Counter Pack #1

Post by jonj01 »

ORIGINAL: usgrandprix

jonj01,

One problem with a single .csv for all the units is heroes and crews. Those are selected from the same nationality in the .csv. So if you have a French Squad you might get a British hero if they are all in the .csv as the same nationality "allied" or if your British tank is destroyed you might get a French crew.

That means you will need to do a lot of changes in the .csv each time you build a scenario.

Did you ever consider separate .csv files for different nations/scenarios/theaters/battles. For example a .csv with the French as custom 1 and the Belgians as custom 2 would allow you to use both of these in a scenario against the default German units.

I guess it's tricky. Scenario designers are just going to have to change .csv files and post those with each scenario I guess.

Just something to think about.

You are absolutely correct. So far the only infantry in the "Allied" nation are French. The rest of all the counters are vehicles for French, Brits and US.

When I tested all the counters (in my single panel, the armies two hexes away from each other, kill all scenario...stupid I know but it takes about 10 seconds to make the scenario) the french units produced french heros, the Brits and US were vehicles. So I didn't even think twice about it.

There are only a couple extra nation slots in the software....there is no way we can change that. We can destroy the "civilian" nation....I hated that freakin nation anyway. And we will have another slot. That will make 3 slots. One slot for each, French, US, and Brits.

Or one slot for US, One slot for Brits, and one slot for Allied minor(French, Belgian, Norwegian, Dutch,etc.)

We can also change the Romanians...to Axis Minor(so it will cover) for Italian, Hungarian, Romanian, French and Ukrainian SS(although they might fit better in the SS slot), Finnish, Yugoslavian, Bulgarian.

The German Airborne troops...who mainly fought on the ground could Go in German Slot.

Nation slots
1)Germany (include airborne)
2)Soviet Union
3)SS (all SS)
4)Soviet Guards
5)Axis Minor(Romanian,Hungarian, etc)
6)Partisan (all partisans)
7)Allied Minor (French, Belgian, etc.)
8)US (include airborne)
9)British (include airborne)

That's all the slots there are folks...We cannot change that by changing the nation.csv, sprite or unit.csv. Or adding more "custom" folders.

Tom might be able to raise the number of nations...

Please give feedback, guys. Any better ideas??


usgrandprix
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RE: Counter Pack #1

Post by usgrandprix »

I think those are fine ideas. I don't think there's any way around the fact we'll have to use separate .csv files for different scenarios. With your master .csv it will be easy enough to work with. Still, you might give some thought to grouping like units together within the .csv so it's easier to customize. Just a thought. You're doing great work.
jonj01
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RE: Counter Pack #1

Post by jonj01 »

ORIGINAL: usgrandprix

I think those are fine ideas. I don't think there's any way around the fact we'll have to use separate .csv files for different scenarios. With your master .csv it will be easy enough to work with. Still, you might give some thought to grouping like units together within the .csv so it's easier to customize. Just a thought. You're doing great work.

What I can do for the next update WWII counter pack...is include whatever units you have finished, with any that I may have added by that time to the central sprites and units.csv. So I wont do any update until you post whatever you get done(don't kill yourself by trying to do 80 units like you did for HotG). I can't stress enough to take your time and there is absolutely no material quota or any of that crap. We can be organized without stress or deadlines.

Then without changing any of the sprite or unit numbering system, Do a custom sort using the excel file based on nation column.
then resave excel file as a csv. that way all the numbers we already have will stay in place...but the new scenario designer will see all the nations "grouped" together.

If you are using an equation for row numbering (eg.A2=A1+1)the excel program should pick that up....or it may not. I'm going to type my numbers for the rows by hand just to be sure.
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fran52
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RE: Counter Pack #1

Post by fran52 »

We can also change the Romanians...to Axis Minor(so it will cover) for Italian, Hungarian, Romanian, French and Ukrainian SS(although they might fit better in the SS slot), Finnish, Yugoslavian, Bulgarian.
About all this discussion ,is not better to do a second installation with the requested nationality?I have done this also for others game.
This mean that a second installation contains counter and csv for US instead of Russian for example.The problem is that any nationality has peculiarities.
k9mike
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RE: Counter Pack #1

Post by k9mike »

Can someone help me out really quick...Do we need to create a "Custom" folder in the main directory?
Does it matter which version we are playing? I don't want to screw anything up, but would really like to have access to these so when other neat scenarios are made I can play them.
usgrandprix
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RE: Counter Pack #1

Post by usgrandprix »

ORIGINAL: k9mike

Can someone help me out really quick...Do we need to create a "Custom" folder in the main directory?
Does it matter which version we are playing? I don't want to screw anything up, but would really like to have access to these so when other neat scenarios are made I can play them.

You need version 1.08 which is in beta now. Basically 1.08 adds the "Matrix Games\Lock n Load Heroes of Stalingrad\Custom" folder and reads from it. I don;t think just adding that directory will do any good without the full 1.08. Here's basically how it works:

1. Place "xx.map" into "Matrix Games\Lock n Load Heroes of Stalingrad\maps." Note if the mod does not use any special maps or untis this is all you need to do. Then look for the scenario in the game interface. I made a scenario called "88 is Enough" that does't require anything but the .map file.

If the scenario has customs you need to do these steps...

2. Place image files into "Matrix Games\Lock n Load Heroes of Stalingrad\art\counters."

3. IMPORTANT: Back up your "Sprites.csv" and "Units.csv" and "Nations.csv" files from "Matrix Games\Lock n Load Heroes of Stalingrad\Custom." This is so you don't lose any custom units you've made. Note that these are in the CUSTOM (not "Stalingrad") folder. If you have not installed 1.08 I don't think you will have a "Matrix Games\Lock n Load Heroes of Stalingrad\Custom" folder so I don't think you can do this.

4. Place .csv files into "Matrix Games\Lock n Load Heroes of Stalingrad\Custom." It will overwrite what is in there so make sure you backed up (see Step #3) if you have made customs. I keep whole backup custom folders and just swap them out.
jonj01
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RE: Counter Pack #1

Post by jonj01 »

ORIGINAL: k9mike

Can someone help me out really quick...Do we need to create a "Custom" folder in the main directory?
Does it matter which version we are playing? I don't want to screw anything up, but would really like to have access to these so when other neat scenarios are made I can play them.
You need 1.08 for the custom folder to work.
Just download the 1.08beta.
Install. and a custom folder will be in the lnlHos game folder.
Then just dump the all contents of the custom folder of counter pack 1.1 in custom folder of game folder.
And dump all the sontents of the art folder of counter pack 1.1 into art folder of game folder.
k9mike
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RE: Counter Pack #1

Post by k9mike »

Guys...If I get the 1.08beta...will the rest of the game and non 1.08 scenarios function ok??
Do you think this will be the next released version soon anyway?? Meaning...think I should just wait a bit for this version to get released with this stuff so it will be official? Sorry for bugging you guys...just want to make sure and thanks for the quick help :)
usgrandprix
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RE: Counter Pack #1

Post by usgrandprix »

I remember a post from a Matrix person saying it will not be long for 1.08.

I finished the campaigns in version 1.05. Since I installed 1.08 I've been mainly making and playing mods so I'm not sure how it affects the base campaign. I haven't had issues though.

I bet 1.08 won't be long.
k9mike
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RE: Counter Pack #1

Post by k9mike »

Ok...took the plunge and DLed the beta and got the other stuff installed...
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