COUNTER MOD 1.0

Share scenarios and mods with other players here.
User avatar
Uxbridge
Posts: 1514
Joined: Sun Feb 08, 2004 6:16 pm
Location: Uppsala, Sweden

RE: counters 1.2

Post by Uxbridge »

ORIGINAL: doomtrader

Maybe you should think about redesiging air counters in the meantime?

Air counters? Why? You don't like the one I have now, eh?
User avatar
Uxbridge
Posts: 1514
Joined: Sun Feb 08, 2004 6:16 pm
Location: Uppsala, Sweden

RE: counters 1.2

Post by Uxbridge »

ORIGINAL: Agent S

hard to stop!
I think I enjoy modding as much as playing.
the blinking lights have gone from my set, as I'm quite happy with the 'cardboard' cut outs.
havent had this much 'fun' since SC1.
might start work on the sound files while waiting for the patch. [:D]

I surely enjoy it more than playing, even thought both things are very pleasing.
Anraz
Posts: 678
Joined: Fri Jul 25, 2008 4:59 am

RE: counters 1.2

Post by Anraz »

ORIGINAL: Uxbridge
Air counters? Why? You don't like the one I have now, eh?

Becouse of this: tm.asp?m=2167697 :)
User avatar
Uxbridge
Posts: 1514
Joined: Sun Feb 08, 2004 6:16 pm
Location: Uppsala, Sweden

RE: counters 1.2

Post by Uxbridge »

The air divisions are going into FIGHTERS!?! [X(]
Anraz
Posts: 678
Joined: Fri Jul 25, 2008 4:59 am

RE: counters 1.2

Post by Anraz »

[8D]
There will be separate tactical bombers and fighters.
User avatar
Uxbridge
Posts: 1514
Joined: Sun Feb 08, 2004 6:16 pm
Location: Uppsala, Sweden

RE: counters 1.2

Post by Uxbridge »

Blimey! That wasn't an answer! That was just a face! Will we have fighters? With range gradually increasing with tech level? With beautiful eliptical wings? [:)]

Oh, wait! Now there were words as well! [:D]

Thank you, thank you, thank you ... [&o]
Anraz
Posts: 678
Joined: Fri Jul 25, 2008 4:59 am

RE: counters 1.2

Post by Anraz »

I've already corrected the answer :)
User avatar
Uxbridge
Posts: 1514
Joined: Sun Feb 08, 2004 6:16 pm
Location: Uppsala, Sweden

RE: counters 1.2

Post by Uxbridge »

Me to. [:)]

Making counters, eh?

As a very careful suggestion, could fighters, tactical and bombers be divided up, having five separate counters for each tech-level, making 15 symbols in total?
Mike Parker
Posts: 578
Joined: Tue Dec 30, 2008 11:43 am
Location: Houston TX

RE: counters 1.2

Post by Mike Parker »

Seperate Tac and Fgt is wonderful.  So correct me if I am wrong, there will be three air units.  Strat, Tac, Fgt.  Or just tell me to wait for the patch :) and see myself
Anraz
Posts: 678
Joined: Fri Jul 25, 2008 4:59 am

RE: counters 1.2

Post by Anraz »

there will be three air units.  Strat, Tac, Fgt.

Exactly :)
SeaMonkey
Posts: 796
Joined: Sun Feb 15, 2004 3:18 am

RE: counters 1.2

Post by SeaMonkey »

Here's where SC metamorphosis went.  The air and armored units have icons representing the different tech levels, you can tell at a glance what level they are and they are different for every major country, depending on what developed historically.
 
For instance, German armor starts out with PzII, then to PzIII, IVF2, Tiger I, Panther, and finally King Tiger icon for level 5 heavy armor tech.  US fighters as another example, start P40s, P38, Hellcats, Corsair, P51, and then ...what was the jet, P80 shooting star?
 
Anyway, you can go with any icons you want, different color schemes, camo, etc., sets apart similar icons with different tech levels, like TAC, Stuka B vs later Stuka G, or 1944 Hurricane Fighter-Bombers(TAC) with invasion stripes.  Makes for an historical feel as well as an educated look, the game takes on more historical value.
 
I understand the use of NATO counters, I was brought up on them and they are fine for a diversion and for generic type units like Infantry, but the historical models on the counters IMO adds a lot.  Think of it when you get to tech level 5 air (jets) and you send in the sortie that is accompanied by a jet aircraft sound(yep...sounds are there too).....sure gets the attention of your opponent....all of a sudden his shorts get a little tighter![:D]
Post Reply

Return to “Scenarios and Mods”