Unit Mod for 1.6

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cpdeyoung
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RE: Unit Mod for 1.6

Post by cpdeyoung »

"client services", "comradely support"?

Chuck
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Bleck
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RE: Unit Mod for 1.6

Post by Bleck »

"community support"?
Wastelands Interactive member (Programmer)
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cpdeyoung
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RE: Unit Mod for 1.6

Post by cpdeyoung »

ORIGINAL: Bleck

"community support"?

I think we have a winner!

Chuck
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Tomokatu
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RE: Unit Mod for 1.6

Post by Tomokatu »

Give that Pole a beer![:D]
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Mike Parker
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RE: Unit Mod for 1.6

Post by Mike Parker »

cs = cocktail sauce... Mmmmm with shrimp... its 5pm here time for dinner
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H. Hoth
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RE: Unit Mod for 1.6

Post by H. Hoth »

ORIGINAL: cpdeyoung

ORIGINAL: Bleck

"community support"?

I think we have a winner!

Chuck
LOL Customer Service, wow.
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NefariousKoel
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RE: Unit Mod for 1.6

Post by NefariousKoel »

Hate to break up the party, but..

Is there any indicator of the single group attack being used for the turn on these units?  

I can understand the flashing lamp going against the cleanliness of it (which I like), but I wonder if it's possible to have a simple on/off black dot on the counters to show that..
balto
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RE: Unit Mod for 1.6

Post by balto »

This is Great. Thank you.
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Magpius
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RE: Unit Mod for 1.6

Post by Magpius »

@Balto: it's the 1st post in this thread.
@Nefarious, I'm not sure which 'dot' you want turned back on...
- a modified big blinking blue dot
or one of the red, yellow, green dots.  more info. required.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
balto
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RE: Unit Mod for 1.6

Post by balto »

Oh man, that is awesome. Thanks a million.
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NefariousKoel
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RE: Unit Mod for 1.6

Post by NefariousKoel »

ORIGINAL: Agent S

@Balto: it's the 1st post in this thread.
@Nefarious, I'm not sure which 'dot' you want turned back on...
- a modified big blinking blue dot
or one of the red, yellow, green dots.  more info. required.

I believe it was the green one (topmost). I thought the flashing was annoying with some of the stock counters but it helped see which units had used their single available 'group attack' for the turn.

I dunno, I can probably get by without it but when there are tons of counters to keep track of, I can't always remember which ones used their multi-attack so far and that dot helps.
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Magpius
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RE: Unit Mod for 1.6

Post by Magpius »

To put the default green dot back on the tile, all you need to do is tweak a line in the appearance.csv file in the unitskins folder.
when I'm on my other machine, I'll post up the details, or maybe bleck or the others here will beat me to it... 

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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NefariousKoel
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RE: Unit Mod for 1.6

Post by NefariousKoel »

Thanks, that would be much appreciated.
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Bleck
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RE: Unit Mod for 1.6

Post by Bleck »

If you want black dot/rectangle/any other shape you want, flashing (or not, it can also be visible when active and hidden when not active) on counter then you need to do two things:
1. Draw two frames of animation of this indicator in info.png
- frame#2 has to be directly under frame#1 (see current dots frames, they are 10x10 size)
- you can place them anywhere you want in this file
- frame#2 has to be directly under frame#1 (see current dots frames, they are 10x10 size)
- they can have any size you want in this file, it's size an position on counter are in appearance.csv so it can be resized/stretched
Please remember that for enemy units when drawing multi-hex indicator only frame#1 is used (visible all the time if active), for your units both frames are used, so you can draw different frames so it blinks, or both frames exactly the same so it vill be visible all the time when active :)

2. Edit appearance.csv that tells game from where to cut indicator frame and where to draw them when drawing unit.
Hope someone else can explain this one more detailed... or you will figure it out by yourself... if not, ask ;)

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Magpius
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Unit Mod tweak

Post by Magpius »

After a fresh install of game and 1.6 patch I installed my mods from the site and found a glitch with unit names appearing when zoomed out to flag level only.
The attached appearance.txt file replaces my [UnitsSkin] appearance.csv file. Which should rectify this. (don't forget to change the .txt back to .csv)
Attachments
appearance.txt
(6.73 KiB) Downloaded 70 times

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
gwgardner
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RE: Unit Mod tweak

Post by gwgardner »

Any idea why I'm missing ship icons when I use this mod?

[later] never mind!

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Magpius
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RE: Unit Mod tweak

Post by Magpius »

If there is anything quirky happening, or graphic requests, please post, and I'll have a go at it.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
LuckyJim1005
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RE: Unit Mod for 1.6

Post by LuckyJim1005 »

Great mod - thanks.

But I am not seeing Unit names on the map when I use the F4 key - am I doing something wrong ??
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Magpius
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RE: Unit Mod for 1.6

Post by Magpius »

No.nothing wrong.
I disabled unit names, because all unit information appeared in the right column of the GUI.
But if you are telling me that the unit names can be toggled on/off by F4, then it is simply a case of modifying the appearance.csv file to put the text back in.
I'll take a look.
-thanks

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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Toggling Unit Names.

Post by Magpius »

Thanks for the heads up Lucky J.
Ill mod the appearance.csv accordingly. and post up here soon.
I never realised that was possible.
-A

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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