Unit Mod for 1.6
RE: Toggling Unit Names.
Lucky J.
here is the modified appearance.csv file.
You just have to rename the .txt to .csv and replace over the old one.
It is set for black text.
If you want a different colour you need to change this line.
-77;113;320;10;Arial;16;100;30;30;30;175;175;175;Name Text Dst and Font
the 3 30's make the text dark grey (black)
the 175's change the outline text colour, in this case light grey.
thankyou.
here is the modified appearance.csv file.
You just have to rename the .txt to .csv and replace over the old one.
It is set for black text.
If you want a different colour you need to change this line.
-77;113;320;10;Arial;16;100;30;30;30;175;175;175;Name Text Dst and Font
the 3 30's make the text dark grey (black)
the 175's change the outline text colour, in this case light grey.
thankyou.
- Attachments
-
- appearance.txt
- (6.75 KiB) Downloaded 18 times
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
- RandomAttack
- Posts: 235
- Joined: Thu Jul 23, 2009 8:44 pm
- Location: Arizona
RE: Unit Mod for 1.6
ORIGINAL: Agent S
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...
Is it really this easy to enable the "group attack" dot?? I would really like to have it as I always seem to forget which ones I can still use... If so, what line do we change & to what? If it requires lots of graphic changes as Bleck describes above it's probably beyond my skill set. Doesn't matter to me if it blinks or not.
Thanks, and I'm really enjoying the mod. Even my wife remarked that it looks "just like the boardgames you used to clutter up the table with" [:D]
RE: Unit Mod for 1.6
working on a new 'grog' set that will contain ALL info.
...but real life is biting at the minute
stay tuned
...but real life is biting at the minute
stay tuned
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Unit Mod for 1.6
just wanted to let you know that after weeks of working on my own set of counters I went back to take a look at your set
and really enjoyed using them.
Now that I have a little understanding of the csv file I tweeked your set a bit to my liking by adding the 'ap' and 'attack' dots to the right hand side of the counter along with the country flag on the top right. Playing on your map really brought me back to the good old days of board gaming.
thanks; good job!
I still like my counters too but at times they are admittedly too loud.
and really enjoyed using them.
Now that I have a little understanding of the csv file I tweeked your set a bit to my liking by adding the 'ap' and 'attack' dots to the right hand side of the counter along with the country flag on the top right. Playing on your map really brought me back to the good old days of board gaming.
thanks; good job!
I still like my counters too but at times they are admittedly too loud.
Avatar: Me borrowing Albert Ball's Nieuport 17
Counter from Bloody April by Terry Simo (GMT)
Counter from Bloody April by Terry Simo (GMT)
- NefariousKoel
- Posts: 1741
- Joined: Tue Jul 23, 2002 3:48 am
- Location: Murderous Missouri Scum
RE: Unit Mod for 1.6
ORIGINAL: jack54
Now that I have a little understanding of the csv file I tweeked your set a bit to my liking by adding the 'ap' and 'attack' dots to the right hand side of the counter along with the country flag on the top right.
Exactly which value in the csv file controls the ap and attack dots? Specifically the multi-attack dots? Is it the two "Attack" values (Attack Pack Src & Attack Dst)? I never found this out and haven't jacked with it yet but intend to.
RE: Unit Mod for 1.6
From appearance.csv I uploaded ( in this thread tm.asp?m=2216887 ) :

I can also give you a hint - you can change dot graphic to let's say red rectangle with 50% transparency and stretch it so it covers whole counter, so it would be more visible10;0;10;10;AP Left Pack Src(x;y;width;height) Defines rect of frame#1, under this there should be frame2, they can be the same if you don't want any animation (blinking)
105;111;6;6;AP Left Dst(x;y;width;height) Visible only if Action Points > 0
30;0;10;10;Attack Pack Src(x;y;width;height) Defines rect of frame#1, under this there should be frame2, they can be the same if you don't want any animation (blinking). If unit is enemy only frame#1 is displayed, no blinking possible
110;77;10;10;Attack Dst(x;y;width;height) Visible if multi-hex attack is possible (as attacke if player's unit, as defender if AI)

Wastelands Interactive member (Programmer)
RE: Unit Mod for 1.6
yes NefariousKoel it's the Attack Pack Src & Attack Dst as Bleck said.
with Agent S units I use
10;0;10;10;AP Left Pack Src
108;67;8;8;AP Left Dst
30;0;10;10;Attack Pack Src
107;85;10;10;Attack Dst
this puts a small green ap dot alittle above the bigger blue attack dot on the right side of the counters.
a little 'trial and error' and you can get them exactly where you want them.
with Agent S units I use
10;0;10;10;AP Left Pack Src
108;67;8;8;AP Left Dst
30;0;10;10;Attack Pack Src
107;85;10;10;Attack Dst
this puts a small green ap dot alittle above the bigger blue attack dot on the right side of the counters.
a little 'trial and error' and you can get them exactly where you want them.
Avatar: Me borrowing Albert Ball's Nieuport 17
Counter from Bloody April by Terry Simo (GMT)
Counter from Bloody April by Terry Simo (GMT)
- NefariousKoel
- Posts: 1741
- Joined: Tue Jul 23, 2002 3:48 am
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RE: Unit Mod for 1.6
Thanks guys!
Thanks Jack
Thanks Jack,
Your set really has great potential. Just a wee bit too busy for my tired ol' peepers.
It did inspire me to try something similar. But I ruined some flag.pngs in the process...
Working on a new map and counter mod at the moment.
Just waiting for work to slow down a little so I can get back to it.
Your set really has great potential. Just a wee bit too busy for my tired ol' peepers.
It did inspire me to try something similar. But I ruined some flag.pngs in the process...
Working on a new map and counter mod at the moment.
Just waiting for work to slow down a little so I can get back to it.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Thanks Jack
thanks 'S',
I can totally understand people finding my counters too busy; as I've said I switch between counter sets and maps myself.
One thing I didn't realize was how much you can actually do with unit counter background on the png itself;Shading resizing ect. that might be easier and cleaner. (many of the graphics I try pixelate a great deal at this scale.)
Anyway looking forward to your next set, You guys making maps have me in awe, I took a look at the map folder and closed it. looks painful.
I can totally understand people finding my counters too busy; as I've said I switch between counter sets and maps myself.
One thing I didn't realize was how much you can actually do with unit counter background on the png itself;Shading resizing ect. that might be easier and cleaner. (many of the graphics I try pixelate a great deal at this scale.)
Anyway looking forward to your next set, You guys making maps have me in awe, I took a look at the map folder and closed it. looks painful.
Avatar: Me borrowing Albert Ball's Nieuport 17
Counter from Bloody April by Terry Simo (GMT)
Counter from Bloody April by Terry Simo (GMT)
Unit Upgrade
Here is a general update on the counter set I'm currently using.
Zip file attached in following post
(edit)please note: My unit text names is in black not white, as shown here.
As I play on my map mod. But unit colour text is easily tweaked in the .csv file.

Zip file attached in following post
(edit)please note: My unit text names is in black not white, as shown here.
As I play on my map mod. But unit colour text is easily tweaked in the .csv file.

- Attachments
-
- upgrade.jpg (206.66 KiB) Viewed 291 times
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
Unit Upgrade -zip file
Here is the file for the above set
- Attachments
-
- UnitsSkinSmith2.0.zip
- (55 KiB) Downloaded 65 times
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Unit Upgrade -zip file
That is so sweet! You guys are tearing me up with such wonderful choices.
Thanks to all our wonderful modders.
Chuck
Thanks to all our wonderful modders.
Chuck
RE: Unit Upgrade -zip file
Very good, Agent.
I might just as well try and steal some of that. [:D]
I might just as well try and steal some of that. [:D]
RE: Unit Upgrade -zip file
Thx for the update, AgentS. Really fine.
One change I'd like to make for myself, is to move the unit names back down to the bottom. right now they overwrite the city names. I guess it's just a matter of finding the line in some file to move that down. Can you tell me where that is? TIA
[later]
I think I found the line, in appearances.csv, but have no idea which of those values to change. I compared it to another mod, but didn't see anything obvious.
One change I'd like to make for myself, is to move the unit names back down to the bottom. right now they overwrite the city names. I guess it's just a matter of finding the line in some file to move that down. Can you tell me where that is? TIA
[later]
I think I found the line, in appearances.csv, but have no idea which of those values to change. I compared it to another mod, but didn't see anything obvious.
RE: Unit Upgrade -zip file
Second value in line is the Y position, you should increase itI think I found the line, in appearances.csv, but have no idea which of those values to change. I compared it to another mod, but didn't see anything obvious.

Wastelands Interactive member (Programmer)
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RE: Unit Upgrade -zip file
What line is the one I would need to edit?
RE: Unit Upgrade -zip file
25th, the one with description "Name Text Dst and Font" 

Wastelands Interactive member (Programmer)
RE: Unit Upgrade -zip file
-77;38;320;12;Times New Roman;14;0;30;30;30;175;175;175;Name Text Dst and Font
change the 38 to a value around the 110mark. and it should do the trick.
as for the white text instead of the black, change the 30's to a value closer to 255 and the 175's to 30's.
I have also noticed that the mid level zoom still needs a tweak, as the command medal and replacement tab is not yet defined correctly. So I'll post up a tweaked .csv file with black text shortly.
(It's hand in week at Uni, and I'm up to my eyeballs in grading design projects)
change the 38 to a value around the 110mark. and it should do the trick.
as for the white text instead of the black, change the 30's to a value closer to 255 and the 175's to 30's.
I have also noticed that the mid level zoom still needs a tweak, as the command medal and replacement tab is not yet defined correctly. So I'll post up a tweaked .csv file with black text shortly.
(It's hand in week at Uni, and I'm up to my eyeballs in grading design projects)
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Unit Upgrade -zip file
Hi,
Thx for the info.
I had another minor question. Really like the A and F indicators, but they disappear after about four or five zooms out. Is there any way to keep those on the counter until it shifts to just showing the flag?
Thx for the info.
I had another minor question. Really like the A and F indicators, but they disappear after about four or five zooms out. Is there any way to keep those on the counter until it shifts to just showing the flag?