Ralph has adressed it in a .180 test version. I'll verify it using your Koblenz fileORIGINAL: sPzAbt653
I did the same thing, put all the Koberg German units in garrison and then made some attacks. The '1.Abt.Feldaus.Reg' jumped out of hex 35,10 (while in garrison) and into hex 36,10, which I had attacked.
Hey Silvanski, I sent you a file so maybe if you want you can try it.
3.4 178 Alpha
Moderators: JAMiAM, ralphtricky
RE: 3.4 178 Alpha
The TOAW Redux Dude
RE: 3.4 178 Alpha
How can I remove the annoying grey background to text placed on the map?
RE: 3.4 178 Alpha
ORIGINAL: jmlima
How can I remove the annoying grey background to text placed on the map?
Background=N in the placename(s) settings in the Opart 3 fonts.ini.
RE: 3.4 178 Alpha
ORIGINAL: Telumar
ORIGINAL: jmlima
How can I remove the annoying grey background to text placed on the map?
Background=N in the placename(s) settings in the Opart 3 fonts.ini.
Thanks.
RE: 3.4 178 Alpha
ORIGINAL: Telumar
ORIGINAL: jmlima
How can I remove the annoying grey background to text placed on the map?
Background=N in the placename(s) settings in the Opart 3 fonts.ini.
That gets me a black background. [&:]
RE: 3.4 178 Alpha
There are several background settings... The one under [Colors] sets the background color. I guess you entered N here, so the engine treats this as black (all values zeroed).
You need to go to [PlacenameFont1] and set background from Y to N there. In the same manner you can/may do this under all the other PlacenameFonts etc.
You need to go to [PlacenameFont1] and set background from Y to N there. In the same manner you can/may do this under all the other PlacenameFonts etc.
RE: 3.4 178 Alpha
ORIGINAL: Telumar
There are several background settings... The one under [Colors] sets the background color. I guess you entered N here, so the engine treats this as black (all values zeroed).
You need to go to [PlacenameFont1] and set background from Y to N there. In the same manner you can/may do this under all the other PlacenameFonts etc.
I was putting N on the backcolor not on the background. DOH!
Thanks.
RE: auto.sal
On the Win98 and XP machines with .178:
Playing scenarios I let the auto.sal do the saving work. When I return to play I click the 'auto.sal' file and it returns me to my game. When I open the editor to edit a scenario, I save it to a specific file, but when I close out and open the game to return to playing, the auto.sal has been saved as some form of the edited scenario I just did. Put another way, the editor seems to be generating a scenario save file on its own.
Playing scenarios I let the auto.sal do the saving work. When I return to play I click the 'auto.sal' file and it returns me to my game. When I open the editor to edit a scenario, I save it to a specific file, but when I close out and open the game to return to playing, the auto.sal has been saved as some form of the edited scenario I just did. Put another way, the editor seems to be generating a scenario save file on its own.
RE: auto.sal
ORIGINAL: sPzAbt653
On the Win98 and XP machines with .178:
Playing scenarios I let the auto.sal do the saving work. When I return to play I click the 'auto.sal' file and it returns me to my game. When I open the editor to edit a scenario, I save it to a specific file, but when I close out and open the game to return to playing, the auto.sal has been saved as some form of the edited scenario I just did. Put another way, the editor seems to be generating a scenario save file on its own.
If the editor is auto saving a copy of the scenario you are working on that might be a good thing. If Ralph could give it some name other than auto.sal and let us decide the time between saves. Maybe even increment the name and not write over previous editor autosaves. Perhaps let us designate a file it writes to?
RE: auto.sal
If the editor is auto saving a copy of the scenario you are working on that might be a good thing.
Its not. But its saving it as a saved scenario file. I was curious if the non-98 and non-XP users were experiencing the same thing.
RE: auto.sal
ORIGINAL: sPzAbt653
Its not. But its saving it as a saved scenario file. I was curious if the non-98 and non-XP users were experiencing the same thing.
Yup.
RE: Asset Sharing
Transport Asset Sharing - I seem to think that TAS is affected by the amount of Air, Sea and Rail capacity that is unused. For example, I've got 8,000 rail transport available at the beginning of a turn, and my TAS number is 6. Using all 8,000 during my turn will reduce that number 6 to maybe 1 or 0.
Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?
Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?
- larryfulkerson
- Posts: 42887
- Joined: Sat Apr 16, 2005 9:06 pm
- Location: Tucson, AZ,usa,sol, milkyway
- Contact:
RE: Asset Sharing
I never noticed that before. Thanks for wake-ing me up. I'll pay more attention to that in the future.ORIGINAL: sPzAbt653
Transport Asset Sharing - I seem to think that TAS is affected by the amount of Air, Sea and Rail capacity that is unused. For example, I've got 8,000 rail transport available at the beginning of a turn, and my TAS number is 6. Using all 8,000 during my turn will reduce that number 6 to maybe 1 or 0.
Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?
The horrifying realities of Eternity
https://www.youtube.com/watch?v=jT40e4mYIcs
https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
https://www.youtube.com/watch?v=jT40e4mYIcs
https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
RE: Asset Sharing
ORIGINAL: sPzAbt653
Transport Asset Sharing - I seem to think that TAS is affected by the amount of Air, Sea and Rail capacity that is unused. For example, I've got 8,000 rail transport available at the beginning of a turn, and my TAS number is 6. Using all 8,000 during my turn will reduce that number 6 to maybe 1 or 0.
Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?
Which scenarios?
What could be 'afoot' is that rail/air/sea-transport is realtively small. If your force doesn't move and/or is heavily motorized, so that the most part of the TAS comes from the unused land transport, then a small amount of used/unused rail/air/sea capacity probably won't have that much effect.
- larryfulkerson
- Posts: 42887
- Joined: Sat Apr 16, 2005 9:06 pm
- Location: Tucson, AZ,usa,sol, milkyway
- Contact:
good graphics
Hey you guys.......I really really like the bridge graphics. Way to go, whoever did it. Thanks.


- Attachments
-
- bridgegraphics.gif (89.78 KiB) Viewed 393 times
The horrifying realities of Eternity
https://www.youtube.com/watch?v=jT40e4mYIcs
https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
https://www.youtube.com/watch?v=jT40e4mYIcs
https://www.youtube.com/watch?v=NyMJDtycB9U&t=254s
5 Cracks in Reality (You've Never Noticed One)
RE: good graphics
Is the alpha the absolute most current version, even more updated than the official Matrix update?
- samba_liten
- Posts: 367
- Joined: Fri Aug 31, 2001 8:00 am
- Location: Currently in Kiev
RE: good graphics
The official Matrix update in the sticky thread above is the absolutely latest.
السلام عليكم
RE: Asset Sharing
Which scenarios?
Brian Topp's Battle for Moscow - I've been monitoring the TAS for long enough that I wanted to test another scenario so I started a D21 and on turn 1 I embarked units to suck up all the Air and Rail transport, and the TAS number never changed. I posted this in the hope that someone would post a different result from another scenario. That would confirm that I am just experiencing a limited anomaly resulting from the things you outlined in your post.
RE: good graphics
ORIGINAL: larryfulkerson
Hey you guys.......I really really like the bridge graphics. Way to go, whoever did it. Thanks.
![]()
That is one of Erik Nygaard's excellent scenarios. He uses special placenames to get those bridge-looking bridge graphics. Very nice!
RE: good graphics
In my M-G scenario the bridge symbols are simply variations of brackets depicting size and wether they can be destroyed.
)(
][
]*[ pre-wired bridge that may be blown
)(
][
]*[ pre-wired bridge that may be blown



