Iron Cross 2D Counter & Map Mod Released

Post Reply
User avatar
IronX
Posts: 162
Joined: Fri Jul 01, 2005 9:49 pm
Location: Victoria, BC

RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

New version now available (see first page).
jaggslither
Posts: 23
Joined: Wed Aug 23, 2017 10:54 am

RE: Iron Cross 2D Counter & Map Mod Released

Post by jaggslither »

This mod looks great, nice work.
User avatar
budd
Posts: 3095
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: Iron Cross 2D Counter & Map Mod Released

Post by budd »

I see you couldn't help adding some stuff[:)]. i like the move here cost thing and the flags. One small thing for me is the water being so pale the white text labeling the bodies of water and the transfer zones is kind of hard to see. I think the water could use a bit more color. Thanks for your work.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
User avatar
Christolos
Posts: 1002
Joined: Wed Apr 23, 2014 10:45 pm
Location: Montreal, Canada

RE: New 2D Counter Mod (WIP)

Post by Christolos »

Really nice!!!

How would this work in PBEM++ games? Would opponents also have to have the mod installed for it to work in multiplayer games?

C
“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-
User avatar
budd
Posts: 3095
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: New 2D Counter Mod (WIP)

Post by budd »

nope, its just a graphics mod, i've never had any problems.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
User avatar
ivanov
Posts: 1111
Joined: Fri Jun 14, 2013 1:16 pm
Location: European Union
Contact:

RE: New 2D Counter Mod (WIP)

Post by ivanov »

Could someone post the screenshots of the new map? Thanks.
Lest we forget.
User avatar
IronX
Posts: 162
Joined: Fri Jul 01, 2005 9:49 pm
Location: Victoria, BC

RE: New 2D Counter Mod (WIP)

Post by IronX »

^ New map screenshots on first page.
User avatar
ivanov
Posts: 1111
Joined: Fri Jun 14, 2013 1:16 pm
Location: European Union
Contact:

RE: New 2D Counter Mod (WIP)

Post by ivanov »

ORIGINAL: IronX

^ New map screenshots on first page.

Thanks. Could you highlight what are the main changes as compared to the Welk's mod? At the first glance I don't see may differences.
Lest we forget.
ringoblood
Posts: 438
Joined: Sat Mar 10, 2018 8:05 am
Location: USA

RE: New 2D Counter Mod (WIP)

Post by ringoblood »

Fantastic mod love it thanks for its. It works greats.[&o]
Beta Tester:
1. The Bloody First
2. Warplan
Mortgoth
Posts: 4
Joined: Mon Jun 26, 2017 10:22 pm

RE: New 2D Counter Mod (WIP)

Post by Mortgoth »

Hello somebody can tell me how to install that great mod,in wich folder i need to put in plz it will be awsome to get help tkx!!!
User avatar
HobbesACW
Posts: 510
Joined: Fri Feb 20, 2004 12:36 pm
Location: UK

RE: New 2D Counter Mod (WIP)

Post by HobbesACW »

Just download the file and the instructions are included. It's very straightforward.

Love the new map. I kept the original tile highlights though as the new ones make the game a bit 'busy' for me. Nice idea though.

Thanks,
Chris
User avatar
TangSooDo
Posts: 79
Joined: Tue Apr 01, 2008 4:35 pm
Location: Connecticut USA

RE: New 2D Counter Mod (WIP)

Post by TangSooDo »

I installed the mod today, and I'm no computer maven. First I extracted the following folders from the download to my desktop: Bitmaps, Campaigns, Interface and Sound. I then copied the original folders from the WaW location -- Windows (C):>Program Files (x86)>Matrix Games and dropped them into a new file I created on my desktop (for safekeeping in case something goes kerflooey) -- be careful with these folders as you have a new set and an old set of the same names, which is why it's important to put the originals in their own folder or other location. Then copy the new folders into WaW at the location where the originals came from. That's it.
shurst21
Posts: 6
Joined: Thu Feb 08, 2018 5:55 pm

RE: Iron Cross 2D Counter & Map Mod Released

Post by shurst21 »

An anomaly from v3-1 and v3-2. Some unit icons disappear in the Editor. An example below. Any ideas why or how to correct? Everything is fine when playing the game. In the Editor, the units are "there" and editable, but the 2-D images are missing.



Image
Attachments
USSR01.jpg
USSR01.jpg (136.23 KiB) Viewed 581 times
User avatar
IronX
Posts: 162
Joined: Fri Jul 01, 2005 9:49 pm
Location: Victoria, BC

RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

That's because I was lazy and didn't duplicate the counters. By default, the game uses only the first six images in a row of 12. It has something to do with having the ability to change the facing of units in the editor.

Edit: Okay, I've duplicated the counters so that they should now show up in the editor. They still face the same way but at least they are there. I did this pretty quickly and haven't fully tested it so if there are mistakes, let me know.
User avatar
budd
Posts: 3095
Joined: Sat Jul 04, 2009 3:16 pm
Location: Tacoma

RE: Iron Cross 2D Counter & Map Mod Released

Post by budd »

Great work, like the new storm graphics, did you adjust the rain graphics also, they look nice.
Thank you for your work.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
shurst21
Posts: 6
Joined: Thu Feb 08, 2018 5:55 pm

RE: Iron Cross 2D Counter & Map Mod Released

Post by shurst21 »

Thanks IronX - I'll give it a try shortly.

I was going to write a script to swap in the original graphics for the editor, then put yours back to play the game.
shurst21
Posts: 6
Joined: Thu Feb 08, 2018 5:55 pm

RE: Iron Cross 2D Counter & Map Mod Released

Post by shurst21 »

IronX: the Soviets were still not showing up after your v3.3 update. As was mentioned earlier, there is a second Major_04 folder within the scenario Bitmaps folder. When I copied your updated unit_sprites_nato files to that folder, the Soviet units reappeared properly. Thanks again for your excellent mod.
User avatar
IronX
Posts: 162
Joined: Fri Jul 01, 2005 9:49 pm
Location: Victoria, BC

RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

Sorry about that. I've updated the files. Hopefully, it's all fixed now.

Philippeatbay
Posts: 867
Joined: Wed Dec 03, 2014 12:27 pm

RE: Iron Cross 2D Counter & Map Mod Released

Post by Philippeatbay »

In looking at the 1939 scenario I didn't see an image for Soviet rail guns.

Do I need to update the mod, or is that still on the to-do list?
User avatar
IronX
Posts: 162
Joined: Fri Jul 01, 2005 9:49 pm
Location: Victoria, BC

RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

Rail guns now added to Soviet unit counters in both the Bitmaps and Campaigns folders.

I've renamed the update to 3.4 (although it also includes changes made in 3.3).
Post Reply

Return to “MODS and Scenarios”