Iron Cross 2D Counter & Map Mod Released

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ivanov
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RE: Iron Cross 2D Counter & Map Mod Released

Post by ivanov »

Regarding the German fighter types. The tech 0 is currently represented by Bf-109E. The tech 1 jumps all the way to Bf-109G, which is already researched in 1939. I think the 0 level should be represented by the D variant and the tech 1 should be E. Maybe the level 1 should be F, but either way in 1939 it's too early for the G variant.
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IronX
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RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

Ok, I'll keep that in mind for a future update.
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RE: Iron Cross 2D Counter & Map Mod Released

Post by Philippeatbay »

While we're on the subject, I wonder if the first german tank shouldn't be a Panzer II rather than a Panzer I.

My failing memory tells me that the Panzer I wan't much of a tank and was armed with machine guns.

There were more models of Panzer III's and Panzer IV's than you could shake a stick at,
and you could probably take up the slack from cutting out the Panzer I's by showing short-barreled and long-barreled versions of the Panzer III.

I haven't given this a lot of thought and there are probably other solutions which are just as good if not better.

But I'm not entirely comfortable with the idea of showing the Panzer I as a main battle tank.

It's outside the scope of this game, but the germans realized that the Panzer II was a good design for a light tank, and kept producing upgraded versions of it long after they'd moved on bigger and better things.

I always rather liked the ubiquitous Panzer IV, but the different models tend to look too much alike, unless you put skirts on them (which wouldn't show up in silhouette).
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RE: Iron Cross 2D Counter & Map Mod Released

Post by Philippeatbay »

This would involve making changes to all of the counter sets, but I wonder if you might consider making the G on garrison units a little less prominent.

In other games I've often tried to replace G garrison units with brigades, but I'm not sure if that would work here.

My problem with the garrison unit is that in the current system it looks even more prominent than a corps or an army, whereas in fact it should look so.

Maybe if you made the G really small...
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IronX
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RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

I might consider looking at the panzer units in time, but I'm not going to redo the garrison units.
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RE: Iron Cross 2D Counter & Map Mod Released

Post by Philippeatbay »

Fair enough.

Changing the Panzer (if you decide to do it) would only involve messing with a couple of images on one file. Changing the garrison symbol would mean reworking a lot of different spots on a lot of files.

Modding this game is interminable enough as it is (and I found out all about that last night when I finally figured out how to tell if I'd missed any textures in my flag mod, and didn't like the answer).
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IronX
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RE: Iron Cross 2D Counter & Map Mod Released

Post by IronX »

Perhaps I could replace the Panzer I with the Panzer II and add the Panzer IV Ausf B in between the III and IV? Alternatively, I could add a later model (long-barreled) Panzer III.

Edit: German 'medium' tanks are now Panzer II, Panzer III, Panzer IV (E), Panzer IV (G), Panzer V and Panzer V (II).

These changes and minor amendments to German early fighters will be in update 3.5.
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RE: Iron Cross 2D Counter & Map Mod Released

Post by Philippeatbay »

I prefer seeing several models of Panzer IV rather than the Panzer III.

But that's my personal taste and I'm biased in favor of the Panzer IV.

I hate thinking about it this way, but being able to tell the profiles apart at a distance should be an important consideration.

This is Strategic Command, not Graviteam Tactics.
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RE: Iron Cross 2D Counter & Map Mod Released

Post by Simulacra53 »

Thanks for the great work, time to download the latest iteration of your mod - looks like I’m behind developments with v2.0!
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Mortgoth
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RE: New 2D Counter Mod (WIP)

Post by Mortgoth »

Hello,i love your MOD but its seem russian air units icons still the same as vanillia and i try all your version of mods or updated it and still the same....or maybe you dont change it for now or forgot...tkx again for your wondeful mod!!
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RE: New 2D Counter Mod (WIP)

Post by Mortgoth »

Seems also tanks units,mechanize ect except infantry still vanillia.....
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RE: New 2D Counter Mod (WIP)

Post by Philippeatbay »

Not sure I understand what you're saying.

The Soviet air units in this screenshot are not plain vanilla.

Image
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IronX
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RE: New 2D Counter Mod (WIP)

Post by IronX »

Make sure all campaign folders have the new Russian units in them by copying the mod's campaign folders into the game and overwrite the existing files.
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IronX
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RE: New 2D Counter Mod (WIP)

Post by IronX »

Ever wondered what the red and purple lines represented underneath air units? You are not alone. I found their meaning after a good deal of searching the manual and they relate to HQs and supply. Red means there is no HQ attached when supply is low and purple means an HQ with stronger supply might service the unit better. So, I made up some counters to remind me of this rule. It's unlikely to go into the mod but you may be interested none the less.

Image[/img]
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TheBattlefield
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RE: New 2D Counter Mod (WIP)

Post by TheBattlefield »

ORIGINAL: IronX

Ever wondered what the red and purple lines represented underneath air units? You are not alone. I found their meaning after a good deal of searching the manual and they relate to HQs and supply. Red means there is no HQ attached when supply is low and purple means an HQ with stronger supply might service the unit better. So, I made up some counters to remind me of this rule. It's unlikely to go into the mod but you may be interested none the less.

An innovative as well as graphically very appealing idea!

At the latest if the "3D" and "NATO" units could each receive different graphics adressing, a comparable presentation would also be a big plus for all Mods...and maybe even for the vanilla version.

[8D]
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IronX
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RE: New 2D Counter Mod (WIP)

Post by IronX »

I'm not totally satisfied with the above and am still playing around with it, although we are limited as to what can be displayed due to the fact that it has to lay under the unit counter. I started adding these types of information counters as a reminder for me of their effects and that I find they are often lost in the background. Other players, particularly those newer to the game, may find them helpful too.
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ivanov
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RE: New 2D Counter Mod (WIP)

Post by ivanov »

@IronX - thank you very much for the German fighter/tanks update! I would love to see the air unit supply marker ( as per your screenshot ), introduced to the mod. I love the look of it, plus it would be helpful to the players.
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IronX
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RE: New 2D Counter Mod (WIP)

Post by IronX »

Like my historical flags mod, I will likely make this an optional download in due course.

Many of the hex movement/attack/supply/HQ highlight tiles are very confusing and I've spent a lot of hours trying to work out what they all mean. In some cases you can have three of these overlapping each other - some are just movement and unit selection indicators, while others have a greater impact on play. So trying to make it easier to understand without making it too busy is challenging.
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ivanov
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RE: New 2D Counter Mod (WIP)

Post by ivanov »

ORIGINAL: IronX

Like my historical flags mod, I will likely make this an optional download in due course.

Many of the hex movement/attack/supply/HQ highlight tiles are very confusing and I've spent a lot of hours trying to work out what they all mean. In some cases you can have three of these overlapping each other - some are just movement and unit selection indicators, while others have a greater impact on play. So trying to make it easier to understand without making it too busy is challenging.

Great news. I'm sure the end result will be outstanding, as always.
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IronX
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RE: New 2D Counter Mod (WIP)

Post by IronX »

Playing around some more with the tile highlights and am happier with the results this time:

Replacing the original red and purple hexes (no HQ attached and better HQ possible), which are always visible, are a red and orange radio signal:

Image[/img]

Clicking on a HQ shows units attached (green with a link symbol) and what could be attached (blue with no link symbol):

Image[/img]

Finally, double-clicking on a HQ shows its reach:

Image[/img]
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