welk wrote: Wed Jul 09, 2025 10:16 am
Question for devs : It seems that little "activation symbols" and little "units experience symbols" are contained in the same file, and that same graphs are used for the two usages.
I noticed that : to erase units activations sprites does also erase experience symbol units in game.
Do you confirm this situation ?
My modding goal would be :
1/ to erase units activation sprites (to set ennemy units "invisibles" = reinforced fog of war, with creation of two different files (depending of what side human player want to conduct)
2/ to maintain units experience symbols for the side conducted by human player (by same way : creation of 2 different files, depending of what side human player want to conduct
But it seems it's impossible to do if units activation sprites and units experience symbols use same graphs. And same if each country has his own symbols, because at start of game, it's impossible to know exactly the side (Axis or Allied) where will go some countries.
Too bad, because in game, to play with just the ennemy front line visible is more challenging (and then more interessant) for human player vs AI.
Second question : A file named "units activation sprites" is contained in the bitmaps directory of game, and another copy of this file is also in the interface directory of the game. Is there a specific reason for that ?
EDIT: In addition : founded the way to do what I planed for this mod :
In "advanced options", I have to do that:
- to set "off" units experience medals => Experience of units will be showed by text and not by graph symbols (in "units property screen)
- to set unit strengh "off"
- to set ressources strengh "off"
I have also to erase the content of the file named "units box sprites", and also to erase content of "units sprites activation" and content of "units strengh value sprites".
And to erase units nato counters files for ennemy side (depending of what side human player want to conduct)
=> In consequence of these modding actions, all ennemy units will become invisible except if you move mouse curser on them and except if you have aircraft units in range to fire them : very interessant way to block for human player the irrealistic effect "
immediate global strategic view without any headquarter hard work".
And human units will become less easy to manage (no strengh force, player needs to consult property of each unit to see experience, etc, and he can sometimes do mistakes, or forget to do some needed actions, etc : introduce possibility of lot human errors in "HQ work" is an interessant way to have a more difficul game in human vs AI campaingns).