Mod for random maps
Moderator: Vic
RE: v0.18
These are such great ideas. Thanks to Grymme for pointing them out and to you Bombur for doing the leg work. IN working on placing Coastal Artillery in my upcoming Tweaks to WaW, I hadn't realized you could move fixed units via Land Cap. Have you tested that yet? It's a great idea. I'm really looking forward to your completing this massive project.
Do you know if there will be any way, without manually going through the copying process, to so to speak "substitute" your units into the WaW scenario?
Do you know if there will be any way, without manually going through the copying process, to so to speak "substitute" your units into the WaW scenario?
RE: v0.18
ORIGINAL: explorer2
These are such great ideas. Thanks to Grymme for pointing them out and to you Bombur for doing the leg work. IN working on placing Coastal Artillery in my upcoming Tweaks to WaW, I hadn't realized you could move fixed units via Land Cap. Have you tested that yet? It's a great idea. I'm really looking forward to your completing this massive project.
-I make some preliminary tests. It seems to work. I will give you a definitive answer soon....
Do you know if there will be any way, without manually going through the copying process, to so to speak "substitute" your units into the WaW scenario?
You could link the WaW scenario to the ptmaster, but it will need some reworking in the editor to makew the mater file compatible with the scenario file.
RE: v0.18
I looked at your SFT settings for coastal guns and tried to copy in WaW, but you have a unit type Static? maybe, that isn't present in WaW. I tried making Coastal gun in WaW to immobile type, but it still is able to move. Your solution is better, but in what I'm doing, they can only move 2 hexes in a turn, so that's pretty slow and makes them useless for any other purpose anyway.
When you're all done, and I have more time than I do now, I might try to mess with merging WaW and yours. I"m a first time modder and don't really know what I'm doing so would need some help. But right now, I'm just trying to get my first project, tweaking WaW, completed. Really looking forward to playing yours as well.
Cheers.
When you're all done, and I have more time than I do now, I might try to mess with merging WaW and yours. I"m a first time modder and don't really know what I'm doing so would need some help. But right now, I'm just trying to get my first project, tweaking WaW, completed. Really looking forward to playing yours as well.
Cheers.
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
Ok, now lets try the coastal artillery:
- Attachments
-
- CoastalArt..rySymbol.zip
- (2.03 KiB) Downloaded 20 times
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- Barthheart
- Posts: 3080
- Joined: Tue Jul 20, 2004 3:16 pm
- Location: Nepean, Ontario
RE: v0.18
That looks pretty good.
One thing I found is that a drop shadow of 1 pixel down and one right gives a good look for the symbols on the counters. Should have mentioned that before.[8|]
One thing I found is that a drop shadow of 1 pixel down and one right gives a good look for the symbols on the counters. Should have mentioned that before.[8|]
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
Hrrmm. Looks more like a coordinate offset. I'll have to take a closer look at the file attributes. It seems that the symbol itself needs to reside on a 28wx17h pixel window within the frame of the entire counter. That window needs to reside on the upper right hand portion of the counter window. Could be a number of things.
This time instead of directly modifying an existing counter symbol png, I took a jpeg off the net and squished it down to 28x17 and plunked it into the parent counter symbol png. Then started manipulating the pixels, but using GIMP instead of the MS combo I was using before.
Not sure what went wrong. Requires fiddling I guess. Barthheart, any ideas about this ?
This time instead of directly modifying an existing counter symbol png, I took a jpeg off the net and squished it down to 28x17 and plunked it into the parent counter symbol png. Then started manipulating the pixels, but using GIMP instead of the MS combo I was using before.
Not sure what went wrong. Requires fiddling I guess. Barthheart, any ideas about this ?
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- Barthheart
- Posts: 3080
- Joined: Tue Jul 20, 2004 3:16 pm
- Location: Nepean, Ontario
RE: v0.18
To see what's up you could try and paste the coastal battery graphic over an exist graphic, say rifle. This might show how they line up.
If I get a chance I can try and look at it.
Edit:
Just looked at an existing graphic. It needs to 38x38 pixels with the graphic in the correct spot in that box. Basically the image needs a background of 38x38 teh same size as teh counters.
If I get a chance I can try and look at it.
Edit:
Just looked at an existing graphic. It needs to 38x38 pixels with the graphic in the correct spot in that box. Basically the image needs a background of 38x38 teh same size as teh counters.
Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"
RE: v0.18
Honestly i think you need to rework the landcap & weights of units in the mod. At least in the initial techs. One example. I have 15 horses and 1 early truck in a HQ. It is still unable to landcap transfer 1 unit of Rifles over 6 squares of light forrest. So basicly early trucks and horses have no use. Especially since early horses doesnt move faster than infantry anyway.
Also Early armoured car has carrying capacity of 2. An Rifle weighs 25 so the armoured car cannot carry anything.
Also Early armoured car has carrying capacity of 2. An Rifle weighs 25 so the armoured car cannot carry anything.
My Advanced Tactics Mod page
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- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
Ok, lets try Rocket Artillery while I work on Coastal Artillery.
- Attachments
-
- RocketArti..rySymbol.zip
- (1.07 KiB) Downloaded 13 times
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
RE: v0.18
ORIGINAL: Grymme
Honestly i think you need to rework the landcap & weights of units in the mod. At least in the initial techs. One example. I have 15 horses and 1 early truck in a HQ. It is still unable to landcap transfer 1 unit of Rifles over 6 squares of light forrest. So basicly early trucks and horses have no use. Especially since early horses doesnt move faster than infantry anyway.
Also Early armoured car has carrying capacity of 2. An Rifle weighs 25 so the armoured car cannot carry anything.
Grymme, I reworked the unit weights (but not LANDCAP) to make horses more useful. Now you will need them to carry artillery and heavy infantry equipment. I´m considering to increase LANDCAP for transport units as well. I´m also planning to remove carry capacity for AFV´s (except APC´s). Thank you for all the suggestions you´ve given me. As soon I fix some bugs and implement some suggestions, I will release v0.20.
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
ORIGINAL: Barthheart
To see what's up you could try and paste the coastal battery graphic over an exist graphic, say rifle. This might show how they line up.
If I get a chance I can try and look at it.
Edit:
Just looked at an existing graphic. It needs to 38x38 pixels with the graphic in the correct spot in that box. Basically the image needs a background of 38x38 teh same size as teh counters.
I resized it into 38x38, lets see how that works.
- Attachments
-
- CoastalArt..rySymbol.zip
- (1.24 KiB) Downloaded 16 times
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
And the jetfighter.....
- Attachments
-
- JetfighterSymbol.zip
- (1.51 KiB) Downloaded 14 times
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
Eh, you're too kind. I need to work on this one a bit more.
How does the jet fighter look ?
How does the jet fighter look ?
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: v0.18
I'm happy you like them. The rocket artillery was sort of a slam dunk, I played around with adding the letters RA here and there but it just didn't seem to work out. I think the graphic says enough.
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
RE: Mod for random maps
Hi Bombur,
I found myself its hard transport large ammount of land troops overseas in the initial tech phases. Either manually or by using transfers.
Thats my only complaint so far.
kind regards,
Vic
I found myself its hard transport large ammount of land troops overseas in the initial tech phases. Either manually or by using transfers.
Thats my only complaint so far.
kind regards,
Vic
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