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RE: v0.18
Posted: Thu Nov 06, 2008 3:57 pm
by 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.
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
Posted: Fri Nov 07, 2008 9:58 pm
by Bombur
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
Posted: Fri Nov 07, 2008 10:25 pm
by explorer2
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.
RE: v0.18
Posted: Mon Nov 10, 2008 8:15 pm
by Bombur
Hi explorer2:
It´s confirmed. Very large units can be moved by landcap even if the equipment used is unable to mobilize them.
RE: v0.18
Posted: Tue Nov 11, 2008 5:50 pm
by Jeffrey H.
Ok, now lets try the coastal artillery:
RE: v0.18
Posted: Tue Nov 11, 2008 5:55 pm
by Barthheart
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|]
RE: v0.18
Posted: Tue Nov 11, 2008 9:53 pm
by Bombur
The Coastal artillery graphic is great, but it has a small trouble. Don´t know what happened. Maybe it´s the size?

RE: v0.18
Posted: Wed Nov 12, 2008 5:47 pm
by Jeffrey H.
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 ?
RE: v0.18
Posted: Wed Nov 12, 2008 6:20 pm
by 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.
RE: v0.18
Posted: Thu Nov 13, 2008 1:39 pm
by 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.
RE: v0.18
Posted: Thu Nov 13, 2008 6:07 pm
by Jeffrey H.
Ok, lets try Rocket Artillery while I work on Coastal Artillery.
RE: v0.18
Posted: Thu Nov 13, 2008 8:59 pm
by Bombur
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.
RE: v0.18
Posted: Thu Nov 13, 2008 9:05 pm
by Jeffrey H.
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.
RE: v0.18
Posted: Fri Nov 14, 2008 2:31 am
by Jeffrey H.
And the jetfighter.....
RE: v0.18
Posted: Fri Nov 14, 2008 8:49 pm
by Bombur
-Jeffrey H.: The rocket artillery graphic is excellent. I will test again the Coastal artillery and the Jet fighter.
RE: v0.18
Posted: Fri Nov 14, 2008 9:32 pm
by Bombur
And here is another great graphic by Jeffrey H.

RE: v0.18
Posted: Sat Nov 15, 2008 3:12 am
by Jeffrey H.
Eh, you're too kind. I need to work on this one a bit more.
How does the jet fighter look ?
RE: v0.18
Posted: Sat Nov 15, 2008 3:16 am
by Jeffrey H.
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.
RE: Mod for random maps
Posted: Sat Nov 15, 2008 9:22 am
by Vic
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
RE: v0.18
Posted: Sat Nov 15, 2008 10:35 am
by Bombur
ORIGINAL: Jeffrey H.
Eh, you're too kind. I need to work on this one a bit more.
How does the jet fighter look ?
It looks great.