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RE: The Blue Max 2D Counter and Map Mod

Posted: Tue Mar 02, 2021 11:07 am
by Hubert Cater
Hi Erikthejohn,

At the moment there is no fix for that particular issue with the mod, as the game engine works a bit differently than the mod design.

Hubert

RE: The Blue Max 2D Counter and Map Mod

Posted: Tue Mar 02, 2021 2:50 pm
by Ashcloud
How do I change the nato symbols to the picture units?

RE: The Blue Max 2D Counter and Map Mod

Posted: Tue Mar 02, 2021 4:54 pm
by Taxman66
Look in the Options Screen (which automatically comes up).
First selection underneath the word 'View' (titling the left hand column)

RE: The Blue Max 2D Counter and Map Mod

Posted: Tue Mar 02, 2021 10:57 pm
by Hubert Cater
ORIGINAL: Philippeatbay

Not sure if this is a Hubert issue or a Blue Max issue.

I've been playing the Ludendorff Offensive and I've noticed that whenever a German unit attacks a British unit, the image of the British unit
that appears in the info panel is different from the one that appears on the map.

I'm not sure if this is because the game engine is pointing at the wrong image on the unit file (Hubert issue) or if the Blue Max mod has the wrong image
in that spot to begin with.

Image

As an example, on the first turn of the scenario the German 10th artillery bombards the UK 36th division.
If you compare the image of the British unit under the targeting symbol to the image of the unit in the info screen,
you'll see they are not the same.

Is this a bug in the mod, a bug in the game engine, or merely a feature ?

Apologies for not seeing this sooner, I can confirm this is an issue where the layout of the mod is not compatible with the game engine in this one case resulting in the mismatch you are seeing here.

RE: The Blue Max 2D Counter and Map Mod

Posted: Wed Mar 03, 2021 9:54 am
by Ashcloud
Yes, that does not work. I get nato symbols for all the options.

RE: The Blue Max 2D Counter and Map Mod

Posted: Wed Mar 03, 2021 9:55 am
by Ashcloud
ORIGINAL: Ashcloud

Yes, that does not work. I get nato symbols for all the options.

When will this mod be fixed?

RE: The Blue Max 2D Counter and Map Mod

Posted: Wed Mar 03, 2021 11:13 am
by Hubert Cater
Hi Ashcloud,

If you enabled the Blue Max units in the SETTINGS->MODS screen and then in the OPTIONS screen deselected 'NATO' units, it should give you what you are after, can you confirm?

Hubert

RE: The Blue Max 2D Counter and Map Mod

Posted: Mon Feb 07, 2022 5:05 pm
by Raptor341
Is this still being updated - I have a few minor suggestions to make for corrections.

RE: The Blue Max 2D Counter and Map Mod

Posted: Tue Feb 08, 2022 6:40 pm
by Hubert Cater
I don't believe the mod is still being actively developed.

Re: The Blue Max 2D Counter and Map Mod

Posted: Sat Dec 09, 2023 11:54 am
by moes_taverne
Thank you for your great work!
It would be great if you would also expand your mod to Empires in turmoil.
Greetings

Re: The Blue Max 2D Counter and Map Mod

Posted: Tue Jan 09, 2024 1:35 pm
by cptPicard
I agree. It would be great to expand the mod to the American Civil War and Empires in Turmoil.

As it is definitely the best graphic mod there it is, making the game a fascinating experience.

And thank you once again for what you have done till now :)

Re: The Blue Max 2D Counter and Map Mod

Posted: Tue Mar 04, 2025 3:19 pm
by Templer_12
cptPicard wrote: Tue Jan 09, 2024 1:35 pm I agree. It would be great to expand the mod to the American Civil War...
Exactly my wish!
cptPicard wrote: Tue Jan 09, 2024 1:35 pmAs it is definitely the best graphic mod there it is, making the game a fascinating experience.
I agree!
cptPicard wrote: Tue Jan 09, 2024 1:35 pmAnd thank you once again for what you have done till now :)
A big thank you from me too!

Re: The Blue Max 2D Counter and Map Mod

Posted: Thu Mar 27, 2025 7:16 pm
by Granatenwerfer100
Thank you very, very much for this great mod!
Your work is just awesome!! 👍

Re: The Blue Max 2D Counter and Map Mod

Posted: Tue Apr 15, 2025 5:03 am
by viperidot
Hello all,

I have a suggestion -- this may have been brought up before but, has the SC dev team considered taking over the maintenance of this beloved mod? It seems to be one of the most popular mods of all time, and if the original creator is no longer fixing known bugs, then would it make sense to make it part of the core game as a selectable option and to fix any outstanding issues that have came up since the latest patch? I bet the developers are super busy with higher priority items, but maybe keeping this mod up-to-date wouldn't take too much manpower? That part I am unsure about, but wanted to share this idea as a suggestion! Another option could maybe if everyone voluntarily chipped in some money to incentivize the creator pick up the project again...

Thanks to the mod creator and to the devs very much :)