Question for Jason

John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.

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umbro
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RE: Question for Jason

Post by umbro »

Similarly, I fired on a unit in a village behind both a low stone wall and a high wall (yes they stack!) and the attack was at 28% (.7*.8*.5 for village.stone wall.high wall)

umbro
1925frank
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RE: Question for Jason

Post by 1925frank »

In the map scenario editor, if you plop one hex over another, it overwrites the first one.  At least, that's what I think.  I haven't verified. 
 
Is that true too with hexsides?  If I decide I want to change a hexside, do I first have to remove the original hexside or risk having multiple hexsides for movement and defensive purposes?  You can have a high wall and a road, and the road works through the high wall.  And Umbro just described having a low wall and a high wall on the same hexside with both of them working functionally.  I'm inclined to think hexsides don't overwright but accumulate for map editing purposes.
umbro
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RE: Question for Jason

Post by umbro »

ORIGINAL: 1925frank
In the map scenario editor, if you plop one hex over another, it overwrites the first one.  At least, that's what I think.  I haven't verified. 

I misspoke, hexsides only stack if one is a water feature like hexside (river, stream, gully) and the other a wall, hedge, etc. I was thinking of placing escarpment or cliffs in flat open terrain - they do exist you just can't see then in 3D mode, turn on 2D mode et voila!

Having tested High Wall it is 50% TEM

Now I just have to figure out how a high wall and village is (having checked again) 24%.

Sorry for the confusion.

umbro
1925frank
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RE: Question for Jason

Post by 1925frank »

I'm trying to create a Rising Sun scenario.  I get this message:
 
Failure to create bitmap surface:  C:\Matrix Games\John Tiller's Campaign Series\Rising Sun\icons1d38.bmp
 
I just did a generic map, did OOB with two countries to see if they were Axis or Allied (I knew Nationalist China was Allied but I didn't know about Warlords, which turned out to be Axis), and did a scenario file.  I then pulled up the game to see whether the units could fire at one another (and they could), and that's when I get the above message.  I don't know if that's because the scenario is so rudimentary or whether I have a more serious problem.  I don't want to go to a lot of work building a scenario if there's a fundament problem.  The problem may be that I don't have VP hexes or something else simple.
umbro
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RE: Question for Jason

Post by umbro »

Looks like your install is missing icons1d38.bmp (I know mine is)

Try copying icons1d25.bmp and pasting it calling it icons1d38.bmp

Then re-launch

umbro
1925frank
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RE: Question for Jason

Post by 1925frank »

I checked for file "icons1d38.bmp" as well and confirmed it wasn't there.  It's not in East Front either (or West Front -- I forget which one I compared).
 
I copied "icons1d25.bmp" into another folder, renamed it "icons1d38.bmp," and copied it back into Rising Sun.  I now get a message the same as the earlier one, except now "running3d38.bmp" instead of "icons1d38.bmp."
 
There's also a second message that appeared (and which appeared previously):  "Failure to stretch bitmap surface"
 
1925frank
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Joined: Tue Jun 20, 2006 4:57 pm

RE: Question for Jason

Post by 1925frank »

I turned my computer off.  After I rebooted, it doesn't do it anymore.
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