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RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 8:56 am
by cpdeyoung
"client services", "comradely support"?
Chuck
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 10:19 am
by Bleck
"community support"?
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 10:24 am
by cpdeyoung
ORIGINAL: Bleck
"community support"?
I think we have a winner!
Chuck
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 7:45 pm
by Tomokatu
Give that Pole a beer![:D]
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 8:05 pm
by Mike Parker
cs = cocktail sauce... Mmmmm with shrimp... its 5pm here time for dinner
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 8:22 pm
by H. Hoth
ORIGINAL: cpdeyoung
ORIGINAL: Bleck
"community support"?
I think we have a winner!
Chuck
LOL Customer Service, wow.
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 10:24 pm
by NefariousKoel
Hate to break up the party, but..
Is there any indicator of the single group attack being used for the turn on these units?
I can understand the flashing lamp going against the cleanliness of it (which I like), but I wonder if it's possible to have a simple on/off black dot on the counters to show that..
RE: Unit Mod for 1.6
Posted: Mon Sep 21, 2009 11:39 pm
by balto
This is Great. Thank you.
RE: Unit Mod for 1.6
Posted: Tue Sep 22, 2009 12:48 am
by Magpius
@Balto: it's the 1st post in this thread.
@Nefarious, I'm not sure which 'dot' you want turned back on...
- a modified big blinking blue dot
or one of the red, yellow, green dots. more info. required.
RE: Unit Mod for 1.6
Posted: Tue Sep 22, 2009 1:34 am
by balto
Oh man, that is awesome. Thanks a million.
RE: Unit Mod for 1.6
Posted: Tue Sep 22, 2009 7:10 pm
by NefariousKoel
ORIGINAL: Agent S
@Balto: it's the 1st post in this thread.
@Nefarious, I'm not sure which 'dot' you want turned back on...
- a modified big blinking blue dot
or one of the red, yellow, green dots. more info. required.
I believe it was the green one (topmost). I thought the flashing was annoying with some of the stock counters but it helped see which units had used their single available 'group attack' for the turn.
I dunno, I can probably get by without it but when there are tons of counters to keep track of, I can't always remember which ones used their multi-attack so far and that dot helps.
RE: Unit Mod for 1.6
Posted: Wed Sep 23, 2009 12:53 am
by Magpius
To put the default green dot back on the tile, all you need to do is tweak a line in the appearance.csv file in the unitskins folder.
when I'm on my other machine, I'll post up the details, or maybe bleck or the others here will beat me to it...
RE: Unit Mod for 1.6
Posted: Wed Sep 23, 2009 1:08 am
by NefariousKoel
Thanks, that would be much appreciated.
RE: Unit Mod for 1.6
Posted: Wed Sep 23, 2009 10:59 am
by Bleck
If you want black dot/rectangle/any other shape you want, flashing (or not, it can also be visible when active and hidden when not active) on counter then you need to do two things:
1. Draw two frames of animation of this indicator in info.png
- frame#2 has to be directly under frame#1 (see current dots frames, they are 10x10 size)
- you can place them anywhere you want in this file
- frame#2 has to be directly under frame#1 (see current dots frames, they are 10x10 size)
- they can have any size you want in this file, it's size an position on counter are in appearance.csv so it can be resized/stretched
Please remember that for enemy units when drawing multi-hex indicator only frame#1 is used (visible all the time if active), for your units both frames are used, so you can draw different frames so it blinks, or both frames exactly the same so it vill be visible all the time when active
2. Edit appearance.csv that tells game from where to cut indicator frame and where to draw them when drawing unit.
Hope someone else can explain this one more detailed... or you will figure it out by yourself... if not, ask
Unit Mod tweak
Posted: Wed Oct 07, 2009 10:48 am
by Magpius
After a fresh install of game and 1.6 patch I installed my mods from the site and found a glitch with unit names appearing when zoomed out to flag level only.
The attached appearance.txt file replaces my [UnitsSkin] appearance.csv file. Which should rectify this. (don't forget to change the .txt back to .csv)
RE: Unit Mod tweak
Posted: Wed Oct 07, 2009 11:40 am
by gwgardner
Any idea why I'm missing ship icons when I use this mod?
[later] never mind!
RE: Unit Mod tweak
Posted: Thu Oct 08, 2009 4:09 am
by Magpius
If there is anything quirky happening, or graphic requests, please post, and I'll have a go at it.
RE: Unit Mod for 1.6
Posted: Sun Oct 11, 2009 1:46 pm
by LuckyJim1005
Great mod - thanks.
But I am not seeing Unit names on the map when I use the F4 key - am I doing something wrong ??
RE: Unit Mod for 1.6
Posted: Sun Oct 11, 2009 8:35 pm
by Magpius
No.nothing wrong.
I disabled unit names, because all unit information appeared in the right column of the GUI.
But if you are telling me that the unit names can be toggled on/off by F4, then it is simply a case of modifying the appearance.csv file to put the text back in.
I'll take a look.
-thanks
Toggling Unit Names.
Posted: Sun Oct 11, 2009 8:40 pm
by Magpius
Thanks for the heads up Lucky J.
Ill mod the appearance.csv accordingly. and post up here soon.
I never realised that was possible.
-A