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RE: Ritterkrieg Mod
Posted: Wed Aug 08, 2012 11:30 am
by Redmarkus5
Also working on modding some of the German unit type text names. Any suggestions welcome as I don't speak any German!

RE: Ritterkrieg Mod
Posted: Wed Aug 08, 2012 3:09 pm
by Sator
The link seems not working.
Thank you for your excellent mods!
RE: Ritterkrieg Mod
Posted: Wed Aug 08, 2012 4:38 pm
by Hexagon
Nice work, i am tented to buy the game now and dont wait until next year [:'(]
Maybe with the NATO symbols is better use colours... for me most important is the symbol to know WHAT unit type is, this is why i dont like add icons over them... colours yes, like in TOAW... maybe you can standarize a colour system, green regular infantry, dark green mountain units, blue paratroopers and/or units made with soldiers from air forces (i think in Luftwaffe infantry divisions, flak units...), gold elite units (guard units, SS units etc etc), white low quality units (militia, security units...), red arty units, yellow cavalry units, pink panzer units and maybe special units like air units, engeniers etc etc with another colour.
Again great job [&o]
RE: Ritterkrieg Mod
Posted: Wed Aug 08, 2012 5:16 pm
by Ritterkrieg_slith
Hey All!
@redmarkus4: If we can bundle this all together in a single mod, I think it would be best. You have some great work in the picture department. I can handle the NATO dept.
What is complete:
-mechanized showing appropriate NATO symbol when attached to Tank Divisions
-tanks showing appropriate NATO symbol when attached to Mechanized Infantry Divisions
-unit sized now displayed properly on top of counter
-darkened Hungarian forces a bit for text contrast
-changed Hungarian 1st Armoured Div to Motor Infantry NATO
-changed StuG Bns to new armoured artillery NATO
-changed Panzerjagers to new armoured antitank NATO
-changed 1st SS Brigade to Mech Infantry NATO
-changed the regimental bars to not interfere with the NATO icon.
-renamed Panzer/Motorized Divisions from 16th, 24th to 16 mot, 24 PzDiv, etc
-colorized Soviet Airforce to light blue.
-new SS insignia on counter for all Waffen SS.
What needs to be done:
-renaming Soviet Armoured formations.
-MOST IMPORTANT:Figure out how to change NATO symbols for unit NOT placed on the map. Pretty new to the DBCB editor...[&:]
Vic?
Troy

RE: Ritterkrieg Mod
Posted: Wed Aug 08, 2012 8:18 pm
by Sator
Hello Ritterkrieg
Is it possible to fill the axis armour icons with the same background colour of the counter?
Thank you for the great job!

RE: Ritterkrieg Mod
Posted: Wed Aug 08, 2012 9:09 pm
by Ritterkrieg_slith
Yes and no. If we want seperate icons for the different regiments in a Division, we have to have a solid colored armor icon. We can change the color to waterver we want BUT this will be shared by both regimes so Field grey will have to work for Soviets too...
Troy
RE: Ritterkrieg Mod
Posted: Thu Aug 09, 2012 3:52 am
by Redmarkus5
How are you getting separate icons for each Regt? Going through every unit on the map and editing each one?
RE: Ritterkrieg Mod
Posted: Thu Aug 09, 2012 3:59 am
by Redmarkus5
ORIGINAL: Sator
ORIGINAL: redmarkus4
OK, I had an hour free during lunch so here are the NATO icons for dccbmodgraphics normal.
The link seems not working.
Thank you for your excellent mods!
Strange... the file is there but even when I remove it and paste it back in the link won't work. I put the parent folder there and that works (
https://dl.dropbox.com/u/29184871/dccbmodgraphics.zip) Unzip this to your graphics/ folder and overwrite.
All of these minor mod features will be part of the next PanzerKrieg release, in case you don't want to bother with them now.
RE: Ritterkrieg Mod
Posted: Thu Aug 09, 2012 10:24 am
by sol_invictus
Really excited to see the correct NATO symbols creeping back in. Great work guys!
Often less is more
Posted: Thu Aug 09, 2012 11:54 am
by Templer_12
I'm late, but better late than never.
My two cents.
I prefer the less colorful art. The game is already colorful enough. Not everyone likes that.
Too much color, too colorful, thereby the game lose "seriousness".
Often less is more!
I can't understand why Vic has not integrated these authentic, correct regimental characters from the beginning in his games. [&:]
Does this mod also work with Decisive Campaigns: Blitzkrieg?
Great work. Thank you.
Weher
Posted: Thu Aug 09, 2012 12:02 pm
by Templer_12
Deleted
Where to stick it in
Posted: Thu Aug 09, 2012 12:03 pm
by Templer_12
ORIGINAL: redmarkus4
ORIGINAL: Sator
ORIGINAL: redmarkus4
OK, I had an hour free during lunch so here are the NATO icons for dccbmodgraphics normal.
The link seems not working.
Thank you for your excellent mods!
Strange... the file is there but even when I remove it and paste it back in the link won't work. I put the parent folder there and that works (
https://dl.dropbox.com/u/29184871/dccbmodgraphics.zip) Unzip this
to your graphics/DC2 folder and overwrite.
All of these minor mod features will be part of the next PanzerKrieg release, in case you don't want to bother with them now.
I don't get it! [&:]
In my graphics/DC2 folder is nothing to overwrite!

RE: Where to stick it in
Posted: Thu Aug 09, 2012 3:10 pm
by Ritterkrieg_slith
I was playing around with the editor today and was looking at tanks and the combat info. It seems to me there is some tweaking needed here.
Some observations...
-Dedicated AT has a 1 for RULVAR penalty (1 and 2 combat rounds it suffers full effects of RULVAR?
All tanks including SP guns get .5 This is a big generalization. I would think that dedicated AT should at least do well in the INITIAL combat...and StuGs and the like should not be as flexible in attack as a tank.
-ALL armor gets a .75 mod when defending in Hills. This makes no logical sense. Hull down anyone? Mountains I can see, but not low hills.
-Many tanks show light tank as reinforcement and second reinforcement. Not sure whaty this is all about??
It seems to me there have been a lot of generalizations made regarding the different types of weapons in the game. I for one want my KV1s to do better than my T26s!
I will be looking into this further...
Troy
RE: Where to stick it in
Posted: Thu Aug 09, 2012 4:07 pm
by Sator
ORIGINAL: Templer
ORIGINAL: redmarkus4
ORIGINAL: redmarkus4
OK, I had an hour free during lunch so here are the NATO icons for dccbmodgraphics normal.
The link seems not working.
I don't get it! [&:]
In my graphics/DC2 folder is nothing to overwrite!
I think we should unzip in "graphics", where the dccbmodgraphics folder is.
Redmarkus, thanks for the file!
RE: Where to stick it in
Posted: Thu Aug 09, 2012 5:39 pm
by Redmarkus5
Sorry - go one folder up. It's right there...
RE: Where to stick it in
Posted: Thu Aug 09, 2012 5:41 pm
by Redmarkus5
This file was really intended as a contribution to the mod team, not for general use. I wrongly assumed that would be obvious from the content of my posts.
RE: Where to stick it in
Posted: Fri Aug 10, 2012 4:15 pm
by Ritterkrieg_slith
redmarkus4 I may have to change the 183/184 to something else as you are using them as aircraft (airports?) in your map mod!
Whats involved in creating a JSGME file built? Just zipping the files and such?
Troy
RE: Where to stick it in
Posted: Fri Aug 10, 2012 4:43 pm
by Ritterkrieg_slith
Ureka! Have found the button that makes changes to the NATO of unit not on map...so simple...right in front of my face...like the wife says, I can never find anything!
Troy
RE: Where to stick it in
Posted: Fri Aug 10, 2012 6:53 pm
by Redmarkus5
ORIGINAL: Ritterkrieg
redmarkus4 I may have to change the 183/184 to something else as you are using them as aircraft (airports?) in your map mod!
Whats involved in creating a JSGME file built? Just zipping the files and such?
Troy
Yes, if you can leave 183 and 184 alone, that will be nice - to prevent mod conflicts.
To create a JSGME-ready Mod folder you need to replicate the folder structure that site inside your main game folder, but only include the folders and files that you have edited or added, to keep the size minimal.
The best way to understand it is to unzip my Mod and look at the folder hierarchy. JSGME backs up every Vanilla folder that it finds represented in the MOD and then replaces the contents with the Mod contents.
Not sure how to explain it better...
RE: Where to stick it in
Posted: Fri Aug 10, 2012 7:27 pm
by Ritterkrieg_slith
ok, thxs got it and posting...
Troy