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RE: 3.4 178 Alpha

Posted: Sun Sep 12, 2010 4:35 am
by Silvanski
ORIGINAL: sPzAbt653

I did the same thing, put all the Koberg German units in garrison and then made some attacks. The '1.Abt.Feldaus.Reg' jumped out of hex 35,10 (while in garrison) and into hex 36,10, which I had attacked.

Hey Silvanski, I sent you a file so maybe if you want you can try it.
Ralph has adressed it in a .180 test version. I'll verify it using your Koblenz file

RE: 3.4 178 Alpha

Posted: Sun Sep 19, 2010 8:32 am
by jmlima
How can I remove the annoying grey background to text placed on the map?

RE: 3.4 178 Alpha

Posted: Sun Sep 19, 2010 8:55 am
by Telumar
ORIGINAL: jmlima

How can I remove the annoying grey background to text placed on the map?

Background=N in the placename(s) settings in the Opart 3 fonts.ini.

RE: 3.4 178 Alpha

Posted: Sun Sep 19, 2010 9:01 am
by jmlima
ORIGINAL: Telumar

ORIGINAL: jmlima

How can I remove the annoying grey background to text placed on the map?

Background=N in the placename(s) settings in the Opart 3 fonts.ini.

Thanks.

RE: 3.4 178 Alpha

Posted: Sun Sep 19, 2010 9:05 am
by jmlima
ORIGINAL: Telumar

ORIGINAL: jmlima

How can I remove the annoying grey background to text placed on the map?

Background=N in the placename(s) settings in the Opart 3 fonts.ini.

That gets me a black background. [&:]

RE: 3.4 178 Alpha

Posted: Sun Sep 19, 2010 9:15 am
by Telumar
There are several background settings... The one under [Colors] sets the background color. I guess you entered N here, so the engine treats this as black (all values zeroed).

You need to go to [PlacenameFont1] and set background from Y to N there. In the same manner you can/may do this under all the other PlacenameFonts etc.



RE: 3.4 178 Alpha

Posted: Sun Sep 19, 2010 9:20 am
by jmlima
ORIGINAL: Telumar

There are several background settings... The one under [Colors] sets the background color. I guess you entered N here, so the engine treats this as black (all values zeroed).

You need to go to [PlacenameFont1] and set background from Y to N there. In the same manner you can/may do this under all the other PlacenameFonts etc.



I was putting N on the backcolor not on the background. DOH!

Thanks.


RE: auto.sal

Posted: Fri Nov 26, 2010 3:07 am
by sPzAbt653
On the Win98 and XP machines with .178:

Playing scenarios I let the auto.sal do the saving work. When I return to play I click the 'auto.sal' file and it returns me to my game. When I open the editor to edit a scenario, I save it to a specific file, but when I close out and open the game to return to playing, the auto.sal has been saved as some form of the edited scenario I just did. Put another way, the editor seems to be generating a scenario save file on its own.

RE: auto.sal

Posted: Fri Nov 26, 2010 1:18 pm
by Panama
ORIGINAL: sPzAbt653

On the Win98 and XP machines with .178:

Playing scenarios I let the auto.sal do the saving work. When I return to play I click the 'auto.sal' file and it returns me to my game. When I open the editor to edit a scenario, I save it to a specific file, but when I close out and open the game to return to playing, the auto.sal has been saved as some form of the edited scenario I just did. Put another way, the editor seems to be generating a scenario save file on its own.

If the editor is auto saving a copy of the scenario you are working on that might be a good thing. If Ralph could give it some name other than auto.sal and let us decide the time between saves. Maybe even increment the name and not write over previous editor autosaves. Perhaps let us designate a file it writes to?

RE: auto.sal

Posted: Sat Nov 27, 2010 9:35 am
by sPzAbt653
If the editor is auto saving a copy of the scenario you are working on that might be a good thing.

Its not. But its saving it as a saved scenario file. I was curious if the non-98 and non-XP users were experiencing the same thing.

RE: auto.sal

Posted: Sat Nov 27, 2010 2:28 pm
by Panama
ORIGINAL: sPzAbt653

Its not. But its saving it as a saved scenario file. I was curious if the non-98 and non-XP users were experiencing the same thing.

Yup.

RE: Asset Sharing

Posted: Sat Dec 04, 2010 12:50 am
by sPzAbt653
Transport Asset Sharing - I seem to think that TAS is affected by the amount of Air, Sea and Rail capacity that is unused. For example, I've got 8,000 rail transport available at the beginning of a turn, and my TAS number is 6. Using all 8,000 during my turn will reduce that number 6 to maybe 1 or 0.

Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?

RE: Asset Sharing

Posted: Sat Dec 04, 2010 2:55 am
by larryfulkerson
ORIGINAL: sPzAbt653
Transport Asset Sharing - I seem to think that TAS is affected by the amount of Air, Sea and Rail capacity that is unused. For example, I've got 8,000 rail transport available at the beginning of a turn, and my TAS number is 6. Using all 8,000 during my turn will reduce that number 6 to maybe 1 or 0.

Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?
I never noticed that before. Thanks for wake-ing me up. I'll pay more attention to that in the future.

RE: Asset Sharing

Posted: Sat Dec 04, 2010 3:03 am
by Telumar
ORIGINAL: sPzAbt653

Transport Asset Sharing - I seem to think that TAS is affected by the amount of Air, Sea and Rail capacity that is unused. For example, I've got 8,000 rail transport available at the beginning of a turn, and my TAS number is 6. Using all 8,000 during my turn will reduce that number 6 to maybe 1 or 0.

Now I notice in two scenarios I am playing that this isn't tru, and the TAS number isn't declining when I use my assets. Am I mis-thinking, or is something afoot?

Which scenarios?

What could be 'afoot' is that rail/air/sea-transport is realtively small. If your force doesn't move and/or is heavily motorized, so that the most part of the TAS comes from the unused land transport, then a small amount of used/unused rail/air/sea capacity probably won't have that much effect.

good graphics

Posted: Sat Dec 04, 2010 3:18 pm
by larryfulkerson
Hey you guys.......I really really like the bridge graphics. Way to go, whoever did it. Thanks.

Image

RE: good graphics

Posted: Sat Dec 04, 2010 4:08 pm
by toawfan
Is the alpha the absolute most current version, even more updated than the official Matrix update?

RE: good graphics

Posted: Sat Dec 04, 2010 4:10 pm
by samba_liten
The official Matrix update in the sticky thread above is the absolutely latest.

RE: Asset Sharing

Posted: Sat Dec 04, 2010 5:27 pm
by sPzAbt653
Which scenarios?


Brian Topp's Battle for Moscow - I've been monitoring the TAS for long enough that I wanted to test another scenario so I started a D21 and on turn 1 I embarked units to suck up all the Air and Rail transport, and the TAS number never changed. I posted this in the hope that someone would post a different result from another scenario. That would confirm that I am just experiencing a limited anomaly resulting from the things you outlined in your post.

RE: good graphics

Posted: Sat Dec 04, 2010 5:29 pm
by sPzAbt653
ORIGINAL: larryfulkerson

Hey you guys.......I really really like the bridge graphics. Way to go, whoever did it. Thanks.

Image

That is one of Erik Nygaard's excellent scenarios. He uses special placenames to get those bridge-looking bridge graphics. Very nice!

RE: good graphics

Posted: Sun Dec 05, 2010 10:57 am
by Erik2
In my M-G scenario the bridge symbols are simply variations of brackets depicting size and wether they can be destroyed.
)(
][
]*[ pre-wired bridge that may be blown