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RE: Map mod
Posted: Sat Apr 09, 2011 5:39 pm
by hank
Excellent ... muchas gracias
IMHO a big improvement over the stock graphics. No offense intended ... just my opinion
RE: Map mod
Posted: Sun Apr 10, 2011 5:54 am
by JMass
Just to remember that my mods are JSGME compatible, the link to its download page is
http://www.users.on.net/~jscones/softwa ... jsgme.html
Highly recommended! [;)]
RE: Map mod
Posted: Sun Apr 10, 2011 10:38 am
by hank
I looked briefly for this answer to no avail ... please excuse my ignorance in advance
what does JSGME mean?
RE: Map mod
Posted: Sun Apr 10, 2011 10:45 am
by junk2drive
Jones Software Generic Mod Enabler
See my thread on Mod Swapping
RE: Map mod
Posted: Wed Apr 13, 2011 8:33 pm
by JMass
I am working on... you will have a pleasant surprise! [;)]
RE: Map mod
Posted: Thu Apr 14, 2011 2:54 pm
by JMass
Opening the file CC2GraphicsTableSummer.txt I discovered something of interesting: it is possible to add zoom level to a maximum of 10. I like the huge xoom level of TOAW so I started to work on this project and this is the first result, keep in mind that I am at a beta stage and a lot of things needs a better detail.

RE: Map mod
Posted: Thu Apr 14, 2011 3:02 pm
by JMass
And this is from a scenario that I am designing, the editor is very open and friendly and I found very easy to convert JTCS scenarios to company level.

RE: Map mod
Posted: Thu Apr 14, 2011 7:28 pm
by benpark
Very cool, JMass. Looking forward to it.
Any advice on the scenario editing?
RE: Map mod
Posted: Fri Apr 15, 2011 12:50 am
by Magpius
[&o]
RE: Map mod
Posted: Fri Apr 15, 2011 9:32 am
by JMass
ORIGINAL: benpark
Any advice on the scenario editing?
It is very intuitive, I am compiling some data to cover the east front's companies and to convert the JTCS maps I consider that 2x2 JTCS hexes = 1 CC hex.
RE: Map mod
Posted: Fri Apr 15, 2011 10:27 am
by sabre1
JMass,
Do you ever sleep with all the stuff you have going? Thanks for all your hard work.
RE: Map mod
Posted: Sat Apr 16, 2011 1:14 pm
by Hoplite1963
If your looking for a source from which to extrapolate weapons data then “The Operational Art Of War” (“TOAOW”) might be a good place to start. You could use the existing scenarios and data that come with “Combat Command” to work out the relationship between the data in the two games and then extrapolate from there to use the massive “TOAOW” database to generate data for new formations in “Combat Command”. This is what I am doing for my “Wars In Indochina” mod and another one on the Western Front in 1918 which I am working on at the same time
One of the attractions of using the TOAOW database is that you can work out the equivalent data for individual vehicles and weapons (and even individual soldiers) and then multiply these up by the number of vehicles, tubes etc in a unit. You might for example want to have individual Russian Tank companies with a combat strength of 10 vehicles and field other tank units with the same equipment as under strength battalions of 17 or 18. tanks.
Keep up the good work
Regards
Ian
RE: Map mod
Posted: Tue Apr 19, 2011 7:09 pm
by PirateJock
Hi JMass
Just got the game and first thing done installed your graphic mod - looks great. [&o]
Thanks
RE: Map mod
Posted: Tue Apr 19, 2011 9:30 pm
by Max 86
Well, darn, I'm gonna have to get this after all. I have been looking for something to scratch the tactical itch ala CS, SP and TOAW and I am officially burned out on the grand strategy genre for awhile. Just tired of managing economies, productions and such.
The phases kind of takes you back doesn't it?
RE: Map mod
Posted: Thu Apr 28, 2011 7:36 am
by JMass
I finally finished the first version of my zoom level 0 (only for the summer terrain for now). Unzip the files in the attachment in the folder SupportFiles, only CC2GraphicsTableSummer.txt will be overwrite because CC2TerrainSummerZoom0.bmp is a new file. It adds the zoom level 0 and,
over it, another zoom level 1, it is necessary for the interface.
Normal flags:
RE: Map mod
Posted: Thu Apr 28, 2011 7:38 am
by JMass
Historical flags (swastika):
RE: Map mod
Posted: Thu Apr 28, 2011 5:20 pm
by JMass
Desert terrain, soon ready:

RE: Map mod
Posted: Thu Apr 28, 2011 7:28 pm
by Wolfe1759
JMass - just wanted to say thanks for the mod - gives CC a really good clean, crisp and clear boardgame-style look.
Looking forward to the extra-zoom style when it is done.
RE: Map mod
Posted: Fri Apr 29, 2011 3:20 pm
by JMass
The new version is ready, it contains 4 zoom levels for Summer, Desert and Jungle terrain and 1 zoom level for Fall and Winter terrain (delete my previous files). The mod is JSGME compatible. The mode come in three zipped file, witch original flags, with swastikas and with swastikas and the DAK palm, download and install what you prefer:
http://www.gamefront.com/files/20277401 ... _mod03.zip
http://www.gamefront.com/files/20277405 ... 03_swa.zip
http://www.gamefront.com/files/20277413 ... wa-DAK.zip
RE: Map mod
Posted: Fri Apr 29, 2011 8:33 pm
by boatrigm
Very cool and just in time for the weekend!
Thanks! [&o]