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RE: new counters

Posted: Tue Apr 15, 2014 8:42 am
by jonj01
ORIGINAL: laska2k4

I could work on italian csv

wich ID's are free ?

Maitre, could you please post the ID's already taken (if you know this info) ?

sprites numbers 290-310 are open
start your unit #s at 420-500

RE: new counters

Posted: Tue Apr 15, 2014 9:03 am
by fran52
In my opinion is better to work on the Finnish,as far as i know the Italian troops,on the Russian front,were without tank ,only infantry.
This tank are good for the North Africa.Good is a big word ,since they was more similar to aluminium can instead of tank.[:D]

RE: new counters

Posted: Wed Apr 16, 2014 1:22 pm
by maitrebongo
More Germans

Panzer IVD :

Image Image

Panzer IIIH :

Image Image

Panzer IIIL :

Image Image

Sdkfz 221 :

Image Image

Sdkfz 250/11 :

Image Image

Sdkfz 251/11 :

Image Image

Sdkfz 251/17 :

Image Image

Sdkfz 251/6 :

Image Image

Sdkfz 251/8 :

Image Image

K1 Panzer BefWg :

Image Image

Sdkfz 140/1 :

Image Image

RE: new counters

Posted: Wed Apr 16, 2014 3:28 pm
by jonj01
thanks Maitrebongo,

I'm done with 6 entire sheets(8 vehicles each) of the counters you posted earlier. (16 SS, 16 german, 8 russian, 8 guard)
However, it would save me time in the future..
if you did the following.

1)drop the blue circle in the the right top corner(the dynamic numbers puts a blue circle in.. and if they don't line up..I just end up having to cover the circle.)

2) the PPO or PP, or whatever will cover the name of vehicle if too long.
see attachment

Image

RE: new counters

Posted: Wed Apr 16, 2014 3:31 pm
by jonj01
Just so you know the counters look great in the game. The images really show up well.
the front of the counters, the part you made look great (Mark and Tom might want to use your format for future projects..they look that good)...my to hit charts(the part I made)..look like a hobo pieced them together...what the hell, I never said I was an artist.

All the armor, movement, and to hit numbers are historically correct, as I could get them using several references.



thanks
jon

RE: new counters

Posted: Wed Apr 16, 2014 4:28 pm
by jonj01
ImageIn case anyone has time for turrets..we need turrets for the following..(they will go on guards and regular soviet tanks.


Image

RE: new counters

Posted: Wed Apr 16, 2014 6:16 pm
by fran52
I'm working on the Russian.Please have patience,i think to finish with the regular Friday.
You have done the Guards.I put in order the regulars,than we must understand if table and value correspond.

RE: new counters

Posted: Wed Apr 16, 2014 6:33 pm
by maitrebongo
ORIGINAL: jonj01

All the armor, movement, and to hit numbers are historically correct, as I could get them using several references.

Very good job JonJ and Acropora.
As i said before, in my opinion, the hardest work is to define numbers for all these vehicles and it seems you are excellent in that exercice...[&o]

ORIGINAL: jonj01

1)drop the blue circle in the the right top corner(the dynamic numbers puts a blue circle in.. and if they don't line up..I just end up having to cover the circle.)

2) the PPO or PP, or whatever will cover the name of vehicle if too long.

Maybe a good idea will be to integrate (draw) the numbers in the picture of the front counter (like in the SU-100 and SU122 ones) instead of using automatic generation (I heard that it looks crapy [:(]).
I can do that easelly and quickly but i have to read theses value in the CSV files, could you post them ?

ORIGINAL: jonj01

..look like a hobo pieced them together...

I did not dare to say it [;)]. If you agree, I can genarate back counter graphics very quickly too.
And I can assemble them in the final files (in the same order you have choosen, obviously). It is necessary to be accurate (In the pixel near) because the final depiction must be the most perfect as possible.

RE: new counters

Posted: Wed Apr 16, 2014 9:57 pm
by jonj01
ORIGINAL: acropora

I'm working on the Russian.Please have patience,i think to finish with the regular Friday.
You have done the Guards.I put in order the regulars,than we must understand if table and value correspond.

Acropora,
These are the russian regular vehicles that are done.




Image

RE: new counters

Posted: Wed Apr 16, 2014 10:01 pm
by jonj01
and these



Image

RE: new counters

Posted: Wed Apr 16, 2014 10:03 pm
by jonj01
and these

Image

RE: new counters

Posted: Wed Apr 16, 2014 10:04 pm
by jonj01
and these





Image

RE: new counters

Posted: Wed Apr 16, 2014 10:11 pm
by jonj01
Maitrebongo,

Here are the other german and ss sheets already in cvs.

Image

RE: new counters

Posted: Wed Apr 16, 2014 10:11 pm
by jonj01
And the SS

Image

RE: new counters

Posted: Wed Apr 16, 2014 10:12 pm
by jonj01
and the last SS

Image

RE: new counters

Posted: Wed Apr 16, 2014 10:30 pm
by jonj01
Maitrebongo and Acropora,

Here are the cvs files (sprites and units) FOR JUST THE GERMAN AND SOVIET VEHICLES.

If you want to see the values(movement, armor) paste the all the rows in these cvs files into the corresponding (sprite.cvs and unit.cvs) in custom folder. convert the sheets to bmp files and place in the art\counters folder. Then open the editor and hit f2. you can see the units.

OR you can just open the units.xls attached here and read the values right off...I highlighted the values in the Unit.xls file so you can see.

We can discuss all the values (Acropora please take a look at the values on the tanks done As Soon As Possible Please)..and then Maitrebongo you can put the values on the counters with any changes from Acropora after he sends the changes to me. I want to put the counter that are done in the finish stack ASAP.

Ignore all the russian "low fuel" and "assault" type tanks..they are mods for the campaign I am making and are for specific purposes of that campaign (these tanks are little tweaks to get the dumb AI to behave properly..i don't have much control over the AI so I have to trick it into doing what I want..by making its other dumb decisions impossible)

Guys, keep in mind every single vehicle in the sheets I posted above are done and ready for play or placement in scenarios. Although some are not pretty. Maitrebongo you can fix the sheets to be pretty. Acropora please look at the values...if you want some changed..done...they will be changed. But Acropora I humbly suggest you focus on the values of the vehicles that are done.
That way we can pass the sheets over to Maitrebongo to fix the way they look and I can fix the cvs file So the values match the values you feel are more historically correct, Acropora.


thanks both of you

RE: new counters

Posted: Wed Apr 16, 2014 10:51 pm
by jonj01
Maitrebongo,

If you get a chance at some point could you get me a better set of Soviet cavalry counters.

One with two horses with riders on it..so people won't confuse the cavalry squad for a half squad.

thanks

Image

For anyone wondering why the Cavalry units don't have a 12 movement like the board game or 4 movement like regular squads...the answer is the AI doesn't know how to dismount troops from vehicles(the AI has never seen horses)..so to have cavalry on the computer team..I made the Cavalry in a forever "half-mounted" state and split the difference in movement(12+4)/2=8. they retain their dismounted range(4 instead of 3) can engage in melee...and most importantly I have fast infantry units for the AI so it can kick the butts of those who play my scenarios and historically correct units for the battles I am trying to reproduce.

In the early war the soviets used mounted cavalry all the time to exploit openings in the german lines and so they could follow their military doctrine of "deep battle" and "deep operations".

RE: new counters

Posted: Thu Apr 17, 2014 4:29 am
by fran52
With the Russian i'm ready with the first bitmap that is the same but with the SU100 provided by Maitrebongo.This evening i think to finish the second and the third.The third must include the tank that appear in the bottom of your second bitmap and never done before.
For the SS and the Guard version i see what is possible to do but,when the value are done and agreed,is only a problem of change of colour of the base.
I have seen also counters like the Hummel ,not included in my bitmap.
Are you sure that this counters are useful.Normally this counters are not used also in ASL,they represent off board artillery.
Can we do also the flamethrower version of the Russian tank?
The Russian was with the standard armament plus the the flamethrower but we must choose only the flame.What do you think?
This counters(FT) are useful for some scenarios like Red Barricade.

RE: new counters

Posted: Thu Apr 17, 2014 4:50 am
by jonj01
THE GRILLE and hummel are fine. they can be used like on board arty like mortars.

russian flame tank is fine. we can do that.

acropora, i posted the values. if possible could you check the values so i can send final values to bongo and finish the counters that are done.
thanks

RE: new counters

Posted: Thu Apr 17, 2014 5:30 am
by fran52
To not create confusion.Jonj have you seen the files in the post 51 and 52?Are only the regular German,no SS at the moment.I ask because in your post 71 and 72 i see the same counters again but with the turret.
I have produced counters without turret and with,i hope, correct value.I have also renamed the Sdkfz in PSW but i have not included,for example,the 232 and others.
So i'm a little bit confused[&:]. Was good what i posted or not?particularly the turret work fine or not?
Sorry but anyone have an idea and probably the English is a further difficulty to communicate between us,as we are French and Italian.