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RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 06, 2019 6:10 pm
by rjh1971
For those of you who don't have Generic Mod Enabler here is a link to it: https://www.dropbox.com/s/txbf697a4w62p ... p.exe?dl=0

I find it very useful to install and uninstall mods without overwriting original files or making backups.

From JonSoft.txt: "This software may be distributed freely on online services, bulletin boards, or other electronic media as long as the files are distributed in their entirety."

RE: New 2D Counter Mod (WIP)

Posted: Fri Feb 08, 2019 1:37 pm
by PHalen
Awesome looking and very, very well made mod!!![X(]
Great job IronX!

RE: New 2D Counter Mod (WIP)

Posted: Sun Feb 10, 2019 4:31 pm
by Steely Glint
The US and Italian color schemes are way too close together and therefore confusing.

RE: New 2D Counter Mod (WIP)

Posted: Sun Feb 10, 2019 4:57 pm
by Uxbridge
Just tried IronX's new rain graphics. Looks very nice in my opinion.

RE: New 2D Counter Mod (WIP)

Posted: Sun Feb 10, 2019 6:25 pm
by IronX
ORIGINAL: Steely Glint

The US and Italian color schemes are way too close together and therefore confusing.

Does this look better?

Image[/img]

You can get the files here: Darker US counters

Just unzip them to Bitmaps/Major_03

RE: New 2D Counter Mod (WIP)

Posted: Sun Feb 10, 2019 7:28 pm
by Simulacra53
Great stuff, mod updated!

RE: New 2D Counter Mod (WIP)

Posted: Sun Feb 10, 2019 8:42 pm
by IronX
Having realized that I omitted the transit (Altantic<>Pacific) hexes, I've fixed them and improved a few other hex highlights.

The mod has also been updated with the latest changes v1.7 (see first post).

RE: New 2D Counter Mod (WIP)

Posted: Mon Feb 11, 2019 9:45 pm
by budd
Wonderful mod.

I get an error with the new tile highlight on the middle zoom. Works on the closest zoom but when i have a unit highlighted and zoom out to the middle zoom the error happens also.

Image

RE: New 2D Counter Mod (WIP)

Posted: Mon Feb 11, 2019 9:51 pm
by budd
Put the the tile highlight files from the first download and works fine.

RE: New 2D Counter Mod (WIP)

Posted: Mon Feb 11, 2019 10:36 pm
by IronX
Yeah, sorry, Budd. It was the zoom version of the file that wasn't the correct size (they are odd sizes). Hopefully, it should be all fixed now in V.1.7.

RE: New 2D Counter Mod (WIP)

Posted: Tue Feb 12, 2019 1:09 am
by budd
No worries sir, appreciate your work.

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 5:26 am
by boudi
After download by right click and save to, i can't open Iron_Cross_Mod_v1-7.zip , i've got an error message. I tried 3 times.

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 1:45 pm
by IronX
I've uploaded the mod to a new file hosting service. Try here:

Iron Cross Mod Files

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 4:10 pm
by IronX
Aircraft identification test:

Image[/img]

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 4:51 pm
by boudi
ORIGINAL: IronX

I've uploaded the mod to a new file hosting service. Try here:

Thank you very much, now it's ok. [:)]

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 5:00 pm
by Uxbridge
Very good. Not too conspicious to colour-clatter the board, but enough to differentiate at a glance.

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 5:04 pm
by boudi
With the original map, an explored dark blue sea hex become light blue, it's very effective for searching submarines. I noticed that is was not the case, or less efficient, with the Welk mod. Is it fixed ?

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 6:02 pm
by IronX
Yes, I think so.

Image

I assume this is the submarine's ZoC? It could, perhaps, be better represented.

Like this:

Image[/img]

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 7:36 pm
by budd
What do the green strength numbers indicate, in some screens I also see yellow?

RE: New 2D Counter Mod (WIP)

Posted: Wed Feb 13, 2019 7:57 pm
by IronX
I think the green means it's reinforceable and the yellow means an overstrength unit.