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Ask for help
Posted: Fri Oct 03, 2008 10:47 pm
by Bombur
128 units fully defined.....I would like to see if someone could help me with new symbols for units:
-Zeppelin
-Coastal Artillery
-Rocket Artillery
-Jet Fighter
-Jet Bomber
-Torpedo Bomber
-Flying boats
RE: Ask for help
Posted: Sun Oct 05, 2008 2:49 pm
by Jeffrey H.
What and how many era's or generations of these units need symbols ?
RE: Ask for help
Posted: Sun Oct 05, 2008 8:07 pm
by Bombur
ORIGINAL: Jeffrey H.
What and how many era's or generations of these units need symbols ?
Only one symbol for each of these units. Could use WWII like symbols for tropedo bombers, flying boaats and rocket artillery. Jet planes are generic (something with swepr wings, maybe). Coastal artillery would be simply an emplacement with a gun.
RE: Ask for help
Posted: Sun Oct 05, 2008 11:18 pm
by Jeffrey H.
Only 7 ? Ok. I'll give them a shot.
What sort of file type/size requirements is there ?
RE: Ask for help
Posted: Tue Oct 07, 2008 12:08 am
by Bombur
They should have the same size of standard AT symbols (38x38). They are usually made in *.png format
RE: Ask for help
Posted: Tue Oct 07, 2008 12:14 am
by Bombur
-The mod is being playtested human vs human. It seems up to now that the mod favors strongly the defender in the first stages (up to WWI). Taking cities results in massive losses for the attacker, even if the city is surrounded. Pre assault bombardment seems more effective to destroy the city than to inflict causalties in the defenders. I´m considering an increase in the bonus for concentric attacks. Naval combat seems ok up to now. Let us know how the introduction of tanks and aircraft will change gameplay.
RE: Ask for help
Posted: Wed Oct 08, 2008 12:12 am
by Bombur
The 131th unit created is the Bomber IX (Mosquito, Pe-2 and A-26).
Good news, artillery is working well in preparing attacks against cities. No medieva warfare, fortunately....
RE: Ask for help
Posted: Fri Oct 10, 2008 11:03 pm
by Bombur
Version 0.15 uploaded. Now with lots of WWII units. Enjoy your T-34´s, KV-I´s and even Tigers....
RE: Ask for help
Posted: Sun Oct 12, 2008 2:34 pm
by Jeffrey H.
ORIGINAL: Bombur
They should have the same size of standard AT symbols (38x38). They are usually made in *.png format
Ah, you're talking about the unit counter symbols, correct ?
RE: Ask for help
Posted: Sun Oct 12, 2008 9:19 pm
by Bombur
Ah, you're talking about the unit counter symbols, correct ?
-Yes....it isn´t nice to have my Zeppelins with bomber icons....
RE: Ask for help
Posted: Mon Oct 20, 2008 4:32 am
by Bombur
v01.7 Ready for download. It features improved graphics (for H8K2, U-Boat VII and Aichi B7A). The number of units increased to 148. Some bugs were fixed (most ship speed and aircraft range). Enjoy your new long range torpedo bombers....
RE: Beta version released
Posted: Mon Oct 20, 2008 5:36 pm
by bssybeep
I'm checking out your excellent mod (ver .17) and just started a large random map with no roads. I created two (10) engineer units and for some reason the game is telling me these units cannot build roads. Has this mod changed some of the functions of the engineers or am I just missing something? Who do I use to build roads? Thanks in advance
RE: Beta version released
Posted: Mon Oct 20, 2008 11:57 pm
by SSFSX17
ORIGINAL: bssybeep
I'm checking out your excellent mod (ver .17) and just started a large random map with no roads. I created two (10) engineer units and for some reason the game is telling me these units cannot build roads. Has this mod changed some of the functions of the engineers or am I just missing something? Who do I use to build roads? Thanks in advance
As near as I can tell, Engineers can only store 1 turn of EP, and they only generate 1 EP per man per turn. That means you need between 20 to 40 Engineers in a single formation to get roads built at a decent pace.
I hope that Engineer II will be available with sufficient technology, but I can see why this mod might want to discourage rampant roadbuilding.
RE: Beta version released
Posted: Wed Oct 22, 2008 6:12 pm
by bssybeep
Thxs for the reply. You are correct, I built an engineering unit of (20) engineers and the option to build roads was available.
RE: Ask for help
Posted: Mon Oct 27, 2008 9:11 pm
by Jeffrey H.
ORIGINAL: Bombur
Ah, you're talking about the unit counter symbols, correct ?
-Yes....it isn´t nice to have my Zeppelins with bomber icons....
Speaking of Zeppelin unit symbols, take a look at this one and tell me what you think.
RE: Ask for help
Posted: Tue Oct 28, 2008 12:24 am
by Bombur
-First of all, thank you a lot. The graphic itself is great, but it creates a white background, overwriting the unit color. I don´t know what when wrong....

RE: Ask for help
Posted: Tue Oct 28, 2008 9:18 am
by Barthheart
It did that because he didn't make the background transparent. You need to use something like PaintShop to move your graphics to a separate layer from the background then delete the background.
RE: Beta version released
Posted: Tue Oct 28, 2008 9:59 am
by Bombur
I hope that Engineer II will be available with sufficient technology, but I can see why this mod might want to discourage rampant roadbuilding.
-Engineer II will be more efficient to build things and also to perform combat tasks (althought I´m considering to create a separate combat engineer SF).
-Btw, I didn´t change to number of EP´s a Eng. unit can stock. It´s still five.
RE: Ask for help
Posted: Tue Oct 28, 2008 4:32 pm
by Jeffrey H.
Uh oh. We may have a problem them since I don't have any good programs, just MS paint and MS photoeditor.
I imported the png of a CV into MS paint and fiddled with a grid of pixels to get it to look like it does now. We ight be able to adjust a few seetings in MS paint to get it closer.
Hrmmm.....
RE: Ask for help
Posted: Tue Oct 28, 2008 4:38 pm
by Jeffrey H.
ORIGINAL: Bombur
-First of all, thank you a lot. The graphic itself is great, but it creates a white background, overwriting the unit color. I don´t know what when wrong....
Well, I opened the file again and unchecked an option called "draw opaque" that somehow might make things transparent in the way Barthheart describes. Same file name, new file: