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Really dumb question about icon color

 
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Really dumb question about icon color - 4/15/2006 1:40:51 AM   
Pants


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From: Austin, TX
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I am sure this question has been asked a number of times, but I haven't found the answer yet:

Several of the built-in background colors in TOAW: COW appear identical on my screen (examples: the tenth column from the left and the fifth column from the right). I noticed that these don't share foreground colors, so they are mutually exclusive icon color sets. Are these counted as the same background color (thus allowing you ten foreground colors for some backgrounds), or as different colors?

Thanks,

Jon
Post #: 1
RE: Really dumb question about icon color - 4/15/2006 12:04:08 PM   
Telumar


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From: niflheim
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quote:

Are these counted as the same background color (thus allowing you ten foreground colors for some backgrounds), or as different colors?


They are counted as different coulours. You can make a test scenario (if you don't believe), with two formations of one side, from which one has the 10th column and the other one the 5th column from the right as unit icon colours. Set the two formations on internal support, don't forget the enemy, start the scen and look into the attack planing dialogue. The back flag will show up..

Btw, hope matrix does something with the icon colours. Some of them are really hurting my eyes...

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RE: Really dumb question about icon color - 4/15/2006 4:23:53 PM   
golden delicious


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From: London, Surrey, United Kingdom
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quote:

ORIGINAL: Telumar

They are counted as different coulours. You can make a test scenario (if you don't believe), with two formations of one side, from which one has the 10th column and the other one the 5th column from the right as unit icon colours. Set the two formations on internal support, don't forget the enemy, start the scen and look into the attack planing dialogue. The back flag will show up..


Ah, not to say you're necessarily wrong, but on 'internal support', units will have zero co-operation (i.e., the black flag) even with units from the same column (so long as they have a different foreground colour). Use army support to test this theory.

quote:

Btw, hope matrix does something with the icon colours. Some of them are really hurting my eyes...


Really? They seem fine to me. In any case, I don't see this as a priority. Maybe turn the brightness down on your monitor?

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Telumar)
Post #: 3
RE: Really dumb question about icon color - 4/15/2006 5:50:59 PM   
ralphtricky


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From: Colorado Springs
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quote:

ORIGINAL: golden delicious


quote:

ORIGINAL: Telumar

quote:

Btw, hope matrix does something with the icon colours. Some of them are really hurting my eyes...


Really? They seem fine to me. In any case, I don't see this as a priority. Maybe turn the brightness down on your monitor?


You can also mod the graphics files easily (even more easily in TOAW 3)


< Message edited by ralphtrick -- 4/16/2006 4:51:59 PM >

(in reply to golden delicious)
Post #: 4
RE: Really dumb question about icon color - 4/16/2006 12:06:59 AM   
Telumar


Posts: 2236
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From: niflheim
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quote:

ORIGINAL: golden delicious

Ah, not to say you're necessarily wrong, but on 'internal support', units will have zero co-operation (i.e., the black flag) even with units from the same column (so long as they have a different foreground colour). Use army support to test this theory.


I confess, i repent and i revoke!

For the unit colours..beauty lays in the eye of the viewer...

< Message edited by Telumar -- 4/16/2006 12:07:31 AM >


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Post #: 5
A NEW dumb question... - 4/16/2006 9:58:01 PM   
Pants


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Ok, here's a new dumb question: I can't get anti-ship missiles to work properly. I never tried to use them before, but they don't work now. Am I missing something? They won't attack to- or -from deep water hexes, anchorages, or land. I cannot conduct a bombardment attack, and they don't seem to participate in regular combat. Do I have a bad version of the game? Am I on crack?

Thanks,

Jon

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Post #: 6
RE: A NEW dumb question... - 4/16/2006 11:33:19 PM   
golden delicious


Posts: 5575
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From: London, Surrey, United Kingdom
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quote:

ORIGINAL: Pants

Ok, here's a new dumb question: I can't get anti-ship missiles to work properly. I never tried to use them before, but they don't work now. Am I missing something? They won't attack to- or -from deep water hexes, anchorages, or land. I cannot conduct a bombardment attack, and they don't seem to participate in regular combat. Do I have a bad version of the game? Am I on crack?


Only coastal artillery, air or naval iconed units can attack ships at range.

A problem for Matrix to fix (if they haven't already) is that, because they have a move of zero, when coastal artillery units attack they automatically end the turn. The only way around this currently is to give the units a naval icon plus fixed guns. This can be made to work but I might be forgetting some of the requirements.

< Message edited by golden delicious -- 4/16/2006 11:34:07 PM >


_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Pants)
Post #: 7
May be another dumb question... - 4/17/2006 4:01:43 AM   
Pants


Posts: 14
Joined: 4/14/2006
From: Austin, TX
Status: offline
quote:


Only coastal artillery, air or naval iconed units can attack ships at range.


D'oh! So there is an obvious answer! Thanks again, GD!


Ok, this may be another dumb question: when I have "distant locations," the movement cost to pass through them is never reported as being more than one. Further, the movement points of units are only reduced by the cost to move one hex. I have tested this for both naval units and units using helicopter movement. Is this a glitch?

Jon

(in reply to golden delicious)
Post #: 8
RE: May be another dumb question... - 4/17/2006 4:52:05 AM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
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quote:

ORIGINAL: Pants

Ok, this may be another dumb question: when I have "distant locations," the movement cost to pass through them is never reported as being more than one. Further, the movement points of units are only reduced by the cost to move one hex. I have tested this for both naval units and units using helicopter movement. Is this a glitch?


Distance-to hexes only affect long-range fire. Their principal use is for off-map airfields.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Pants)
Post #: 9
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