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RE: Terrain mod - AH Blitzkrieg style

 
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RE: Terrain mod - AH Blitzkrieg style - 12/11/2007 2:12:10 PM   
Barthheart


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I'll give it a shot. It'll give me practice for some of the larger projects I have in mind.

Won't be fast though......

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Post #: 61
RE: Terrain mod - AH Blitzkrieg style - 12/12/2007 12:53:57 AM   
O.O. Howard

 

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Thank you guys for the fast response. The fault is not with the mod disigner, but with me. I am computer illiterate and tend to mess things up with even the simplist download. If someone can make it a simple download I would so appreciate it.

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Post #: 62
RE: Terrain mod - AH Blitzkrieg style - 12/12/2007 11:13:05 PM   
Barthheart


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Ok, here's what I've got so far. The map is complete. Started making units for Great Blue. The first release of this will just use the Basic Rules.




Attachment (1)

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Post #: 63
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 12:09:43 AM   
marcusm

 

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So you can have more than one indicator on counters? Cool.

Always liked counters divided into strength, move and defence.

I suspect this scenario will be quite popular when it's finished ;).

Marcus

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Post #: 64
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 2:10:08 AM   
beserko


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Very excellent!

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Post #: 65
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 3:15:25 PM   
Barthheart


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quote:

ORIGINAL: marcusm

So you can have more than one indicator on counters? Cool.

Always liked counters divided into strength, move and defence.

I suspect this scenario will be quite popular when it's finished ;).

Marcus




No, it's just a graphics trick that is quite obvious when you pick a unit. Vic mentioned that he was thinking of allowing different graphics for units and movement types... hope that make it into 1.1....




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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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Post #: 66
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 3:22:02 PM   
marcusm

 

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I hope it makes it into 1.1 then. Much more so than armored suits ;).
The TOAW counters are more or less perfect, I also like the Flashpoint Germany counters.

Well, this is a must download anyway, any ETA on this?

Marcus

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Post #: 67
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 3:35:01 PM   
Barthheart


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quote:

ORIGINAL: marcusm

...Well, this is a must download anyway, any ETA on this?

Marcus



No ETA. I've done the easy stuff so far. Getting the combat right will take a bit. This will also be human only as I have no grasp of the AI yet. It will also be the Basic Game rules.... no air, no sea, no supply... those will be added slowly.


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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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Post #: 68
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 4:48:35 PM   
Vic


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the seperate counter graphics from battle graphics will not make it into v1.1. sorry there.

and if i may give some advice on this mod. I would not try to reinvent the wheel just to get the same counter graphics as in the original game. try to get the same gameplay.  (dont try to force the AT engine to do something it cant do that well, its not a unit-centric engine)

if i was you i would stick to the generic.ptmaster unit set and use those. that way the AI will be able to deal with the scenario too!

kind regards,
Vic

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Post #: 69
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 5:10:37 PM   
Barthheart


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I hear ya Vic.... but I've started down this road now and want to see what I can do. I have larger more complex scenarios in mind and this is just the thing to test some ideas out. I understand I may be asking the engine to do things it was not designed for but thought it would be fun to push the limits a little...

As for the seperate graphics thing.... if it's not too difficult and you can do it, I can wait until you get the time to put it in.... I just thought it would look cool if the counters looked like the original game and to see if I could pull it off.

Thanks for the advice.

_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 70
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 5:28:08 PM   
Vic


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I hear you too :), but even if i did add that feature i dont think it will allow you to do what you want to do.

Since it will then still show the most present SubformationType of a unit on top of the counter.

If you would make an Infantry 4:4 Counter for Infantry SubformationType then a unit with 1 infantry in it will show the same counter as a unit with 400 infantry in it.

Actually what you want is two values under the counter graphic: an offensive and a defensive value.

I will consider making more changes to the engine. but not longer for v1.1. I want to get it out on time.

kind regards,
vic

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Post #: 71
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 5:55:24 PM   
Barthheart


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Vic,

Actually no. I am making this game with no production just predefined units. And each unit will only have one subformation in it, so there will be no conflict.

The counters I've shown have been created to give/show the same combat factors as the board game. So the first factor on the unit is what the game engine creates.

The second factor is just for show, it's part of the INF graphic. As I am making the movement AP's match so the unit moves like in the board game, this "for show" factor will never change... i.e. INF always have "4" movement factors... 4 clear hexes, 12 road hexes.. etc.

The players will not be able to produce PP so no new units. Now if they go and transfer subformations to other ones it will be a problem. Is there a way to keep players from transfering subformations from one unit to another? I know I can make the disband value 0 PP's.

Thanks for your input.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 72
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 6:56:54 PM   
Vic


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hi barth,

nope. i dont want to discourage you but you are really trying to force the engine to be unit centric. its just not made for this kind of excercise.

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Post #: 73
RE: Terrain mod - AH Blitzkrieg style - 12/13/2007 7:00:00 PM   
Barthheart


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From: Nepean, Ontario
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quote:

ORIGINAL: Vic

hi barth,

nope. i dont want to discourage you but you are really trying to force the engine to be unit centric. its just not made for this kind of excercise.



Oh, you won't discourage me.... I'm too stubborn for that....

Thanks for the input.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 74
RE: Terrain mod - AH Blitzkrieg style - 2/12/2008 6:21:36 AM   
Duck Doc


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I am revisititng this scenario. I really appreciate the Lightning War scenario that was added to the Bank. However I thought I would like to also try my hand at designing one to evoke the original AH Blitzkrieg.

I downloaded Pappy's original gameboard map & used it as an overlay. Really slick to use the overlay in the editor. I am busy building the map & it is looking great. But I am running in to some issues:

1) The map includes beach hexes. Amphib landings are permitted on beach hexes but not other coastal hexes. Landings are also permitted at ports. How do I approach this problem? There is no landscape type I can use & I imagine I would have to use a mechanism that allows amphib landings only on certain hexes.

2) The map includes a desert. How to approach this problem?

3) The map has a border with a neutral country. These should be impassable hexes or invasion should create a penalty.

Can the event editor handle the beach, desert & neutral hex issues?

Just looking for some ideas.

Also I am not an artist & I would really like to have a national flag & insignia for the Red & Blue nations.

The oob's are not really an issue. I am thinking about providing prebuilt & positioned corps but also thinking about cadres for some.

I would appreciate all the ideas & help I can get.


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Post #: 75
RE: Terrain mod - AH Blitzkrieg style - 2/12/2008 10:18:11 AM   
Vic


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hi Dale H,

just a quick reply!

1. your wrong. there is. You can limit amphibic landings to certain hextypes.

2. add an extra landscape type called desert.

3. add a country called neutral at peace with all regimes and with a diplomatic block

so engine wise this should work fine :)

kind regards,
Vic

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Post #: 76
RE: Terrain mod - AH Blitzkrieg style - 2/12/2008 8:04:59 PM   
Barthheart


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Hi Dale,

When I get back from vacation I can send you what I've done for this. The map is complete and some units started. But I got distracted, pretty easy actually, and haven't done much work on it.

Let me know.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 77
RE: Terrain mod - AH Blitzkrieg style - 2/12/2008 8:13:46 PM   
Duck Doc


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Good news, Vic. Got it about the new terrain & the amphib restriction & the neutral country. I see how these can be easily done.

Also I can't believe how easy it was to use the overlay to make the map. Fantastic editor!

What is the difference between a Capitol & a Major Capitol? A Shipwarf & a Makeshift Port? Is the Shipwarf a port? What is Urban Terrain landscape type used for?

Thanks.


quote:

ORIGINAL: Vic

hi Dale H,

just a quick reply!

1. your wrong. there is. You can limit amphibic landings to certain hextypes.

2. add an extra landscape type called desert.

3. add a country called neutral at peace with all regimes and with a diplomatic block

so engine wise this should work fine :)

kind regards,
Vic


(in reply to Vic)
Post #: 78
RE: Terrain mod - AH Blitzkrieg style - 2/12/2008 8:23:29 PM   
Duck Doc


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Barthheart,

I would love to see your map. I'll send you mine too.

The oob's are going to take some work but should be pretty straightforward.

I think the idea should be to fit AH's Blitzkrieg to AT & not the other way around.

This should be labeled a work in progress for me too. I'll peck away at it. I am much less intimidated this time around & I see no major obstacles. AT is a wonderful game engine to bring Blitzkrieg to life.

It would be fun to pool resources & make this a team project.

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Post #: 79
RE: Terrain mod - AH Blitzkrieg style - 2/19/2008 10:01:27 PM   
Barthheart


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quote:

ORIGINAL: Dale H

Barthheart,

I would love to see your map. I'll send you mine too.

The oob's are going to take some work but should be pretty straightforward.

I think the idea should be to fit AH's Blitzkrieg to AT & not the other way around.

This should be labeled a work in progress for me too. I'll peck away at it. I am much less intimidated this time around & I see no major obstacles. AT is a wonderful game engine to bring Blitzkrieg to life.

It would be fun to pool resources & make this a team project.


Dale H,

Would love to pool our resources on this. I get back next week and will send you stuff then. Just PM me your e-mail.


PS are you Dale H of LnL scenario fame?

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 80
RE: Terrain mod - AH Blitzkrieg style - 4/29/2008 1:20:37 AM   
Delyn Locksmiths


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ok, I've done a masterfile using these hex graphics and the nato counters. I'm playing with it now. Will be released this weekend.

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Post #: 81
RE: Terrain mod - AH Blitzkrieg style - 6/10/2008 9:59:21 PM   
Grymme

 

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Hi

Just wandering what happened to recreating the old Avalon Hill Blitzkrieg scenario full on. Is there any progress? would love to se it.

Also i think there is a problem with the boardgame mod. The counters are only set for lv1 units. Once you research and get lv2 units the counters start to dissapear.

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Post #: 82
RE: Terrain mod - AH Blitzkrieg style - 6/10/2008 10:20:42 PM   
Delyn Locksmiths


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Hmmmm, that's not the case on the version I have here. Maybe i uploaded the wrong flippin version again. I'll look into it

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Post #: 83
RE: Terrain mod - AH Blitzkrieg style - 6/10/2008 10:30:41 PM   
Barthheart


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quote:

ORIGINAL: Grymme

Hi

Just wandering what happened to recreating the old Avalon Hill Blitzkrieg scenario full on. Is there any progress? would love to se it.

Also i think there is a problem with the boardgame mod. The counters are only set for lv1 units. Once you research and get lv2 units the counters start to dissapear.


Well... it's still on my "To Do" list.... if I ever stop playing the damn game to finish the mods I'm working on. Plus it's summer here in Canada and I'm outside as much as possible while the sun is out. Then of course my wife wants some attention.

_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 84
RE: Terrain mod - AH Blitzkrieg style - 6/10/2008 10:30:45 PM   
Grymme

 

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I dont know, maybe i was playing some old version laying around :) Hope not.

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Post #: 85
RE: Terrain mod - AH Blitzkrieg style - 6/10/2008 10:53:15 PM   
Grymme

 

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Hey. Also the one hex island sprites look strange in my version. They are missing one side.  (as long as we are discussing it)

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Post #: 86
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