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New Units & Graphics - 9/8/2008 6:58:20 AM   
phcas

 

Posts: 67
Joined: 9/7/2008
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Hello,

In the past I reworked some CS units and made some mod things for myself. I will share some ideas, maybe it is usefull.

Greetings Cas






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RE: New Units & Graphics - 9/8/2008 10:30:25 AM   
Huib


Posts: 585
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From: Nederland
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It's beautiful!

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Post #: 2
RE: New Units & Graphics - 9/8/2008 1:02:44 PM   
1925frank

 

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That's impressive! Welcome, phcas. This appears to be your first post.

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RE: New Units & Graphics - 9/8/2008 2:33:05 PM   
Dumnorix


Posts: 793
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Hallo Caspar
Good work !
Ist alles OK in Holland ?
Meld dich doch mal wieder - auf ein Spielchen....

H.Balck

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Post #: 4
RE: New Units & Graphics - 9/8/2008 7:26:50 PM   
phcas

 

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Hello Micha,

Everything is fine in Holland. Enjoying your mod every day.

Greetings




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RE: New Units & Graphics - 9/8/2008 7:34:35 PM   
Jason Petho


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From: Terrace, BC, Canada
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These look great, phcas!

Jason Petho

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Post #: 6
RE: New Units & Graphics - 9/8/2008 8:22:42 PM   
phcas

 

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Thank you Jason




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RE: New Units & Graphics - 9/8/2008 8:31:33 PM   
borsook79


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The towing vehicles look great, but how would they work within the current engine? AFAIK we have only untouched/destroyed units, not damaged... or can it be somehow illustrated in game?

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RE: New Units & Graphics - 9/8/2008 9:04:16 PM   
phcas

 

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Hello Huib and 1925 Frank,

I hope you like this one two

Greetings




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Post #: 9
RE: New Units & Graphics - 9/8/2008 9:13:34 PM   
phcas

 

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Hello Borsook,

If you put a tank unit in front and it will be attacked, it may lose strength points (Get damage) and get disrupted. If you are low on action points you can not get away anymore and your unit may be doomd if the enemy shows up in unexpected numbers. To rescue your unit (or what is left of it) send in some armor reinforcemends for cover and a recovery vehicle. The recovery vehicle has very low load/unload costs and can "load" the armor unit and carry it out of the frontline.

Greetings

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Post #: 10
RE: New Units & Graphics - 9/8/2008 9:20:34 PM   
borsook79


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quote:

ORIGINAL: phcas

Hello Borsook,

If you put a tank unit in front and it will be attacked, it may lose strength points (Get damage) and get disrupted. If you are low on action points you can not get away anymore and your unit may be doomd if the enemy shows up in unexpected numbers. To rescue your unit (or what is left of it) send in some armor reinforcemends for cover and a recovery vehicle. The recovery vehicle has very low load/unload costs and can "load" the armor unit and carry it out of the frontline.

Greetings

Ok, sounds great, but this would have to be used in specific scenarios with a different scale, as normally each strength point represents 1 tank (so it can't be damaged/repaired). Still if one forgets about this, it would present interesting tactical possibilities. And they really do look great!

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RE: New Units & Graphics - 9/8/2008 9:34:15 PM   
1925frank

 

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Phcas, those are wonderful.

Regarding the tow vehicles, the game already has a feature where wrecks can be cleared, but I don't remember how that is done.  I believe it was added with 1.03, and I think it currently involves only specialized engineer units.  Anyway, in the context of CS, those towing vehicles might be used for the wreck-removal units. 

Otherwise, I think what phcas is suggesting is using up all your tank platoon's action points firing and then using this towing vehicle to effectively add a few action points to the tank platoon so it can move back a hex or two to safety during your turn.  I don't think the game currently is structured to do that.

< Message edited by 1925frank -- 9/8/2008 9:39:29 PM >

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Post #: 12
RE: New Units & Graphics - 9/8/2008 9:40:37 PM   
Jason Petho


Posts: 15009
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From: Terrace, BC, Canada
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quote:

ORIGINAL: 1925frank

Phcas, those are wonderful.

Regarding the tow vehicles, the game already has a feature where wrecks can be cleared, but I don't remember how that is done.  I believe it was added with 1.03, and I think it currently involves only specialized engineer units.  Anyway, in the context of CS, those towing vehicles might be used for the wreck-removal units. 

Otherwise, I think what phcas is suggesting is using up all your tank platoon's action points and then using this towing vehicle to effectively add a few action points to the tank platoon so it can move back up a hex or two during your turn.  I don't think the game currently is structured to do that.


That is correct, it is not currently structured to do that.

But one could replace the present wreck removal units with these types of graphics for alternative eye candy!!

I really like the towed guns. Very nice indeed!

Jason Petho


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Post #: 13
RE: New Units & Graphics - 9/8/2008 9:42:56 PM   
phcas

 

Posts: 67
Joined: 9/7/2008
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quote:

ORIGINAL: 1925frank

Phcas, those are wonderful.

Regarding the tow vehicles, the game already has a feature where wrecks can be cleared, but I don't remember how that is done.  I believe it was added with 1.03, and I think it currently involves only specialized engineer units.  Anyway, in the context of CS, those towing vehicles might be used for the wreck-removal units. 

Otherwise, I think what phcas is suggesting is using up all your tank platoon's action points firing and then using this towing vehicle to effectively add a few action points to the tank platoon so it can move back a hex or two to safety during your turn.  I don't think the game currently is structured to do that.


If the armor unit is loaded on the recovery vehicle it moves on on the actionpoints of the recovery vehicle (like mounted infantry and guns).

Greetings Caspar





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RE: New Units & Graphics - 9/8/2008 9:49:28 PM   
Jason Petho


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From: Terrace, BC, Canada
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Highly impressive, highly impressive indeed!!

Jason Petho


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Post #: 15
RE: New Units & Graphics - 9/8/2008 10:01:19 PM   
phcas

 

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Joined: 9/7/2008
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Screens in new style 1




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RE: New Units & Graphics - 9/8/2008 10:07:23 PM   
phcas

 

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Screens in new style 2

The names of the units can be extended with this infoboxes




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Post #: 17
RE: New Units & Graphics - 9/8/2008 10:26:41 PM   
Dumnorix


Posts: 793
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Hallo Caspar
Can you send me your Krupp-Protze in PG3D Format ? I think this looks good for my mod.

Thanks...
H.Balck

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Post #: 18
RE: New Units & Graphics - 9/8/2008 10:29:12 PM   
phcas

 

Posts: 67
Joined: 9/7/2008
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I will e-mail it to you

Greetings


quote:

ORIGINAL: Dumnorix

Hallo Caspar
Can you send me your Krupp-Protze in PG3D Format ? I think this looks good for my mod.

Thanks...
H.Balck



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Post #: 19
RE: New Units & Graphics - 9/8/2008 10:34:26 PM   
phcas

 

Posts: 67
Joined: 9/7/2008
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Guns, guns guns..............




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RE: New Units & Graphics - 9/8/2008 10:40:41 PM   
1925frank

 

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quote:

ORIGINAL: phcas

If the armor unit is loaded on the recovery vehicle it moves on on the actionpoints of the recovery vehicle (like mounted infantry and guns).

Greetings Caspar


Yes, the game is structured to do that.

Thanks for sharing. These are all very interesting.

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Post #: 21
RE: New Units & Graphics - 9/8/2008 10:44:41 PM   
MrRoadrunner


Posts: 1323
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phcas, Your work borders on art and genius!
I like the towed guns, and the unlimbered guns, and would love to see something like that in 2010!

It would give me something to live for!

RR


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Post #: 22
RE: New Units & Graphics - 9/8/2008 11:17:26 PM   
phcas

 

Posts: 67
Joined: 9/7/2008
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It is possible to make platoon numbers visible on tanks...........................




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Post #: 23
RE: New Units & Graphics - 9/8/2008 11:28:19 PM   
MrRoadrunner


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 phcas, you are the man! Whoah hoo!

RR

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Post #: 24
RE: New Units & Graphics - 9/8/2008 11:44:45 PM   
big dawg


Posts: 311
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From: Georgia, USA
Status: offline
The pics are beautiful!

Is there a way to use the towed AT guns and towed cannons with the JTCS version?


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Post #: 25
RE: New Units & Graphics - 9/9/2008 12:02:59 AM   
phcas

 

Posts: 67
Joined: 9/7/2008
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quote:

ORIGINAL: big dawg

The pics are beautiful!

Is there a way to use the towed AT guns and towed cannons with the JTCS version?




All units have a Up00000.bmp file. This is a view of the unit unloaded. Some units have also Mp00000.bmp files (Mounted) This showes the unit loaded. If you for example bring a Mp01064.bmp file of a AT gun towing Sdkfz 11 in the game, then, when loaded, the Sdkfz 11 in the game does not only show a filled helmet but you will see a AT towing Sdkfz 11. There is one problem! Whatever you load on the Sdkfz 11, it will always show the towing AT gun. So what must happen to use this "towed"graphic line is that voor example the Sdkfz 11 wil have more slots in the OOB files. For example 01998 = Sdkfz 11 towing AT Gun. 01999 = Sdkfz 11 towing leFH18 gun etc. So you can bring the right graphics to the right company's. Trucks can carry guns or men. If you give them more slots and update the OOB's you can see mounted men or a mounted gun with the right units.

That's all for today. It's 01.00 hour in Holland, I go to bed

Greetings Cas




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RE: New Units & Graphics - 9/9/2008 12:07:02 AM   
Huib


Posts: 585
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From: Nederland
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Phcas,
Great work. I hope some of it will find it's way into the game.
Perhaps you can replace the 12,5 cm German Flak (P01767). I made that icon in the past and it's absolutely awful.
At the time there was nobody with any talent to make it.

Huib

ps Je bent ook Nederlands?

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Post #: 27
RE: New Units & Graphics - 9/9/2008 12:11:26 AM   
phcas

 

Posts: 67
Joined: 9/7/2008
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quote:

ORIGINAL: Huib

Phcas,
Great work. I hope some of it will find it's way into the game.
Perhaps you can replace the 12,5 cm German Flak (P01767). I made that icon in the past and it's absolutely awful.
At the time there was nobody with any talent to make it.

Huib

ps Je bent ook Nederlands?


Hoi Huib,

Nog eentje dan voor het slapen gaan. Ik ben ook Nederlands inderdaad. Ik zal eens kijken naar de 01767, maar niet meer vandaag.
Sorry for the English speaking people. Just told Huib I am Dutch to.

Greetings Cas

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Post #: 28
RE: New Units & Graphics - 9/9/2008 1:15:08 AM   
MrRoadrunner


Posts: 1323
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phcas,

Hier, hebben we allemaal kunnen Nederlands? At least all those that speak Campaign Series!  RR 

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Post #: 29
RE: New Units & Graphics - 9/9/2008 2:15:16 AM   
tide1212


Posts: 446
Joined: 7/25/2003
From: New England
Status: offline
That's some impressive stuff

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