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Visibility of Damaged Rails

 
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Visibility of Damaged Rails - 9/27/2011 8:35:39 PM   
AndyH

 

Posts: 8
Joined: 3/25/2010
Status: offline
I am playing the 'Gotterdammerung' scenario and a minor irritation is that I can't tell by looking at the map where railroads are broken/damaged. The only way I can tell if a railroad is broken is either by hovering over the hex (rather time consuming as this is a very large map), or by trying to run a train over it and being stopped dead.

My question: is this a bug or a feature? In other words: should I be able to tell by looking at the map whether a railroad is intact or broken, or is there some kind of 'fog of war' thing going on here?

Any advice would be appreciated.
Post #: 1
RE: Visibility of Damaged Rails - 9/27/2011 9:44:46 PM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline
There is a different tile for broken vs. operational rail lines. (Dashed vs. continuous). Do you have a screenshot of what you're seeing?

(in reply to AndyH)
Post #: 2
RE: Visibility of Damaged Rails - 9/27/2011 10:35:05 PM   
Panama


Posts: 1362
Joined: 10/30/2009
Status: offline
Some people use edited rail graphics that have different colors for broken vs operational rail.

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RE: Visibility of Damaged Rails - 9/28/2011 6:24:44 PM   
ogar

 

Posts: 297
Joined: 9/6/2009
Status: offline
AndyH,

I've had a similar problem, and what worked for me was using some of the customized graphics. I'm using png for the most part. The damaged rail tile works okay, but to replace the undamaged tile, I used Silvanski's mod -- it is a bmp, but it works fine. And it's a clear difference. (I also use Telumar's damaged bridge tile - even I cannot miss that damaged bridge.)

Here's a link to the graphic mods thread -- you can find the links to Telu's and Sil's pages from there, if you want.
http://www.matrixgames.com/forums/tm.asp?m=1161658

As always with graphics mods -- BACK UP your Graphics and AltGraphics directories first. And label/annotate what you change/when -- do not be an ogar and then return a month later to wonder and guess.
One other thing I do when trying out mods, is select which tiles I want to use, and copy those into the Scenario's own sub-directory in the Graphics directory -- that way I can use 1 or 2 scenarios as a test case. Later on, I decide about whether to make a global change by replacing a tile in the AltGrpahics directory or not.

HTH

(in reply to AndyH)
Post #: 4
RE: Visibility of Damaged Rails - 9/28/2011 8:54:06 PM   
AndyH

 

Posts: 8
Joined: 3/25/2010
Status: offline
Thanks for all your replies.  I looked more carefully at the map last night and there is in fact a slight difference between the graphics for intact and broken railroads; in the graphics set for this scenario they are each a slightly different shade of reddish-brown!  They were just a little hard to distinguish in the heat of battle.

Ogar: thanks for your suggestions and advice concerning graphics mods for this.  Sounds a good idea; I'll take a look at that link.

Now I just need to set my rail repair units clearing a 3 week backlog in Eastern Poland!

(in reply to ogar)
Post #: 5
RE: Visibility of Damaged Rails - 9/29/2011 7:04:28 PM   
Anchovy

 

Posts: 10
Joined: 9/29/2011
Status: offline
Thanks for the links that have graphic mods.

I have noticed that the type of computer display makes a difference. For example, I used to run ACOW on my old PC. It has old, bulky CRT screen. Because it is quite bright, I can tolerate viewing the default graphics for the most part. There are few exceptions: The default border, road, railroad, air/naval base graphics need to stand out lot more and I ended up downloading some mods to address these issues.

Fast forward, I have recently installed TOAW III on my new laptop. Unlike the old CRT screen, the laptop's LCD display is not as bright, which means I am less happy with the default graphics now. One of the things I did right away was to copy the modified border, road, railroad, air/naval base graphics from the old PC to the new laptop. Now I am looking for graphic mods to sort out other tiles that needs to be tweaked.

(in reply to AndyH)
Post #: 6
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