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RE: Board Game Map Mod (REL) - 8/4/2012 8:10:05 AM   
Redmarkus5


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Maybe the rivers need to be a bit more blue...

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RE: Board Game Map Mod (REL) - 8/4/2012 3:01:05 PM   
Redmarkus5


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Rivers once again blue, edited the sea hexes to match. Even more OCS-like, IMO




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Post #: 152
RE: Board Game Map Mod (REL) - 8/4/2012 3:03:27 PM   
Redmarkus5


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Anyone who owns OCS and has a good scanner - please scan some high res (600 DPI) examples of various terrain and send me the links or email them to me.

Non-commercial modding use of the color scheme only - I won't cut and paste their images onto the map mod.

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Post #: 153
RE: Board Game Map Mod (REL) - 8/4/2012 4:59:05 PM   
Redmarkus5


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One of the final additions for 3.2 will be sharper officer pics, with the identity card effects removed:




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Post #: 154
RE: Board Game Map Mod (REL) - 8/4/2012 7:16:16 PM   
Hoyt Burrass


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quote:

ORIGINAL: redmarkus4

Anyone who owns OCS and has a good scanner - please scan some high res (600 DPI) examples of various terrain and send me the links or email them to me.

Non-commercial modding use of the color scheme only - I won't cut and paste their images onto the map mod.



Are you familiar with vassal? Good quality images of the maps can be found within the modules.

There is also this PDF http://www.gamersarchive.net/theGamers/archive/ocs/OCSKorea/Korea_Terrain_Key.pdf
Which has the colors...not a great image though. If I get time I'll see what I can dig up

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Post #: 155
RE: Board Game Map Mod (REL) - 8/4/2012 7:38:35 PM   
Redmarkus5


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Thanks - the image on the link is way too low resolution for me to grab the colors. I know Vassal but haven't used it for years. Will check it out.

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Post #: 156
RE: Board Game Map Mod (REL) - 8/4/2012 8:18:15 PM   
Hoyt Burrass


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Try this, it is a slice from one of the Case Blue Maps...it includes the terrain key and most of the rougher terrain...the vassal mod has all of the maps but the total size is around 160MB...let me see if I can figure out how to put in a dropbox link...will advise




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Post #: 157
RE: Board Game Map Mod (REL) - 8/4/2012 9:56:57 PM   
joeyeti


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I do wonder - is this mod "easily" transferrable to WTP?
Are both games basically using the same picture system, or has something changed, which would require tweaking and adjustments to be made for WTP, on top of simple hex-to-hex-image transfer?

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Post #: 158
RE: Board Game Map Mod (REL) - 8/4/2012 10:55:49 PM   
Redmarkus5


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quote:

ORIGINAL: joeyeti

I do wonder - is this mod "easily" transferrable to WTP?
Are both games basically using the same picture system, or has something changed, which would require tweaking and adjustments to be made for WTP, on top of simple hex-to-hex-image transfer?


Which mod are you talking about? Unit colors, map colors or unit images?

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Post #: 159
RE: Board Game Map Mod (REL) - 8/5/2012 7:06:02 AM   
joeyeti


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Map colors I mean :)

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Post #: 160
RE: Board Game Map Mod (REL) - 8/5/2012 7:54:36 AM   
Redmarkus5


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quote:

ORIGINAL: joeyeti

Map colors I mean :)


The hex image sizes are the same, but the folder structure is a little different and WtP has larger and smaller hex images in the same folders, while DC2 uses a DC, DCSMALL and DCBIG folder structure. You need to navigate around a little bit.

The image names are also different, so you'll need to do some re-naming.

Start with something line Plains or Fields and use my modded Plains image to see what result you get. Be prepared to do a lot of work on this - modding map graphics isn't as simple as it looks.

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Post #: 161
RE: Board Game Map Mod (REL) - 8/5/2012 8:08:28 AM   
Redmarkus5


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PanzerKrieg version 3.2 will be available for download from the sticky download thread at the top of this forum in a few minutes.

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Post #: 162
RE: Board Game Map Mod (REL) - 8/5/2012 6:13:54 PM   
budd


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Redmarkus

I must be doing something wrong with your mod. I unzipped it into the mod folder and the map remains the same. The PzKrg_Op_Blue_Full_V1_2.dc2 Scenario file didnt drop into the scenario folder, i moved it over. I have to use load the scenario and load above scenario to use your mod, right? Here what JSME looks like after unzipping into mod folder and then what the map looks like after using load scenario button and loading your scenario file. I also tried moving the scenario file in JSME to the right, same thing. The only changed i noticed was black font.



maybe i could see a shot of what JSME looks like for you with mod working.

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< Message edited by **budd** -- 8/5/2012 6:15:01 PM >


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Post #: 163
RE: Board Game Map Mod (REL) - 8/5/2012 9:22:18 PM   
Redmarkus5


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PanzerKrieg Version 3.2 released.

WW2 Unit Photos Mod released.

See the top post here for the download links: http://www.matrixgames.com/forums/tm.asp?m=3147536&mpage=1&key=�

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Post #: 164
RE: Board Game Map Mod (REL) - 8/5/2012 9:24:45 PM   
Redmarkus5


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Hi.

Looks like you pasted the files one level too far down.

JSGME should look like this image.

I will paste a screenie of my Game folder structure as well.




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Post #: 165
RE: Board Game Map Mod (REL) - 8/5/2012 9:30:23 PM   
Redmarkus5


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Folder structure




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Post #: 166
RE: Board Game Map Mod (REL) - 8/5/2012 9:37:58 PM   
Redmarkus5


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quote:

ORIGINAL: **budd**

Redmarkus

I must be doing something wrong with your mod. I unzipped it into the mod folder and the map remains the same. The PzKrg_Op_Blue_Full_V1_2.dc2 Scenario file didnt drop into the scenario folder, i moved it over. I have to use load the scenario and load above scenario to use your mod, right? Here what JSME looks like after unzipping into mod folder and then what the map looks like after using load scenario button and loading your scenario file. I also tried moving the scenario file in JSME to the right, same thing. The only changed i noticed was black font.

maybe i could see a shot of what JSME looks like for you with mod working.


Map should look like this: http://www.matrixgames.com/forums/fb.asp?m=3156647 if you installed correctly.

Clicking on LOAD Scenario should show you a scenario called 'PzKrg_Op_Blue_Full_V1_2.dc2' in your scenario list.

What happens when you unzip the file somewhere else? You should choose 'extract to' and the name of the zip folder - don't extract out the folder contents...




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Post #: 167
RE: Board Game Map Mod (REL) - 8/6/2012 12:48:55 AM   
budd


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Thx for the screenshots, got it figured out. I needed to add a folder level. I deleted your other mods out of the mod folder and when i extracted right to the mod folder i got what you see in the top left shot. all i did was add a folder and it worked. I had to do the same for the portrait mod. I know i asked for the terrain stuff to stay, but it just don't look right question is, why is it there and how do i get rid of it.[see below]




The portrait mod was the only one i had activated when i took the screenshots

Attachment (1)

< Message edited by **budd** -- 8/6/2012 12:51:19 AM >


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Post #: 168
RE: Board Game Map Mod (REL) - 8/6/2012 1:07:47 AM   
budd


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when i use the panzerkreig mod 3.2 and load your scenario file no terrain graphics show. So how do i use the portrait mod with the other stock scenarios or other mods?

< Message edited by **budd** -- 8/6/2012 1:08:51 AM >


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Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

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Post #: 169
RE: Board Game Map Mod (REL) - 8/6/2012 2:10:58 AM   
budd


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Redmarkus
These are the files i altered to remove the terrain info from the portrait mod. Is this right and are these all the files i have to alter? I simply loaded them into an editor and erased the graphic but left the file behind. I backed the files up first of course. Seems to work, but i dont know if i altered all the right files, advice please here's the pic of the files i altered.




Attachment (1)

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Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

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Post #: 170
RE: Board Game Map Mod (REL) - 8/6/2012 10:05:35 AM   
Redmarkus5


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Looks like you got them all.

My unit graphics mods are all designed to work over the main PanzerKrieg map mod. Unfortunately, I can't support every mod variation people might choose...

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Post #: 171
RE: Board Game Map Mod (REL) - 8/6/2012 10:07:18 AM   
Redmarkus5


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quote:

ORIGINAL: **budd**

Thx for the screenshots, got it figured out. I needed to add a folder level. I deleted your other mods out of the mod folder and when i extracted right to the mod folder i got what you see in the top left shot. all i did was add a folder and it worked. I had to do the same for the portrait mod. I know i asked for the terrain stuff to stay, but it just don't look right question is, why is it there and how do i get rid of it.[see below]




The portrait mod was the only one i had activated when i took the screenshots


Also, you might want to delete my other older mod folders now and download the 3.2 versions of the Units Graphics mods.

Everything else is now incorporated in the main mod. All you need from me at this stage is what I showed in the JSGME screenie.

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Post #: 172
RE: Board Game Map Mod (REL) - 8/6/2012 10:08:15 AM   
Redmarkus5


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You could also just save the grass etc. overlays as B&W...

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Post #: 173
RE: Board Game Map Mod (REL) - 8/9/2012 7:54:30 PM   
Redmarkus5


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I have been looking at the Wehrmacht infantry division TOEs and they look a bit off:

- Too few Schutzen in the Infantry Regts.
- Way too many in the Artillery Regt.
- The important Pioneer, Recon and Fusilier Regts are all absent.

Here's what I have done for one German ID and I may try spreading this across all of them. Not sure about the impact on game balance or what OOB mods might be needed on the Soviet side. I do know that the armor numbers are off.




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Post #: 174
RE: Board Game Map Mod (REL) - 8/10/2012 2:32:23 AM   
aspqrz02

 

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Good work with the Infantry Division! Well done.

I suspect that the TO&Es of all the units, on both sides, have been fudged to some degree or other.

(Certainly the Soviet AT Battalion possibly has too many trucks (depending on what a "truck" represents) and definitely has too many gun tubes for both light and heavy AT guns.)

The problem, especially with Soviet units, is that the TO&E was more a pious hope than reality ... if one is to believe Glantz, Soviet units were routinely 40-60% understrength in secondary areas and 20-40% understrength in primary areas of the front line, and only Guards units tended to be close to TO&E strength, perhaps even over-strength.

The Germans attempted to keep their units more up to strength than the Soviets did, but weren't always able to do it. As for the German allies, ghu only knows what their actual strengths were like, but, I suspect, they would have been routinely understrength as well.

I seriously doubt that it would be reasonably possible to do more than guess the actual strengths of units even at the start of the larger Scenarios in DCCB ... possibly for the smaller scenarios, perhaps ... the research load would be ... heavy ...

Phil

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Post #: 175
RE: Board Game Map Mod (REL) - 8/10/2012 3:00:21 PM   
Redmarkus5


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it should be posisible to create a reasonably accurate German OOB, as it's reasonably well documented, and then play test until a Soviet OOB that feels 'right' is arrived at... At least for PBEM purposes.

Editing Soviet replcements also offers an oppoortunity to re-balance...

I do like to play with Divisions that look somewhat historical, at least in terms of basic structure if not numbers.

< Message edited by redmarkus4 -- 8/10/2012 3:01:41 PM >


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Post #: 176
RE: Board Game Map Mod (REL) - 8/10/2012 3:25:44 PM   
aspqrz02

 

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Doing the same for the Axis allies - Romania and Hungary, for sure, would be, I suspect, more problematic. Italy and the Slovaks should probably be OK, though.

I really need to have a detailed look through the Nafziger OOB/TO&E collection to see what is available for the time period ... and see what the differences are. I have plenty of time at the moment, but about five other things demanding my attention simultaneously ... so maybe learning the ins and outs of a balky Editor isn't going to happen fast if and when I have the time to do the research ... but its something I'll look into.

Phil

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Post #: 177
RE: Board Game Map Mod (REL) - 8/10/2012 6:50:09 PM   
Hexagon


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OOBs need a full rebalance... first see non arty regiments in non german units is... (is a lot better leave arty in a regiment and reinforce infantry regiments with AT rifles, maybe 5 76mm and MGs like in DC1) and miss the infantry battalion in mech brigades is a problem (maybe here is needed a specific infantry unit you know tank raiders usually has more SMGs than regular infantry this means more power in assault) like miss the mortars and flak units that these units have.

Is the problem with regimental scale... if VIC release a DC3 i love see it at battalion scale maybe covering North Africa

PD: maybe using PzC OOBs could be a good idea, they are standarized and could be used as base.

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Post #: 178
RE: Board Game Map Mod (WiP) - 8/10/2012 9:12:43 PM   
Alikchi2

 

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I think the greener option looks great, the tan is almost too high contrast for me. It's visually jarring.

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Post #: 179
RE: Board Game Map Mod (WiP) - 8/10/2012 9:59:23 PM   
Redmarkus5


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quote:

ORIGINAL: Alikchi

I think the greener option looks great, the tan is almost too high contrast for me. It's visually jarring.


I have moved away from both to the OCS color scheme, which I have copied wherever possible.

It's impossible to please everyone, nor can I support multiple map versions, and OCS is a highly popular series with lovely map work, so I decided to just go with that.

Anyone who is even just slightly competent will be able to replace the Plains hex type with either my green ones of Krupp_88's tiles in a matter of seconds. Sadly, everyone else will have to stick to eating cake :)

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