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RE: Nato mod - 1/17/2016 7:04:52 AM   
terminator


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Hello,
For the naval units, the only solution that I found is to use the images from "bigunits".
Here is an example:





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Post #: 61
RE: Nato mod - 1/21/2016 8:55:53 AM   
terminator


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Here is an example of the startscreen:





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Post #: 62
RE: Nato mod - 1/24/2016 6:45:07 AM   
parusski


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Terminator this is incredible work. When will it be ready for us to use??

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Post #: 63
RE: Nato mod - 1/24/2016 1:18:16 PM   
terminator


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Hi parusski,
next month, it is sure.
Here is again the startscreen but with the correctly centered units:






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Post #: 64
RE: Nato mod - 1/30/2016 12:57:02 PM   
terminator


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All the nations have their own means of transportation.
Here are the air transports :





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Post #: 65
RE: Nato mod - 2/1/2016 7:36:16 AM   
terminator


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Two useful details ?
Below and to the left:
- A wheel for all the units of transport to distinguish them better
- A double arrow for all the units "switchable" (it is not anymore necessary need to select the unit for the knowledge)
Here is an exemple:




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< Message edited by terminator -- 2/1/2016 8:37:42 AM >

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Post #: 66
RE: Nato mod - 2/1/2016 8:09:02 AM   
Crossroads


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quote:

ORIGINAL: terminator

Hi parusski,
next month, it is sure.
Here is again the startscreen but with the correctly centered units:







Looking forward to this!

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Post #: 67
RE: Nato mod - 2/4/2016 4:25:25 PM   
terminator


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Here are all the Sea Transports :






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Post #: 68
RE: Nato mod - 2/5/2016 4:24:07 PM   
terminator


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Here are all the submarines :





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Post #: 69
RE: Nato mod - 2/11/2016 9:52:34 AM   
terminator


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Here are all the destroyers :





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Post #: 70
RE: Nato mod - 2/22/2016 4:42:43 PM   
terminator


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Here are the new Japanese units :






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< Message edited by terminator -- 2/22/2016 5:48:13 PM >

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Post #: 71
RE: Nato mod - 2/25/2016 8:53:32 AM   
terminator


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Here are other new units from the new patch:





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Post #: 72
RE: Nato mod - 2/27/2016 7:56:35 PM   
terminator


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Here are after numerous tries the definitive models for boats.
Below and to the left is the range (the range is indicated 1 for destroyers and river boats to distinguish them from submarines).





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Post #: 73
RE: Nato mod - 2/29/2016 5:57:33 AM   
terminator


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Here are the new planes :





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Post #: 74
RE: Nato mod - 2/29/2016 3:22:05 PM   
jjdenver

 

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Looks great - I'd like to use this on ipad.

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Post #: 75
RE: Nato mod - 3/1/2016 10:25:02 AM   
terminator


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Here are the land transports with the new units .
The square symbols = soft target
The round symbols = hard target
Below and to the left is the movement type (I use the graphism from the game because it has the perfect size).
It allows to simplify the symbolization.





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Post #: 76
RE: Nato mod - 3/2/2016 2:25:41 PM   
terminator


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All the soviet land units are now ready to fight !
(It is impossible to show them all)





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Post #: 77
RE: Nato mod - 3/2/2016 6:42:21 PM   
Wolfe1759


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quote:

ORIGINAL: terminator

All the soviet land units are now ready to fight !
(It is impossible to show them all)



I suspect that is how it felt to the OKH as well

Keep up the good work

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Post #: 78
RE: Nato mod - 3/4/2016 7:14:49 AM   
terminator


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Thank you for the encouragements.
Here are all the USA land units with the new captured units :





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Post #: 79
RE: Nato mod - 3/5/2016 10:17:27 AM   
terminator


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Here are all the GB land units :







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< Message edited by terminator -- 3/5/2016 10:27:17 AM >

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Post #: 80
RE: Nato mod - 3/15/2016 3:26:01 PM   
terminator


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Here are some modifications :
- new nato symbol : assault gun (StuG IIIA)
- you can better distinguish the tactical bomber (Ju87B with one line at the top) of strategic bomber (Do17Z with two lines at the top)





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Post #: 81
RE: Nato mod - 3/19/2016 10:24:41 AM   
terminator


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The mod will go out with three versions:
- the current version with the names of units and the numbers
- a version with only the names of units
- a version with only the numbers

Here is the version with only the names of units:





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Post #: 82
RE: Nato mod - 3/19/2016 10:25:38 AM   
terminator


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Here is the version with only the numbers:





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Post #: 83
RE: Nato mod - 3/27/2016 1:26:08 PM   
terminator


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Happy Easter !
Just to say that tomorrow I shall bring out a first version.
Here is a special unit for the occasion :





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Post #: 84
RE: Nato mod - 3/28/2016 5:56:46 PM   
terminator


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Here is the link for the first version (Not the final but playable version):
http://www.mediafire.com/download/nl4md9ttio4359n/Panzer_Corps%28Nato%29.zip
If it interests you, I shall continue by driving improvements

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Post #: 85
RE: Nato mod - 3/29/2016 11:37:53 AM   
RussW


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Thank you Terminator for your hard work...I'm an old board war gamer and like counters better than animated sprites Will load them into JSGME later and try them out...They will work in JSME????

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Post #: 86
RE: Nato mod - 3/29/2016 11:38:03 PM   
terminator


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Sorry I cannot answer your question.
All the items which were modified are in the corresponding files.
I installed PanzerCorps(1.25) on another computer and just overwrite the files and it worked.

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Post #: 87
RE: Nato mod - 3/29/2016 11:46:17 PM   
RussW


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Works great in JSGME loading it and running it and unloading goes back to stock icons;;
Could you offer some help to what the numbers on the counters represent????I found the ones for air units in a previous post but not general ground units

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Post #: 88
RE: Nato mod - 4/2/2016 3:45:44 PM   
terminator


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Here is the link for the second version with the promised corrections (109 bigunits...) :
http://www.mediafire.com/download/5svfh9h2we8l55b/Panzer_Corps%28Nato_1.01%29.zip

< Message edited by terminator -- 4/2/2016 3:48:20 PM >

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Post #: 89
RE: Nato mod - 4/13/2016 8:37:08 AM   
terminator


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Here is a new version (1.02):
- corrections of errors (thank you danijoker90)
- ground animations are centered on the symbol
- addition of landing crafts
http://www.mediafire.com/download/q5r7l7qea66qu2h/Panzer_Corps%281.02%29.zip

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Post #: 90
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