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PBEM Art Mods

 
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PBEM Art Mods - 7/12/2016 3:38:17 AM   
TheSosa

 

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Do players have to have same art mods to be compatible in PBEM. Same Map, Same Unit Pics, Unit icons etc...
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RE: PBEM Art Mods - 7/12/2016 4:00:18 AM   
witpqs


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quote:

ORIGINAL: TheSosa

Do players have to have same art mods to be compatible in PBEM. Same Map, Same Unit Pics, Unit icons etc...

No. AFAIK when you run the program at your end it is unaware of the artwork your opponent is using.

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RE: PBEM Art Mods - 7/12/2016 9:18:05 AM   
Reg


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You do need the same executable version, the same scenario/mod files, and the same map data (pwhexe) files.

The map and other artwork graphic files are irrelevant to your opponent, just the data matters.



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Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

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RE: PBEM Art Mods - 7/12/2016 5:02:43 PM   
TheSosa

 

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Thank You!

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RE: PBEM Art Mods - 7/12/2016 5:04:48 PM   
TheSosa

 

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Thank you!

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RE: PBEM Art Mods - 7/12/2016 8:35:12 PM   
witpqs


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I should have added: but if the map artwork files disagree with the map data, then you will "see" a map that is different than the one the game code is using = woe unto you!

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RE: PBEM Art Mods - 7/12/2016 11:16:19 PM   
el cid again

 

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Generally there are 'families' of mods which share how art is organized.
Thus a mod may specify it is "compatible with stock" ( see RHS Level I
for example ). Although it has some different art, it WILL work with stock
art entirely. In addition, someone has done alternate maps for stock and
there is at least one RHS player who loves them so much he plays using this
"third party" map system - because it is pretty and because it will work fine
with Level I.

The second most common family of scenarios - possibly the most used - are those
using Andrew Brown's Extended Map System. There are also several variations on
the maps, one by Andrew himself, and several 'third party' systems.

The newest and least used map system is RHS Level II - just out. It is based on
Andrew's extended map system, but is more extended, as it were. It now has its
own art. In addition, an artist is engaged in a long term project to make two new
map systems for this system - one that looks like a board game map and one that looks
like you are seeing the map from outer space, in full color. It will take a long
time for these to be made, if they are completed. But they will automatically code
roads, railroads and trails from the pwhexe.dat files - so any changes show up in art!
But for now I have made a set of panels using the stock map system but showing the
many new off map and extended map features.

Besides map art, there is the matter of planes and ships! You must use mods that are
compatible with each other, if not actually use the mod you want to watch. Or the planes
and ships will look wrong. But if you like some art better - you can watch another mod's
game using your art; if in the same 'slot' it will work fine.

It is possible to spend the rest of your life just working on art! Lots of options are
in the game. Even updating the markings on planes over time!

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RE: PBEM Art Mods - 7/14/2016 6:22:46 AM   
John 3rd


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El Cod is spot on. Each set of Modders tell what you need to mate up with their own creations. An example would be (from my team's work): Between the Storms Lite, Extended Map, with Stacking Limits and custom plane/ship art. Each major set of Mods generally have their own web page to go to for the install.

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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
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