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RE: The Blue Max 2D Counter and Map Mod

 
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RE: The Blue Max 2D Counter and Map Mod - 12/11/2019 12:08:50 AM   
johng5155


Posts: 48
Joined: 12/3/2007
From: Kentucky
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Eureka! I read the "Mods" thread and saw a post by Sprengel that says:

"If you unzip and move everything the right way, you will have (amongst other) this folder

C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\Blue_Max\Bitmaps

If you have done it wrong, the Bitmaps folder is on a different path"

This works! I had assumed the Mod file should be placed in the directory where I installed the game (the G: drive for me) but the path shown above - C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods - is where the files need to be placed.

(in reply to IronX)
Post #: 61
RE: The Blue Max 2D Counter and Map Mod - 12/12/2019 9:15:53 AM   
ArtDen

 

Posts: 58
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I think this mod is great. Except one moment - ships. Many of ship-icons are very-very similar and it's really hard to distinct them.

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Post #: 62
RE: The Blue Max 2D Counter and Map Mod - 12/13/2019 3:54:25 PM   
IronX


Posts: 162
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From: Victoria, BC
Status: offline
Hi Everyone

I've updated the mod to fix a couple of minor things, including the French ship hull id issue.

More importantly, I've reorganized the mod (many thanks to Hubert) so that users can activate either all of the mod or just parts of it. In effect, it's now a series of mini-mods:

- units
- interface
- sounds
- alternate main/splash screens

The link in the first post to the mod has been simplified - it's no longer burried within several folders - just unzip it to your Mods folder in Documents then activate either all of them or just those parts you like.

You will need to delete completely the previous mod before you do so the new structure will work.



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Post #: 63
RE: The Blue Max 2D Counter and Map Mod - 12/13/2019 4:42:22 PM   
Hubert Cater

 

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Great stuff IronX, thanks again for this

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Post #: 64
RE: The Blue Max 2D Counter and Map Mod - 12/13/2019 5:30:43 PM   
Sionnach


Posts: 24
Joined: 1/4/2008
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Wow, this new reorganisation gives the best of both worlds, that's really cool. Thanks!

btw, I am new to this game and Strategic Command in general. Still going through my first game and doing terribly, but enjoying it!

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Post #: 65
RE: The Blue Max 2D Counter and Map Mod - 12/13/2019 7:12:16 PM   
niki_belucci

 

Posts: 40
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Thanks IronX, really great update!!

One question though on the Counters. What are these numbers on the bottom right corner? (marked here in red)




Attachment (1)

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Post #: 66
RE: The Blue Max 2D Counter and Map Mod - 12/13/2019 7:25:33 PM   
BillRunacre

 

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They reflect research levels too, as some units can have a maximum of 3 research categories that they can be upgraded with.

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Post #: 67
RE: The Blue Max 2D Counter and Map Mod - 12/14/2019 1:01:15 PM   
brdxman

 

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awesome!

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Post #: 68
RE: The Blue Max 2D Counter and Map Mod - 12/14/2019 7:27:22 PM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: IronX

Hi Everyone

I've updated the mod to fix a couple of minor things, including the French ship hull id issue.

More importantly, I've reorganized the mod (many thanks to Hubert) so that users can activate either all of the mod or just parts of it. In effect, it's now a series of mini-mods:

- units
- interface
- sounds
- alternate main/splash screens

The link in the first post to the mod has been simplified - it's no longer burried within several folders - just unzip it to your Mods folder in Documents then activate either all of them or just those parts you like.

You will need to delete completely the previous mod before you do so the new structure will work.




Thanks for the update! Really nice to be able to separate everything!

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Post #: 69
RE: The Blue Max 2D Counter and Map Mod - 12/15/2019 11:41:51 PM   
ParadoxicalQ

 

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Joined: 12/15/2019
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Hey guys, I'm having a bit of trouble still getting the mod to work. I'm playing on the steam version, created a "Mods" folder since one didn't exist yet. I did extract all the files that came with the download, extracted them directly into the mod folder I created. However when I launch the game, and go to Mods in the settings, there is no Mod showing up to be activated.

This is how my folder looks like exactly:
C:\Program Files (x86)\Steam\steamapps\common\Strategic Command World War I\Mods

Blue_Max
Blue_Max_Interface
Blue_Max_Screens_ALT_1
Blue_Max_Screens_ALT_2
Blue_Max_Screens_ALT_3
Blue_Max_Sounds
Blue_Max_Units

Which is the updated version, I noticed a lot of the solutions you all have posted were from the 1-1 version of the mod, which there is a not link to download. Perhaps my mind is giving me a lapse of understanding. If any of you can help me out, would be much appreciated!







< Message edited by ParadoxicalQ -- 12/15/2019 11:44:05 PM >

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Post #: 70
RE: The Blue Max 2D Counter and Map Mod - 12/16/2019 12:04:02 AM   
epower

 

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ParadoxicalQ,

Mods do not go in the Steam directory.
They go here:
C:\Users\<username>\Documents\My Games\Strategic Command WWI\Mods\

Download link in Original post. That will get you version 1.2

< Message edited by epower -- 12/16/2019 12:05:47 AM >

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Post #: 71
RE: The Blue Max 2D Counter and Map Mod - 12/16/2019 7:01:26 AM   
Dizzy

 

Posts: 11
Joined: 12/16/2019
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I've stayed away from most Slitherine games because most of them don't allow you to mod the game. Here's one that out of the gate has a mod. I love what I see and have watched the TortugaPower youtube vids on this game and then this mod is just way awesome, so I'll be buying it. Thanks for the mod!!! Well done!

Edit: How do I get the Dragon?

< Message edited by Dizzy -- 12/16/2019 7:02:10 AM >

(in reply to ivanov)
Post #: 72
RE: The Blue Max 2D Counter and Map Mod - 12/18/2019 10:15:28 PM   
Delaware

 

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Joined: 8/6/2013
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Is there ANY SHOT you can do a similar counter mod for WAW and WIE? I mean I love your existing one but the soldiers instead of nato supymbols would be awesome there too

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Post #: 73
RE: The Blue Max 2D Counter and Map Mod - 12/19/2019 12:31:25 AM   
ivanov


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quote:

ORIGINAL: Delaware

Is there ANY SHOT you can do a similar counter mod for WAW and WIE? I mean I love your existing one but the soldiers instead of nato supymbols would be awesome there too


+1000

I second that. I would love the WW2 mods brought up to the current WW1 standard.

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Post #: 74
RE: The Blue Max 2D Counter and Map Mod - 12/19/2019 9:12:25 AM   
GibClaret80

 

Posts: 109
Joined: 9/22/2019
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Yes WW2 counters would be amazing i third it !!

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Post #: 75
RE: The Blue Max 2D Counter and Map Mod - 12/20/2019 11:34:53 AM   
Parmenides

 

Posts: 7
Joined: 11/24/2011
Status: offline
Downloaded the latest file but I do only have NATO counter and cant get the hybrid icons to work regardless what I select its always NATO

< Message edited by Parmenides -- 12/20/2019 11:35:46 AM >

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Post #: 76
RE: The Blue Max 2D Counter and Map Mod - 12/20/2019 1:11:12 PM   
Hubert Cater

 

Posts: 5199
Joined: 7/22/2013
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Hi Parmenides,

Within the OPTIONS screen there is an option to turn on or off the 3D or NATO counters, e.g. it will switch between the two.

Let me know if this helps,
Hubert

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Post #: 77
RE: The Blue Max 2D Counter and Map Mod - 12/20/2019 1:17:19 PM   
Parmenides

 

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thanks a lot I found I had forgotten about the nato box left top! and great work from your side !!

< Message edited by Parmenides -- 12/20/2019 1:20:25 PM >

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Post #: 78
RE: The Blue Max 2D Counter and Map Mod - 12/20/2019 1:21:34 PM   
Hubert Cater

 

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Great to hear and our pleasure

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Post #: 79
RE: The Blue Max 2D Counter and Map Mod - 12/23/2019 4:10:43 PM   
Rasputitsa


Posts: 2903
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline
Made me buy the game, couldn't resist after seeing these screens.

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Post #: 80
RE: The Blue Max 2D Counter and Map Mod - 12/23/2019 7:20:52 PM   
Rasputitsa


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Well that was sooooo easy to load, very impressive work, thanks.

< Message edited by Rasputitsa -- 12/23/2019 7:31:48 PM >


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Post #: 81
RE: The Blue Max 2D Counter and Map Mod - 12/24/2019 2:14:14 PM   
fulcrum28


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Great mod. I bought the game because of it :)

btw, is it normal that German infantry and HQ icons are different in the western and eastern fronts?

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Post #: 82
RE: The Blue Max 2D Counter and Map Mod - 12/24/2019 3:28:36 PM   
IronX


Posts: 162
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From: Victoria, BC
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Great! Yes, there are two sets of infantry and HQs for all major powers; one for the west and one for the east.

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Post #: 83
RE: The Blue Max 2D Counter and Map Mod - 12/25/2019 12:22:27 PM   
fulcrum28


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Joined: 2/28/2010
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do you plan to implement this mod design for WiE SC or WAW SC?

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The most comprehensive website on the IJN Imperial Japanese Navy Y:"Let us enjoy the beauty of the moon (sinking aboard Hiryu)

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Post #: 84
RE: The Blue Max 2D Counter and Map Mod - 12/25/2019 3:56:56 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Sorry, but I have no plans to mod these games again.

A mod like the Blue Max takes many months of work and I have now moved on to other (non-modding) projects.

< Message edited by IronX -- 12/27/2019 5:42:28 PM >


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RE: The Blue Max 2D Counter and Map Mod - 12/29/2019 5:53:25 AM   
Hairog


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From: Cornucopia, WI
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quote:

A mod like the Blue Max takes many months of work


I'll second that.

I'm just trying to make a few changes for a naval mod using IronX excellent work as a starting point. Seesh, It's taking forever.

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Post #: 86
RE: The Blue Max 2D Counter and Map Mod - 12/30/2019 10:43:19 PM   
Mountaineer

 

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This mod should be standard, really makes the game stand out.

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RE: The Blue Max 2D Counter and Map Mod - 1/3/2020 7:14:00 PM   
Hexagon


Posts: 1133
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I buy the game in part for this great mod... i have in mind wargames that could use this art and be even better

But are 2 things i find... weak:

One is the naval units, maybe i prefer the use of more classic designation for them, instead DN use BB, B for predreadnought and BC for battlecruisers.

The other is detachments portrait... if they could use a different one...

But i admit is one of the best mods i see, thank you

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Post #: 88
RE: The Blue Max 2D Counter and Map Mod - 1/9/2020 6:29:39 PM   
blackcloud6


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Great mod. I just started playing this game today and went straight to using these awesome graphics. Thanks!

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Post #: 89
RE: The Blue Max 2D Counter and Map Mod - 1/10/2020 4:58:36 PM   
bboyer

 

Posts: 2
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Anywhere else to download this mod? Tried the link on 3 different computers and get an error from Mega on all 3 of them.

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Post #: 90
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