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RE: Mod unit (Version 4)

 
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RE: Mod unit (Version 4) - 11/23/2019 10:45:17 AM   
escorpion

 

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I do not understand the question.

The HQs are the ones that give replacement/upgrade.

(in reply to James Taylor)
Post #: 31
RE: Mod unit (Version 4) - 11/23/2019 11:23:57 AM   
Zovs


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Its not a question, what he is saying is with your mod the replacement priority is hidden/lost, another words the way you created your bitmap icon is hiding the '+' sign.

If you take a look at Mark's mod he fixed that issue.

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(in reply to escorpion)
Post #: 32
RE: Mod unit (Version 4) - 11/23/2019 11:46:05 AM   
escorpion

 

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Thanks for the clarification.

I'll see how I fix it

(in reply to Zovs)
Post #: 33
RE: Mod unit (Version 4) - 11/23/2019 1:47:22 PM   
escorpion

 

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quote:

ORIGINAL: James Taylor

Where's the "plus" sign for replacement/upgrade emphasis?


Well, you are absolutely right, I had version 5 ready, in fact I had posted it on the Spanish PdL forum, I will try since it is quite a job, if possible clean the area where the "+" icon is.

Thanks James

(in reply to James Taylor)
Post #: 34
RE: Mod unit (Version 4) - 11/24/2019 5:19:49 PM   
escorpion

 

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In the American infantry units I have placed the icon of a truck meaning that they are motorized.

The link for downloading version 5 in the first post

< Message edited by escorpion -- 11/24/2019 5:54:43 PM >

(in reply to escorpion)
Post #: 35
RE: Mod unit (Version 6) - 11/28/2019 10:50:58 PM   
escorpion

 

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In this version I have updated some units, the armored units have made them hexagonal. As always, version 6 in the first post.



A ... Play and have fun

< Message edited by escorpion -- 11/28/2019 11:01:47 PM >

(in reply to escorpion)
Post #: 36
RE: Counter mod (Version 6.1) - 12/4/2019 4:51:34 PM   
escorpion

 

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New version, v6.1. I have rectified some unit models. As always the update in post 1.

A ... Play and have fun.

(in reply to escorpion)
Post #: 37
RE: Counter mod (Version 6.1) - 12/5/2019 12:37:02 AM   
mroyer

 

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It's pretty cool how your unknown-unit counters with question marks are see-through :) Nice effect.

-Mark R.

(in reply to escorpion)
Post #: 38
RE: Counter mod (Version 6.1) - 12/5/2019 1:54:20 AM   
escorpion

 

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Thank you. You already know that you can get the idea, your mod with this one is perfectly compatible.

(in reply to mroyer)
Post #: 39
RE: Counter mod (Version 6.2) - 12/12/2019 5:35:40 PM   
escorpion

 

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I have updated some models (V6.2), as always in the first post.

A ... Play and have fun.

(in reply to escorpion)
Post #: 40
RE: Counter mod (Version 6.2) - 12/12/2019 6:54:33 PM   
PanzerMike


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Nice work. One small improvement you can contemplate is the dropshadow on the hexagonal counters. Are you using GIMP?

(in reply to escorpion)
Post #: 41
RE: Counter mod (Version 6.2) - 12/12/2019 7:03:16 PM   
escorpion

 

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You're right. I use Paint, for now I can't do better but I persevere ...

(in reply to PanzerMike)
Post #: 42
RE: Counter mod (Version 6.2) - 12/12/2019 7:37:05 PM   
PanzerMike


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Paint. Ouch, I see. I started learning GIMP just 2 weeks ago. Steep learning curve, but far superior to Paint! I could supply you with some samples for hexagonal dropshadows. Bit I strongly advise you to give GIMP a try.

(in reply to escorpion)
Post #: 43
RE: Counter mod (Version 6.2) - 12/12/2019 8:19:30 PM   
escorpion

 

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A battery of screenshots











< Message edited by escorpion -- 12/12/2019 8:47:11 PM >

(in reply to PanzerMike)
Post #: 44
RE: Counter mod (Version 6.2) - 12/12/2019 8:22:28 PM   
escorpion

 

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quote:

Paint. Ouch, I see. I started learning GIMP just 2 weeks ago. Steep learning curve, but far superior to Paint! I could supply you with some samples for hexagonal dropshadows. Bit I strongly advise you to give GIMP a try.


Thanks for the advice, I will try it. It will not be forgotten

(in reply to PanzerMike)
Post #: 45
RE: Counter mod (Version 6.2) - 12/15/2019 5:28:49 PM   
escorpion

 

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This is the mod project that I am involved in, combining the NATO symbols with the figures, the ideal complement would be in what ships and airplanes refers to the mod made by mroyer, PanzerMike or Uxbrigde since they perfectly complement this mod.




(in reply to escorpion)
Post #: 46
RE: Counter mod (Version 6.2) - 12/22/2019 12:41:46 PM   
escorpion

 

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This is the mod whose images are in the previous post

https://www.dropbox.com/s/ya5zh37juubpxuh/units_doblemixto_WarPlan_V1.00.rar?dl=0

(in reply to escorpion)
Post #: 47
RE: Counter mod (Version 6.2) - 1/15/2020 11:29:46 PM   
escorpion

 

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New version of the previous post (v 1.01):

https://www.dropbox.com/s/o5wa1cwsrzgos48/units_doblemixto_WarPlan_V1.01.rar?dl=0





A .... Play and have fun

(in reply to escorpion)
Post #: 48
RE: Counter mod (Version 6.2) - 1/16/2020 1:12:54 AM   
Tejszd

 

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Both mods look good, thank you!

For the season and year I assume they must be manually changed?

Be neat if the game code would call Units.png after trying to pull Units1939, Units1940, etc.. Additional an S for summer or W for winter could be added; Units1940S.png or Units1944W.png.

(in reply to escorpion)
Post #: 49
RE: Counter mod (V 6.2&V 1.01) - 1/16/2020 10:27:29 AM   
escorpion

 

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Thank you.

Yes, you have to change it manually.

I accept your suggestion in the next version I will put it as you say.

< Message edited by escorpion -- 1/16/2020 10:53:57 AM >

(in reply to Tejszd)
Post #: 50
RE: Counter mod (V 6.3&V 1.02) - 1/25/2020 10:53:55 AM   
escorpion

 

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New versions, v6.3 and v1.02.

In the new version I added the year 1945Summer and transparent aerodromes. In the single model I have changed some models.

Link to the single model

https://www.dropbox.com/s/z2q87d6abms4fwo/units_doblemixto_WarPlan_V1.02.rar?dl=0

The link to v6.3 in the first post

< Message edited by escorpion -- 1/25/2020 10:54:22 AM >

(in reply to escorpion)
Post #: 51
RE: Counter mod (V 6.3&V 1.02) - 3/30/2020 1:08:43 AM   
escorpion

 

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New version 6.4

The link to v6.4:

https://www.dropbox.com/s/t3rmtvhqxkx64sd/Escenarios_WarPlan_V6.4.rar?dl=0

< Message edited by escorpion -- 3/30/2020 1:14:44 AM >

(in reply to escorpion)
Post #: 52
RE: Counter mod (V 6.3&V 1.02) - 6/18/2020 7:14:09 PM   
Simulacra53


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Please consider an alternative set with regular square counters.
Not meant as criticism, but to each his own, but personally I like the counter art, but I just prefer square (and non transparant) counters.

Just a thought.
Maybe you could just re-release one of your earlier iterations, which has the same art, but with square counters?

PS: still using your mod for Desert War 1940-42

(in reply to escorpion)
Post #: 53
RE: Counter mod (V 6.3&V 1.02) - 6/22/2020 11:46:57 PM   
escorpion

 

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In the start post you have the link to previous versions.

Thanks for using my mod Desert War 1940-42.

(in reply to Simulacra53)
Post #: 54
RE: Counter mod (V 6.3&V 1.02) - 6/23/2020 2:50:11 AM   
Simulacra53


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Should have read the original text, sorry.

(in reply to escorpion)
Post #: 55
RE: Counter mod (V 6.3&V 1.02) - 9/27/2020 12:16:51 PM   
escorpion

 

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Afrika 1941






Three files, 1941, 1942 and 1943.
The placement as explained in the first post.

Link

https://www.dropbox.com/s/warkgeptiun9cmn/AfrescenarioV1.rar?dl=0

https://www.dropbox.com/s/3luhkkq7ns2f1wp/AfrKescenarioV2WarPlan.rar?dl=0

A ... Play and have fun






< Message edited by escorpion -- 10/4/2020 10:42:11 PM >

(in reply to Simulacra53)
Post #: 56
RE: Counter mod (v6.3&v1.02) - 3/22/2021 4:41:19 PM   
lion_of_judah


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I would really like to install these, but the instructions on doing so are vague, or I'm just stupid...LOL... could someone explain the procedure for me. Thanks

(in reply to escorpion)
Post #: 57
RE: Counter mod (v6.3&v1.02) - 3/24/2021 4:09:48 AM   
lion_of_judah


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playing the 1939 scenario now, and have the latest download of this mod. The British mechanized symbol is missing.

(in reply to escorpion)
Post #: 58
RE: Counter mod (v6.3&v1.02) - 3/24/2021 10:37:02 AM   
roy64


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I have them in my game.

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(in reply to lion_of_judah)
Post #: 59
RE: Counter mod (v6.3&v1.02) - 3/24/2021 8:38:27 PM   
lion_of_judah


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playing the German side, the only thing I see when up against a mechanized or armored British unit are the strength and movement, nothing else.

(in reply to roy64)
Post #: 60
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