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welk -> Modding work is closed (6/5/2019 8:25:04 AM)

Welk invades ![:D]

A first little mod with the beta version, that erase the dark hexagones when player selects units : the dark effect is replaced by special hexagones, and the game keeps his "pastel boardgame look" (without dark effect)


The mod avoids also the geometric effect that occurs in vanilla game when a unit is selected near coastal hexagones (see the official screenshoots)

First time I mod beta version of a game. At this rate, soon, I will modd games that are not yet imagined





Uxbridge -> RE: Modding work has began ! (6/5/2019 2:19:04 PM)

I know you will attend to the map, but how is it with the markers. Are each division, corps, army of the same type and nationality one image to be fiddled with, or do they all derive from the same original? I would like to make colour differences on them, so that, as an example, corps units have red markings, divisions blue and so on.




AlvaroSousa -> RE: Modding work has began ! (6/5/2019 2:34:56 PM)

I will provide a couple base model images for modders to work with




gwgardner -> RE: Modding work has began ! (6/6/2019 11:35:21 AM)

That's an elegant map. Pleasing to the eye, everything clear, no colors overbearing. Just another reason this will be a first day purchase for me.




welk -> RE: Modding work has began ! (6/6/2019 8:14:26 PM)

Little mod that changes the trade convoys of the vanilla game (this mod avoids the dark effect whent trade convoys are displayed and keeps the boardgame look permanently

Little other mod that adds red circles on the land main supply aeras and on ports supply, to better see them in far unzoon view




welk -> RE: Modding work has began ! (6/6/2019 9:33:19 PM)

Other little mod that erase trains and replace them by the level of supply on rails hex (trrain symbols do not add anything usefull due to the fact there is already a rail symbol in concerned hex : in this way, map is more clear). I also reduced the dark effect on map : the player keeps now permanently the boardgame look during game, whatever display option is choiced in screen





welk -> RE: Modding work has began ! (6/7/2019 8:34:07 PM)

Adolf, Goering and Goebbels, the three good fairies ^^, are pleased to announce the birth of Czechoslovakia and Austria as independent [:D]





Uxbridge -> RE: Modding work has began ! (6/7/2019 8:46:30 PM)

Great progress.

Maybe I find the German crosses sligthly too large on the Trade screenie. They seem to be at odds with the red stars.

Nice to see land trade in a game.




welk -> RE: Modding work has began ! (6/7/2019 8:49:18 PM)

quote:

ORIGINAL: Uxbridge


Maybe I find the German crosses sligthly too large on the Trade screenie. They seem to be at odds with the red stars.




Yes, but the problem is that convoys have to be also seen from unzoom views : red stars have good visibility, black crosses no. I will reduce a little them if needed




Uxbridge -> RE: Modding work has began ! (6/7/2019 9:08:02 PM)

I see. Well, it's a minor thing. Functionality is best in this case. Maybe make the stars sligthly bigger? It just look as they are in different scales.




welk -> RE: Modding work has began ! (6/8/2019 10:00:53 AM)

I reduced black crosses to 75%

Added colors on some counters (HQ, mech, armors) + "L" symbol on large corps counters






welk -> RE: Modding work has began ! (6/8/2019 10:40:43 AM)

In a new version, I set green and red hex more transparent
With it, all "dark effects" of the game are definitvely erased and game shows always at the same time boardgame look and all usefull informations

But player keeps choice to not display all informations (he does what he want, and has always the boardgame look)






Zovs -> RE: Modding work has began ! (6/8/2019 1:37:44 PM)

What is the diamond for?

I don’t care for the ‘L’ on the counter, I can already tell it’s a corps so the extra character adds nothing but clutter. Counters should be clean and convey only necessary info.




Uxbridge -> RE: Modding work has began ! (6/8/2019 6:38:01 PM)

Yes, what is the triangle for? Hope it is to do with upgrades and the colour changes.

What is a large corps, technically?




welk -> RE: Modding work has began ! (6/8/2019 7:17:46 PM)

For infantry, there are in game divisions, small corps and large corps (or armies for URSS). It seems that large corps have possibility to detach a division

In graphs files, there are 3 slots : one for inf division, one for small corps, one for large

In the vanilla game, nothing distinguish small corps and large corps graphs counters : so, I wanted to do and I added the white "L" on large corps counters

The yellow "triangle" is the HQ Attachment symbol : the selected unit under mouse (in the screen) is a HQ : so, symbols display units that are attached to this HQ at this moment

Concernig advancement of units : Warplan has a very realistic and funny conception (very "military" : your units are not at level 1,2,3 etc : they are from year 39,40,41, etc

Sample : If we are in 1944 and if I have "39" armors, I am sure that my panzer will be weak on the battlefield if ennemy has "44 armors" (each "year" has several levels for severals capacities : it's very detailled, not just "level 1", "level 2", "level 3", etc )

Each type of units works with this system : Sample = in 1944, you may have "44" armors, "43" infantry, "42" bombers, etc : very funy, but also very simple to manage (no any fastidious micro gestion)




Uxbridge -> RE: Modding work has began ! (6/8/2019 7:23:15 PM)

But there's no way to see which units belong to what HQ without marking the HQ?




welk -> RE: Modding work has began ! (6/8/2019 7:25:50 PM)

quote:

ORIGINAL: Uxbridge

But there's no way to see which units belong to what HQ without marking the HQ?


If you select a unit that is in range of HQ, the triangle appears also on the unit




Uxbridge -> RE: Modding work has began ! (6/8/2019 7:29:24 PM)

Thougth so. Bit sad. If HQ's do something important, it would be good to see what units belongs where, without having to click all the time. But most other games have the same problem. Like living in a dark house were you can't turn the lights on and off, only see whats in the room as long as you hold the light button pressed.

But considering the many good features this game promises, it's of course minor.




Uxbridge -> RE: Modding work has began ! (6/8/2019 7:32:33 PM)

Regarding differentiation on small and large corps, I think I will add colour instead of the letter. Red, blue and green, for instance. That way you can let your mind absorb the whole battlearea easily.




welk -> RE: Modding work has began ! (6/8/2019 7:34:51 PM)

If attachement symbol war "permanently displayed (without click on HQ or on unit, depending of the case), it would need a special color for each HQ : impossible to do in a PC wargame without having bad visual effect on screen. And to distinguish colors with small symbols will not very easy




Uxbridge -> RE: Modding work has began ! (6/8/2019 7:40:29 PM)

By the way, I liked the triangle you made. No critisism on that.




Uxbridge -> RE: Modding work has began ! (6/8/2019 7:42:32 PM)


quote:

ORIGINAL: welk

If attachement symbol war "permanently displayed (without click on HQ or on unit, depending of the case), it would need a special color for each HQ : impossible to do in a PC wargame without having bad visual effect on screen. And to distinguish colors with small symbols will not very easy


Yes, I realise you can't mod it. But Grigsby's War in the East/West got it after a while. Major improvement of the game.




welk -> RE: Modding work has began ! (6/8/2019 8:10:43 PM)


quote:

ORIGINAL: Uxbridge



Yes, I realise you can't mod it. But Grigsby's War in the East/West got it after a while. Major improvement of the game.


WIE/WIW are real "monster games", Warplan is not. It's one of the interest of this game => In real "monster game", you have great precision, but also some real constraints (heavy gestion, time to play, etc). With Warplan, you have the sensation to play a "monster" with a real strategic depth, but lot of things are automatized and you have just the pleasure to play. Warplan is a made for those who want to have the sensation to play a "World in flame" without having the constraints of a "world in flame (real "monster game").It is the great quality of this game, and his specificity




Uxbridge -> RE: Modding work has began ! (6/8/2019 8:12:56 PM)

Yes, it sounds very promising. Can't wait to try it.




ncc1701e -> RE: Modding work has began ! (6/9/2019 9:25:21 AM)


quote:

ORIGINAL: welk

[image]http://www.matrixgames.com/forums/upfiles/22329/467D5D3FEC1B4886A407227FF81D4E31.jpg[/image]


Few little problems in the vanilla game I assume:

The city of Lyon is not at all at the border of Switzerland... [:D]
And Nantes, Toulouse are actually too North of their real location.
Nantes is on the Loire river.
Toulouse is on the Garonne river.





welk -> RE: Modding work has began ! (6/9/2019 10:45:30 AM)

Yes, little heographical problems, I saw also it[:D]. It will be very easy to modify that in editor : just a few clicks. At this time I do not because the game is in beta and I will not work on a complete scenario, I just do work for exploration = some functions of game/editor may change and it would have no utility to begin this kind of work yet




ncc1701e -> RE: Modding work has began ! (6/9/2019 4:12:45 PM)


quote:

ORIGINAL: welk

Yes, little heographical problems, I saw also it. It will be very easy to modify that in editor : just a few clicks.


Well, I hope that between now and release the few clicks can be done to correct the vanilla game. Geography is important to me in a wargame.

Also, if the game can improve coastline a little bit. Never never will we have in a game a Cotentin Peninsula just right??
https://en.wikipedia.org/wiki/Cotentin_Peninsula

It is the D-Day map...




AlvaroSousa -> RE: Modding work has began ! (6/9/2019 7:08:15 PM)

Thanks for making those map notes. I haven't worked on the tiles for probably a year. So I will make some changes.




Simulacra53 -> RE: Modding work has began ! (6/12/2019 3:22:22 PM)

Looking great Welk!




welk -> RE: Modding work has began ! (6/15/2019 6:34:54 AM)

I made a alternate minimap : colors is less agressive (mini map does not nedd any details except land and sea : player needs just to see where he goes with mouse (vanilla jum map has "psychadelic" colors I do not love, I prefer a more clear boardgame look)

When the final release will come, you will have just to copy the above lines in the miniMapColors txt file in place of vanilla content, and to place a copy of the file in the directory of the scenario you want to play (each scenario may be modded in his own way : you may choice to play a scenario with vanilla look, and choice to play another scenario with a special mod)




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