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RE: JM's TOAW III mod - 12/20/2009 3:58:28 PM   
larryfulkerson


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quote:

ORIGINAL: JMass
http://www.easy-share.com/1908781182/jm_mod_4beta1_toaw.zip


Hey Jmass: this link gives me 'an invalid or corrupted' zip file. Thought you'd want to know.

EDIT: never mind. operator error.

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Post #: 181
RE: JM's TOAW III mod - 12/22/2009 10:03:44 PM   
Telumar


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JMass, i liked this version of your mod very much - any chance to get these files?






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Post #: 182
RE: JM's TOAW III mod - 12/23/2009 1:33:54 PM   
JMass


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quote:

ORIGINAL: Telumar
JMass, i liked this version of your mod very much - any chance to get these files?


I am sorry but that was just one test (and I done a lot of tests) and I deleted all the files.


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Post #: 183
RE: JM's TOAW III mod - 11/2/2010 4:31:46 PM   
JMass


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After a "brief" pause I uploaded a new version of my mod for TOAW 3.4. It contains a new set of counters, my old gui slightly updated and a terrain set based on the excellent work done by Damezzi where I changed mostly some values as saturation, luminosity and hue.
Below is the download link (40.64 MB)
jm_mod_toaw3.4_1.0.zip




Attachment (1)

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Post #: 184
RE: JM's TOAW III mod - 11/2/2010 4:36:01 PM   
JMass


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.




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Post #: 185
RE: JM's TOAW III mod - 11/2/2010 7:11:32 PM   
pionier

 

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HEy Jmass

Die Datei, auf die Sie zugreifen möchten, ist derzeit leider nicht verfügbar.

I can't get your file... :-/

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Post #: 186
RE: JM's TOAW III mod - 11/2/2010 7:30:55 PM   
JMass


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quote:

ORIGINAL: pionier
I can't get your file... :-/


Very strange, I downloaded it now without problems...

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Post #: 187
RE: JM's TOAW III mod - 11/2/2010 10:32:07 PM   
parusski


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Strange and heartbreaking. You have again produced a work of art. And I want it. NOW.

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Post #: 188
RE: JM's TOAW III mod - 11/3/2010 12:27:34 AM   
JMass


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I uploaded it also on Rapidshare: http://rapidshare.com/files/428575050/jm_mod_toaw3.4_1.0.zip

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Post #: 189
RE: JM's TOAW III mod - 11/5/2010 7:26:40 PM   
piotre


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On Rapidshare it's unavailable because it has reached a number of 10 downloads, on Megaupload it's listed as "temporarily unavailable".
Looks very good though .

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Post #: 190
RE: JM's TOAW III mod - 11/5/2010 7:51:12 PM   
piotre


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Apparently on Megaupload it's an on and off thing. After retrying a few times I was able to download it, then it became unavailable again.

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Post #: 191
RE: JM's TOAW III mod - 11/6/2010 10:33:22 AM   
JMass


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Any suggestion on a free file server?

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Post #: 192
RE: JM's TOAW III mod - 11/6/2010 11:02:22 AM   
Telumar


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quote:

ORIGINAL: JMass

Any suggestion on a free file server?


Try google sites, you may need to create a google account first. You need not to actually create a website, just upload your file as an attachment. You'll get a link for this.

Users should see this upon following such a link:






Attachment (1)

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Post #: 193
RE: JM's TOAW III mod - 11/6/2010 12:41:22 PM   
Plodder


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quote:

ORIGINAL: JMass

Any suggestion on a free file server?

I've been using Mediafire for years with no problem.

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Post #: 194
RE: JM's TOAW III mod - 11/6/2010 2:01:40 PM   
JMass


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I created a website on Google but I have no options to upload files, just images and maximum 20 MB so for now I'll upload the new version of the mod (I modified also fortified lines, escarpments, snow and frozen terrain) on Mediafire: jm_mod_toaw3.4_1.0.1.zip




Attachment (1)

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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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Post #: 195
RE: JM's TOAW III mod - 11/6/2010 2:43:06 PM   
Telumar


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Oh well, 20 MBs, didn't know that. My files are not that huge, i just realized your file is over 40 MBs big. You could split it up into terrain, gui and unit counters. Zip is possible, there's no limitation to graphic files only. You can access attachments to the site via More actions (on the right side of the window) -> Manage site. Then in the left side bar under Site Content there's the menue point attachments.

Nevertheless i think it's a good option. Reliable and the files are always available (i think most free filehosters remove their files after a certain time without downloads).

And, btw, good work on your new Mod. I especially like the railroads and the frozen terrain. Though i must confess i've fallen in love with the new unit counters and dropped yours..lol.


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Post #: 196
RE: JM's TOAW III mod - 11/6/2010 6:05:46 PM   
piotre


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From: Bologna, Italy
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quote:

I'll upload the new version of the mod (I modified also fortified lines, escarpments, snow and frozen terrain) on Mediafire


That worked like a charm, many thanks .

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Post #: 197
RE: JM's TOAW III mod - 1/1/2011 1:14:57 PM   
fulcrum28


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jmass, great work!
I have installed but when I zoom it in, my railways and counters numbers lose resolution and pixels are visible..any hint?
thank you and congratulations!

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Post #: 198
RE: JM's TOAW III mod - 2/5/2012 8:55:12 AM   
Crossroads


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quote:

ORIGINAL: JMass

I created a website on Google but I have no options to upload files, just images and maximum 20 MB so for now I'll upload the new version of the mod (I modified also fortified lines, escarpments, snow and frozen terrain) on Mediafire: jm_mod_toaw3.4_1.0.1.zip


Any idea where I could get this mod from? TIA!

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Post #: 199
RE: JM's TOAW III mod - 2/5/2012 8:56:15 AM   
Crossroads


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Any other obvious map mods I am missing?



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Post #: 200
RE: JM's TOAW III mod - 2/5/2012 9:30:41 AM   
JMass


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quote:

ORIGINAL: Crossroads
Any idea where I could get this mod from? TIA!


A new link: http://www.gamefront.com/files/21299214/jm_mod_toaw3.4_1.0.1.zip

You could combine my mod with Telumar ones to have a nice compilation.

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Post #: 201
RE: JM's TOAW III mod - 2/5/2012 11:33:04 AM   
Crossroads


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Thanks, got it!

I have a question though: why am I unable to see the damaged bridges special icon? E.g. Tiles_improvedroad_damaged_bridge.

Do I need to make copies with s_ and h_ prefixes? It is not only with your modification, I have not been able to see them at all. I am testing with Oberst Klink's Tutorial 41, I have blown the bridge on the improved road but do not get the damaged bridge icon.



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Post #: 202
RE: JM's TOAW III mod - 2/6/2012 9:42:51 AM   
JMass


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quote:

ORIGINAL: Crossroads
I have a question though: why am I unable to see the damaged bridges special icon? E.g. Tiles_improvedroad_damaged_bridge.


I don't know, this is the first time I hear of this issue...




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"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection/user/JMass?own=1&subtype=boardgame&ff=1

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Post #: 203
RE: JM's TOAW III mod - 2/6/2012 3:59:39 PM   
murphz


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Again a good mod jmass nice one!

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Post #: 204
RE: JM's TOAW III mod - 2/6/2012 4:31:41 PM   
sPzAbt653


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It's almost comical that after what, 15 years of development, that there is still a bridge in this hex.




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Post #: 205
RE: JM's TOAW III mod - 2/6/2012 6:43:10 PM   
Crossroads


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quote:

ORIGINAL: JMass
I don't know, this is the first time I hear of this issue...


Yes, as I said I was pretty sure I had messed something up. As it was, I had simply configured all the mods to install to \Graphics folder. Seemed to work to a treat as it was, apart to this bridge thing. Now that I configured them to install to \AltGraphics instead, the damaged bridges showed up as well. It must have been because there was already some damaged bridge graphics available in AltGraphics, the game reads that folder first, then continues to Graphics, right?

Anyway, your mod works now as supposed to, including bridges

Additionally, I added damaged bridges just by themselves to my JSGME configuration, and can now easily add them to other mods as well:



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Post #: 206
RE: JM's TOAW III mod - 3/9/2012 3:44:07 PM   
Oberst_Klink

 

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Hurrah! Finally a screenshot of Tutorial '41 :D

I hope it was useful at all, aye?

Klink, Oberst

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Post #: 207
RE: JM's TOAW III mod - 3/9/2012 6:08:27 PM   
Crossroads


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Herr Oberst,

It was very useful indeed :)

Veteran of quite many wargames, the multiple rounds in the same turn thingy was quite something new. I would have struggled with the concept if not for the excellent tutorials here. As always, I spent minimun time with the manual, instead picked up the first interesting looking scenario... and was lost pretty much immediatel, being used to action points type of approach.

Curtis Tomay's / Bob's articles were of great help, I started with your tutorial scenario, must have played it like a ten times before I was sure I got the game mechanics right. Then graduated to Kasserine 43 scenario, and won a convincing victory on my second try

Now I have been playing with the corps level scenarios. Fun stuff indeed.

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Post #: 208
RE: JM's TOAW III mod - 10/30/2013 7:26:34 PM   
JMass


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A new link to download v. 3.4_1.0.1

https://dl.dropboxusercontent.com/u/1613330/jm_mod_toaw3.4_1.0.1.zip

(I stopped to develop my mod three years ago)

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

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Post #: 209
RE: JM's TOAW III mod - 10/30/2013 7:52:54 PM   
KULLl

 

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quote:

(I stopped to develop my mod three years ago)

Don't care! The mod provides best graphics for TOAW I've ever seen. And there are people still playing TOAW.

(And many thanks)

< Message edited by KULLl -- 10/30/2013 7:55:40 PM >


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Post #: 210
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