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RE: Terrain mod - AH Blitzkrieg style

 
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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 2:18:55 PM   
PDiFolco

 

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Yep, nice and quite grognard-friendly !
The pink roads still look weird IMHO...

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 2:38:04 PM   
Magpius


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yup, not sure how long pink's going to last

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 5:01:40 PM   
GJK


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Maybe my copy of Blitzkrieg is just old and faded or was a faulty print run from AH - should those roads be red? That's easy enough to change.

Thanks for the tip on the shading Agent S, I'll try that out now!

For those that want to try out the mod, I'll host it for a bit on my website. You can get it HERE (1.14 mb)

Word of caution: I modified the actual graphic files instead of making a new masterfile that calls custom graphics, so make a backup of your ".../bin/graphics/default" folder first. Then let the zip archive overwrite the files in that same folder.

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 7:01:31 PM   
EricSilver_MatrixForum

 

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I'll try it tonight when I have time, thanks for the effort, GJK.

;)

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 7:58:55 PM   
Xenomath

 

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I don't know the game, but the roads look red on this picture

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 8:48:53 PM   
cbelva


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One more observation on shading. I changed the rulevar 302 to "1" and the shading was darken then when you change it to "2". I am wondering if in reality "0" = white and "1" = black and that Vic's notes are backward?

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RE: Terrain mod - AH Blitzkrieg style - 11/14/2007 9:48:09 PM   
GJK


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quote:

ORIGINAL: Xenomath

I don't know the game, but the roads look red on this picture


Their red ink must of been running out when they printed my copy of the game. :)

Ok, I've changed the roads to red and also fixed the patches of forest that were extended too far and were covering up part of the hex grid.

You can grab it at the same place: HERE (1.14 mb)

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RE: Terrain mod - AH Blitzkrieg style - 11/16/2007 7:05:33 PM   
beserko


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tried out your stuff. Looks great , except it can't tell how far I can move. (tried the lightning scenario with the NATO mod) getting closer every day!

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RE: Terrain mod - AH Blitzkrieg style - 11/16/2007 8:30:06 PM   
EricSilver_MatrixForum

 

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quote:

ORIGINAL: beserko

tried out your stuff. Looks great , except it can't tell how far I can move. (tried the lightning scenario with the NATO mod) getting closer every day!



Yes, same here, it's difficult to see the highlited hexes your unit can go once you select it.


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RE: Terrain mod - AH Blitzkrieg style - 11/16/2007 8:40:54 PM   
cbelva


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To be able to see the highlight of the hexes you can move, go into edit, change the rulevar #302 to either 1 or 2. The shade will now be dark and you can see your movement hexes.

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Post #: 40
RE: Terrain mod - AH Blitzkrieg style - 11/16/2007 9:40:50 PM   
GJK


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Note that even after changing that rulevar, it still doesn't seem to work with some scenarios (Russia 1941 is one for example) and I don't know why. You can see the hexes highlighting if you're next to a forest or mountain, but not in the flats. I'm sure that there's something in the editor for those specific scenarios that could be changed, but I haven't found it yet.

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RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 12:52:33 AM   
Magpius


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Hexes in Russia 41 & 42 do not darken, (a pity), but the war in the west does if you turn Wx off, at the game settings screen. All other posted scenarios appear to work.


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RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 8:47:30 PM   
Duck Doc


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AH's Blitzkrieg brings back very fond memories but unfortunately the game is long gone. Thanks for your hard work in resurrecting the map. I am curious though about the OOB with the reinforcement schedule for the original game. Would someone like to post it? Might be an incentive for people to be working on the scenario.

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RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 10:00:04 PM   
GJK


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quote:

ORIGINAL: Dale H

AH's Blitzkrieg brings back very fond memories but unfortunately the game is long gone. Thanks for your hard work in resurrecting the map. I am curious though about the OOB with the reinforcement schedule for the original game. Would someone like to post it? Might be an incentive for people to be working on the scenario.


Since the editor is far beyond me at this point, I'd love to be able to scan the original cards and send them off.

There's a pretty good version of the Blitzkrieg map done already at the advancetactics.org site (called "Lightening War") - it needs the beaches/desert added to it though. If someone could add the original OOB from Blitzkrieg, that would be great! I'll scan those and send them to you if interested.

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Post #: 44
RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 10:33:07 PM   
Duck Doc


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I am new to the game (just got it yesterday). I will tackle the editor ASAP & see if I can learn it. I have a little programming experience so I should be able to hack it. I'll be happy to help if I can.

This game needs the AH Blitzkrieg game as a scenario.

Thanks so much for your good work on the map. It makes me happy just looking at it & thinking back all those years.


quote:

ORIGINAL: GJK

Since the editor is far beyond me at this point, I'd love to be able to scan the original cards and send them off.

There's a pretty good version of the Blitzkrieg map done already at the advancetactics.org site (called "Lightening War") - it needs the beaches/desert added to it though. If someone could add the original OOB from Blitzkrieg, that would be great! I'll scan those and send them to you if interested.


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RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 10:37:53 PM   
beserko


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Here are some really good scans of the OOB http://www.boardgamegeek.com/game/4168 

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Post #: 46
RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 10:40:31 PM   
beserko


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and a mod of that game

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as we know, there are known knowns; there are things we know that we know. There are known unknowns; that is to say, there are things that we now know we don't know. But there are also unknown unknowns—there are things we do not know we don't know."

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Post #: 47
RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 10:43:21 PM   
beserko


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_____________________________

as we know, there are known knowns; there are things we know that we know. There are known unknowns; that is to say, there are things that we now know we don't know. But there are also unknown unknowns—there are things we do not know we don't know."

(in reply to beserko)
Post #: 48
RE: Terrain mod - AH Blitzkrieg style - 11/17/2007 10:47:20 PM   
beserko


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_____________________________

as we know, there are known knowns; there are things we know that we know. There are known unknowns; that is to say, there are things that we now know we don't know. But there are also unknown unknowns—there are things we do not know we don't know."

(in reply to beserko)
Post #: 49
RE: Terrain mod - AH Blitzkrieg style - 11/18/2007 1:00:18 AM   
GJK


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I know that AT can handle reinforcements arriving on exact turn numbers, correct?

I'd love to see somebody make a scenario for AT that is as faithful to the original game as possible and I'll do whatever I can to help if somebody is up to that task. ;)

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RE: Terrain mod - AH Blitzkrieg style - 11/18/2007 6:27:35 AM   
Duck Doc


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Thanks beserko for posting the counters & reinforcement schedule. I am working my way through Vic's excellent Tutorials on scenario design above (just finishing the first one) & all is going well. It is an amazing feat of programming virtuosity. The editor works just like he says.

I think the key to reproducing the Blitzkrieg scenario is the map. The OOB is a piece of cake but it will take some work. As I recall the original 1965 game had no naval assets. It would really help if I had a copy of the game rules. The Marine & Ranger units are going to require some thought.

I have seen reinforcements appear in later turns in the games of AT I have been playing & I am sure that isn't going to be a problem.

According to the Order Of Appearance cards the players get to place their forces in any city they want in their own country so, we already have a problem diverting us from the spirit of the original game. But life isn't perfect & we would just have to agree on initial placement & reinforcement cities.

One other way of approaching the game is let the map be the element that is true to the original game but be more flexible & creative about how the forces in the game are arranged while at the same time sticking to the original OOB & reinforcement schedule. A naval game could be added & a variety of air assets included. I would like to see the scenario done with production because it really showcases the AT game engine.

AT is one heck of a neat game & clearly a labor of love. It oozes class!

I'll continue to work on the Scenario Design Tutorials.

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RE: Terrain mod - AH Blitzkrieg style - 11/18/2007 9:15:19 AM   
GJK


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This website has the rules posted: http://67.155.107.229/Game_Sets/Avalon%20Hill/Avalon_Hill.htm

However, it's suddenly asking for a username/password - I was there just the other day so this is something new; maybe it's just a temporary thing. If not, I can scan my copy and send them to you. ISTR that the game does have naval assets, used in an abstract fashion.

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RE: Terrain mod - AH Blitzkrieg style - 11/18/2007 11:04:59 AM   
PDiFolco

 

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I don't think the rules will help much, AT basic rules won't change ! OTOTH I think it's possible to have players setup at start units through action cards :
- define predef units for each side - Armored, Inf, Art
- give the players 3 times "X" cards : 11 card for each unit and each starting loc (the "X", can be  somewhat hard to manage...)
- events can be done to count how many cards of each type have been played to limit the setup to the right number of units.

Just some thoughts ;)

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RE: Terrain mod - AH Blitzkrieg style - 11/21/2007 1:12:51 AM   
Duck Doc


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Ok, I have made a scenario from scratch learning from Vic's Simple Scenario Design 101 & I'm amazed that it works so well. It's quite simple & symmetric but it is a start.

Here's a pic.

On to the other Tutorials. I really think creating the AH Blitzkrieg scenario can be done. I wasn't sure.

Now if I could just figure out how I got that green base on my village?




Attachment (1)

< Message edited by Dale H -- 11/21/2007 1:14:15 AM >

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RE: Terrain mod - AH Blitzkrieg style - 11/21/2007 11:47:05 AM   
PDiFolco

 

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The green base is for all the production cities you own (it gets red if it's damaged, black if unassigned to an HQ).
Graphically it has a specific bmp file but I don't recall the name (stg like "redbase", "greenbase" ..) in systemgraphics.

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RE: Terrain mod - AH Blitzkrieg style - 11/21/2007 8:01:26 PM   
Duck Doc


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Thanks. I didn't see it in the other as well. It was hiding. I see it shows up for all production areas then. All is well.

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RE: Terrain mod - AH Blitzkrieg style - 12/10/2007 1:22:40 PM   
marcusm

 

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Just wondering, where is the master file for this mod? I couldn't find any in the zip file.

Marcus

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RE: Terrain mod - AH Blitzkrieg style - 12/11/2007 4:21:44 AM   
O.O. Howard

 

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Hello Friends,

Any chance this will be made into a downloadable that doesnt overwrite masterfile?



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RE: Terrain mod - AH Blitzkrieg style - 12/11/2007 7:13:19 AM   
GJK


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The "Blitzkrieg" graphics doesn't use a masterfile, nor does it overwrite the one that comes with the game. I simply modified the graphics themselves thus my suggestion to make a backup of your original graphics folder before using this mod.

Perhaps somebody more ambitious than me can make a masterfile that can be used with these graphics so that you don't have to overwrite the original ones - I would do it but the editor is just too far beyond me at this point and I don't have the time to sit down and figure it all out.

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Post #: 59
RE: Terrain mod - AH Blitzkrieg style - 12/11/2007 10:58:22 AM   
Vic


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I think it would be great if somebody made a scenario of the Blitzkrieg game actually using these great graphics GJK made. So that the newbie player can unzip and immediatly have a special scenario with special graphics and can start playing.

Kind regards,
Vic

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Post #: 60
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