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RE: v0.18 - 11/6/2008 5:57:22 PM   
explorer2

 

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These are such great ideas. Thanks to Grymme for pointing them out and to you Bombur for doing the leg work. IN working on placing Coastal Artillery in my upcoming Tweaks to WaW, I hadn't realized you could move fixed units via Land Cap. Have you tested that yet? It's a great idea. I'm really looking forward to your completing this massive project.
Do you know if there will be any way, without manually going through the copying process, to so to speak "substitute" your units into the WaW scenario?

(in reply to Bombur)
Post #: 121
RE: v0.18 - 11/7/2008 11:58:57 PM   
Bombur

 

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quote:

ORIGINAL: explorer2
These are such great ideas. Thanks to Grymme for pointing them out and to you Bombur for doing the leg work. IN working on placing Coastal Artillery in my upcoming Tweaks to WaW, I hadn't realized you could move fixed units via Land Cap. Have you tested that yet? It's a great idea. I'm really looking forward to your completing this massive project.


-I make some preliminary tests. It seems to work. I will give you a definitive answer soon....

quote:


Do you know if there will be any way, without manually going through the copying process, to so to speak "substitute" your units into the WaW scenario?


You could link the WaW scenario to the ptmaster, but it will need some reworking in the editor to makew the mater file compatible with the scenario file.

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Post #: 122
RE: v0.18 - 11/8/2008 12:25:03 AM   
explorer2

 

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I looked at your SFT settings for coastal guns and tried to copy in WaW, but you have a unit type Static? maybe, that isn't present in WaW. I tried making Coastal gun in WaW to immobile type, but it still is able to move. Your solution is better, but in what I'm doing, they can only move 2 hexes in a turn, so that's pretty slow and makes them useless for any other purpose anyway.

When you're all done, and I have more time than I do now, I might try to mess with merging WaW and yours. I"m a first time modder and don't really know what I'm doing so would need some help. But right now, I'm just trying to get my first project, tweaking WaW, completed. Really looking forward to playing yours as well.

Cheers.

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Post #: 123
RE: v0.18 - 11/10/2008 10:15:56 PM   
Bombur

 

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Hi explorer2:

It´s confirmed. Very large units can be moved by landcap even if the equipment used is unable to mobilize them.

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Post #: 124
RE: v0.18 - 11/11/2008 7:50:56 PM   
Jeffrey H.


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Ok, now lets try the coastal artillery:



Attachment (1)

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Post #: 125
RE: v0.18 - 11/11/2008 7:55:31 PM   
Barthheart


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That looks pretty good.

One thing I found is that a drop shadow of 1 pixel down and one right gives a good look for the symbols on the counters. Should have mentioned that before.

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but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 126
RE: v0.18 - 11/11/2008 11:53:48 PM   
Bombur

 

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The Coastal artillery graphic is great, but it has a small trouble. Don´t know what happened. Maybe it´s the size?




Attachment (1)

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Post #: 127
RE: v0.18 - 11/12/2008 7:47:57 PM   
Jeffrey H.


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Hrrmm. Looks more like a coordinate offset. I'll have to take a closer look at the file attributes. It seems that the symbol itself needs to reside on a 28wx17h pixel window within the frame of the entire counter. That window needs to reside on the upper right hand portion of the counter window. Could be a number of things.

This time instead of directly modifying an existing counter symbol png, I took a jpeg off the net and squished it down to 28x17 and plunked it into the parent counter symbol png. Then started manipulating the pixels, but using GIMP instead of the MS combo I was using before.

Not sure what went wrong. Requires fiddling I guess. Barthheart, any ideas about this ?

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Post #: 128
RE: v0.18 - 11/12/2008 8:20:10 PM   
Barthheart


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To see what's up you could try and paste the coastal battery graphic over an exist graphic, say rifle. This might show how they line up.

If I get a chance I can try and look at it.

Edit:

Just looked at an existing graphic. It needs to 38x38 pixels with the graphic in the correct spot in that box. Basically the image needs a background of 38x38 teh same size as teh counters.

< Message edited by Barthheart -- 11/12/2008 8:21:51 PM >


_____________________________

Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

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Post #: 129
RE: v0.18 - 11/13/2008 3:39:39 PM   
Grymme

 

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Honestly i think you need to rework the landcap & weights of units in the mod. At least in the initial techs. One example. I have 15 horses and 1 early truck in a HQ. It is still unable to landcap transfer 1 unit of Rifles over 6 squares of light forrest. So basicly early trucks and horses have no use. Especially since early horses doesnt move faster than infantry anyway.

Also Early armoured car has carrying capacity of 2. An Rifle weighs 25 so the armoured car cannot carry anything.


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Post #: 130
RE: v0.18 - 11/13/2008 8:07:02 PM   
Jeffrey H.


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Ok, lets try Rocket Artillery while I work on Coastal Artillery.

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Post #: 131
RE: v0.18 - 11/13/2008 10:59:16 PM   
Bombur

 

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quote:

ORIGINAL: Grymme

Honestly i think you need to rework the landcap & weights of units in the mod. At least in the initial techs. One example. I have 15 horses and 1 early truck in a HQ. It is still unable to landcap transfer 1 unit of Rifles over 6 squares of light forrest. So basicly early trucks and horses have no use. Especially since early horses doesnt move faster than infantry anyway.

Also Early armoured car has carrying capacity of 2. An Rifle weighs 25 so the armoured car cannot carry anything.





Grymme, I reworked the unit weights (but not LANDCAP) to make horses more useful. Now you will need them to carry artillery and heavy infantry equipment. I´m considering to increase LANDCAP for transport units as well. I´m also planning to remove carry capacity for AFV´s (except APC´s). Thank you for all the suggestions you´ve given me. As soon I fix some bugs and implement some suggestions, I will release v0.20.

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Post #: 132
RE: v0.18 - 11/13/2008 11:05:18 PM   
Jeffrey H.


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quote:

ORIGINAL: Barthheart

To see what's up you could try and paste the coastal battery graphic over an exist graphic, say rifle. This might show how they line up.

If I get a chance I can try and look at it.

Edit:

Just looked at an existing graphic. It needs to 38x38 pixels with the graphic in the correct spot in that box. Basically the image needs a background of 38x38 teh same size as teh counters.



I resized it into 38x38, lets see how that works.



Attachment (1)

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Barthheart)
Post #: 133
RE: v0.18 - 11/14/2008 4:31:36 AM   
Jeffrey H.


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And the jetfighter.....



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Post #: 134
RE: v0.18 - 11/14/2008 10:49:01 PM   
Bombur

 

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-Jeffrey H.: The rocket artillery graphic is excellent. I will test again the Coastal artillery and the Jet fighter.

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Post #: 135
RE: v0.18 - 11/14/2008 11:32:10 PM   
Bombur

 

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And here is another great graphic by Jeffrey H.




Attachment (1)

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Post #: 136
RE: v0.18 - 11/15/2008 5:12:06 AM   
Jeffrey H.


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Eh, you're too kind. I need to work on this one a bit more.

How does the jet fighter look ?

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

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Post #: 137
RE: v0.18 - 11/15/2008 5:16:32 AM   
Jeffrey H.


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I'm happy you like them. The rocket artillery was sort of a slam dunk, I played around with adding the letters RA here and there but it just didn't seem to work out. I think the graphic says enough.


_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

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Post #: 138
RE: Mod for random maps - 11/15/2008 11:22:35 AM   
Vic


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Hi Bombur,

I found myself its hard transport large ammount of land troops overseas in the initial tech phases. Either manually or by using transfers.
Thats my only complaint so far.

kind regards,
Vic

(in reply to Bombur)
Post #: 139
RE: v0.18 - 11/15/2008 12:35:08 PM   
Bombur

 

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quote:

ORIGINAL: Jeffrey H.

Eh, you're too kind. I need to work on this one a bit more.

How does the jet fighter look ?


It looks great.

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Post #: 140
RE: Mod for random maps - 11/15/2008 12:38:09 PM   
Bombur

 

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quote:

ORIGINAL: Vic

Hi Bombur,

I found myself its hard transport large ammount of land troops overseas in the initial tech phases. Either manually or by using transfers.
Thats my only complaint so far.

kind regards,
Vic



Vic, I´m considering to increase SEACAP, or, alternatively decrease supply cost, allowing you to build larger navies. I don´t feel there is a need to increase mobilizing capacity for ships. In the game scale I´m using, they actually carry too much troops (5 inf units=1000 men). v0.20 will increase landcap for all land transport by 50%.

(in reply to Vic)
Post #: 141
v020 ready - 11/16/2008 3:13:25 PM   
Bombur

 

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Here is the list of changes.

1-Most bugs found in v0.18 were fixed
2-Supply cost decreased to 1 (from 5). It allows the players to build huge battlefleets, air forces and lots of mechanized armies. It will, hopefully, improve AI performance too...
3-Mortars, machine guns, bazzokas and anti tank rifles now move like artillery. You will nedd transports to move them faster.
4-LANDCAP for transports increased by 50%
5-SEACAP for cargoships (but not transport ships) increased by 50%.
6-Weight for all infantry and artillery units reworked. Now, each of these SF´s will have a weight of 20 or 50. This will make harder to move machineguns and mortars, but also makes possible to move heavy guns.
7-New planes and tanks added. Now you have the planes similar to B-29, P-51, La-9, and F8F, while the SU-100 and AT gun 100mm were also added.

< Message edited by Bombur -- 11/16/2008 3:14:45 PM >

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Post #: 142
RE: v020 ready - 11/20/2008 3:25:00 AM   
Jeffrey H.


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I reworked the coastal artillery and added the flying boat;



Attachment (1)

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History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

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Post #: 143
RE: v020 ready - 11/20/2008 3:26:09 AM   
Jeffrey H.


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From: San Diego, Ca.
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And the other.....



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_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

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Post #: 144
RE: v020 ready - 11/20/2008 4:19:40 AM   
Jeffrey H.


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Here's a jet bomber symbol;



Attachment (1)

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 145
RE: v020 ready - 11/20/2008 4:46:21 AM   
Jeffrey H.


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From: San Diego, Ca.
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...and the Torpedo Bomber...

Attachment (1)

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Bombur)
Post #: 146
RE: v020 ready - 11/20/2008 4:47:18 AM   
Jeffrey H.


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From: San Diego, Ca.
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Let me know ow these new graphics work and look.

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

(in reply to Jeffrey H.)
Post #: 147
RE: v020 ready - 11/22/2008 5:38:01 PM   
Bombur

 

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Hi, Jeffrey H. sorry for not replying you. I was on a travel. Returned a few hours ago. Will check all of your new graphics.

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Post #: 148
RE: v020 ready - 11/22/2008 6:30:09 PM   
Jeffrey H.


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NP, I think that does it though on the unit symbols.

_____________________________

History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson

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Post #: 149
RE: v020 ready - 11/26/2008 1:57:36 PM   
BULLDOGINTHEUK


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Good luck with this guys I know this can be really time consuming.

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Post #: 150
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