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RE: Your Style Maps - 5/20/2011 8:55:42 AM   
Zakhal


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I think it would be best option to use the ingame trench so that AI can use it too.Wasnt there big bunker in middle of the trench btw? I had some close combat with flamethrowers in there so I can remember it clearly.

< Message edited by Zakhal -- 5/20/2011 8:56:40 AM >


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Post #: 151
RE: Your Style Maps - 5/20/2011 2:06:22 PM   
eniced73

 

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Very nice. I officially challenge you to a game in PCO and CC3 if you are up to it. Would be interesting to see how each one plays out. Going to crank up the ole' CC2 and CC3 tonight for some kicks. You sort of rekindled the old fire. By the way a couple of guys from thetournamenthouse.com site are playing on gameranger recently if anyone is interested.

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Post #: 152
RE: Your Style Maps - 5/20/2011 4:58:27 PM   
general_solomon

 

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quote:

ORIGINAL: eniced73

Very nice. I officially challenge you to a game in PCO and CC3 if you are up to it. Would be interesting to see how each one plays out. Going to crank up the ole' CC2 and CC3 tonight for some kicks. You sort of rekindled the old fire. By the way a couple of guys from thetournamenthouse.com site are playing on gameranger recently if anyone is interested.


ok guys, if your going to do something cool such as this you need to record both games so we can enjoy the comparison.

< Message edited by general_solomon -- 5/20/2011 4:59:13 PM >

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Post #: 153
RE: Your Style Maps - 5/20/2011 5:11:27 PM   
Erik Rutins

 

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Honestly, I'm not sure I'd do that kind of comparison with your first PCO map and scenario. Get a few under your belt and some practice as a player as well. It will make the comparison much more meaningful IMHO.

Regards,

- Erik


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Post #: 154
RE: Your Style Maps - 5/20/2011 9:42:08 PM   
HintJ


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quote:

ORIGINAL: Zakhal
Wasnt there big bunker in middle of the trench btw? I had some close combat with flamethrowers in there so I can remember it clearly.

That' in the 3rd map.
quote:

ORIGINAL: eniced73
I officially challenge you to a game in PCO and CC3 if you are up to it.

Thanks for the offer. Right now my professional life has taken over a bit and I'd have to delay my map further. Playing a PCO game against me would last literally weeks. Besides, what if you win?! Absolutely unthinkable.


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Post #: 155
RE: Your Style Maps - 5/22/2011 3:36:14 AM   
eniced73

 

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Your right. I probably would win. Just joking.

My off still stands though whenever you get the map finished and have time.

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Post #: 156
RE: Your Style Maps - 5/22/2011 12:23:12 PM   
HintJ


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Looking ahead at the next map. I'm having problems getting the water level right in the first one, but I'm getting close to moving on.




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Post #: 157
RE: Your Style Maps - 5/22/2011 12:30:15 PM   
junk2drive


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Water is the hardest thing that I have tried with MM.

You can set the position of the sun in MM. Maybe you could make the game shadow line up with the painted shadows on the map?

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Post #: 158
RE: Your Style Maps - 5/22/2011 2:23:09 PM   
Mobius


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Something like Fragmotion can be used edit the water mesh if it is at multiple levels. I have made separate lake structures for small lakes. I have edited the terrain.x ground mesh as well. This has to be done after all work with MM is finished as MM will overwrite your changes if you do another build. You then can use the Map scene editor to place and move your water structures.

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Post #: 159
RE: Your Style Maps - 5/22/2011 8:18:41 PM   
rickier65

 

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In the Map Maker guide is a section on how you can have multiple water levels at different places in the map. It's one of the more complicated aspects of map making, but it can be done using the Map Maker.

the explample in the Map Maker Guide goes through how to create a lake with water at one elevation, flowing through an outlet into a stream at a lower elevation.

If you have specific questions I'd be glad to try and answer.

Thanks
rick

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Post #: 160
RE: Your Style Maps - 5/22/2011 9:17:47 PM   
Mad Russian


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I'm currently working on 6 scenarios. At the moment each of them is 1500 - 2000 meters on a side. Mostly they are 1500 meter maps. That's proving to be my favorite map size at the moment.

I'm working on the terrain maps at the moment. As I get the maps done I'll do some screen shots.

Good Hunting.

MR


< Message edited by Mad Russian -- 5/22/2011 9:18:45 PM >


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Post #: 161
RE: Your Style Maps - 5/26/2011 11:40:52 AM   
HintJ


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I figured out the autogen feature. This this is pretty great! I'm testing this out now.




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Post #: 162
RE: Your Style Maps - 5/26/2011 11:01:04 PM   
HintJ


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I want to give out this map to anybody that wants to test it (or even modify it.) Here's the latest pic:

The filesize right now is just under 10MB. I think that's a little too big to post here, so does anybody know how to post a 10MB file somewhere for others to download?




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"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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Post #: 163
RE: Your Style Maps - 5/27/2011 1:45:11 AM   
junk2drive


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When you are finished with it, don't forget to use the template button to make a template for random battles. That template then needs to be looked over in the scenario editor for problem placements like tanks trapped by impassable terrain.

If you have a Dropbox account, you can put a zipped copy in the public folder, right click the zip and select the copy public link from the popout menu. Then post the link here and anyone can grab a copy.

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 164
RE: Your Style Maps - 5/27/2011 1:46:28 AM   
junk2drive


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Looks like you didn't select a skymat yet.

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 165
RE: Your Style Maps - 5/27/2011 2:59:48 AM   
junk2drive


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I think I mean skybox not skymat.

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 166
RE: Your Style Maps - 5/27/2011 3:02:13 AM   
HintJ


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quote:

ORIGINAL: junk2drive

Looks like you didn't select a skymat yet.

thanks for noticing! I'm not really saying its finished, but it is at a point where it can be tried out at least. I'm not sure whether the map should be 500, 750, or 1000 Meters. I'm trying for a balance w/750.

At first I thought 750 was too small, but the plants really have made covered movement much easier. It is making me think that 500 Meters might be interesting . . .

don't know, but I'm having a blast trying it out.

As you already know, I'm a bit upset that the on-map mortars don't work like they used to. I didn't even discover this until I started testing this map out.

Once I saw a comic-style AAR for CMBO, and it gave me an idea:




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"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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Post #: 167
RE: Your Style Maps - 5/27/2011 3:07:28 AM   
junk2drive


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The trees and houses look to scale with the CC terrain in your shot. The true test is how the medium tanks look when comparing the track spacing to the trails and bridge. If the trails are made by wagons or early vehicles, they may be narrower than a medium tank. Two lane roads should be wider than a tank.

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 168
RE: Your Style Maps - 5/27/2011 3:27:24 AM   
HintJ


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hmmmm . . .

maybe I should restart w/500 meters. I'm getting pretty quick at structure placements, so its not that big of a deal, and the plants really make for a much more claustrophobic battle so 500m would be still a very acceptable game. I keep stumbling across enemy units this way.

here a road pic w/a PZ III on 750M:




Attachment (1)

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"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower

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Post #: 169
RE: Your Style Maps - 5/27/2011 3:45:20 AM   
junk2drive


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How does that compare to the same tank on the same trail in CC? Or does CC get it wrong?

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 170
RE: Your Style Maps - 5/27/2011 3:50:59 AM   
junk2drive


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Here's some trivia that may help. I may have the story messed up but here goes. Standard railroad gauge is 4'8" because the Romans made roads that size based on the width of three horses behinds. That way a chariot would be able to go down the roads.

Anyway you can use the pixel=meter in PCO maps to judge how wide a road should be. The tanks in PCO should be fairly accurate.

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 171
RE: Your Style Maps - 5/27/2011 3:52:15 AM   
HintJ


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In CC the PZIII tank is just barely wider than the trail. a 500 Meter map in PC would be about the same width of the trail. I think I'm going to start over . . .

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Post #: 172
RE: Your Style Maps - 5/27/2011 4:04:33 AM   
junk2drive


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I asked my wife if she remembered the chariot story and she went to Snopes... two horses asses were what they said. Then it turned into a ACW logistics discussion...

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 173
RE: Your Style Maps - 5/27/2011 7:18:15 AM   
eniced73

 

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Hint.  Let me know where you put the map.  I will definitly try it out for you. 

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RE: Your Style Maps - 5/27/2011 11:58:05 PM   
HintJ


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Check for a PM.

I've learned a large amount about the Map Maker in the last few weeks. I'm taking a few days off next week. I think one of those days I will devote exclusively to making this map as perfectly as I can in 500 Meters.

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Post #: 175
RE: Your Style Maps - 5/29/2011 11:22:05 PM   
Mad Russian


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Here is a 500 meter map that's in playtesting that has the direction labels added to help those trying to orient themselves in the game.

Good Hunting.

MR





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< Message edited by Mad Russian -- 5/29/2011 11:23:20 PM >


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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
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Post #: 176
RE: Your Style Maps - 5/30/2011 1:01:11 AM   
Erik Rutins

 

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quote:

ORIGINAL: HintJ
As you already know, I'm a bit upset that the on-map mortars don't work like they used to. I didn't even discover this until I started testing this map out.


That seems to have been an unintended consequence of another change, FYI. We're going to see if we can change that back.

Regards,

- Erik


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Erik Rutins
CEO, Matrix Games LLC




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Freedom is not Free.

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Post #: 177
RE: Your Style Maps - 5/30/2011 1:07:37 AM   
HintJ


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: HintJ
As you already know, I'm a bit upset that the on-map mortars don't work like they used to. I didn't even discover this until I started testing this map out.


That seems to have been an unintended consequence of another change, FYI. We're going to see if we can change that back.

Regards,

- Erik


Great news! I would recommend, if possible, to add in some mortar inaccuracy for targets not in LOS. PCK mortars seemed a little too accurate w/out LOS.

_____________________________

"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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Post #: 178
RE: Your Style Maps - 6/3/2011 2:14:20 AM   
HintJ


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I'm dissatisfied w/the look of the Autogen wheat fields, so I'm attempting to learn the grass system.

I have spent quite some time trying to figure this out w/the manual, and I don't know why this won't work.
Here is the last line in my Media.xml:

<resource id="mo_fallwheat1.dds" filename="Mods/Mobius/Grasses/mo_fallwheat1.dds"/>
</resources>


And here is my grass section in the Scene.xml file:

<grasses>
<grass mediaID="mo_fallwheat1.dds" width="0.7-1.5" height="0.5-0.9" density="0.05" sightingFactorHit="-1" persistent="false" terrain="Wheat" />
</grasses>


Is it obvious to anyone what is wrong here? Every time I try to load a scenario, it crashes.




< Message edited by HintJ -- 6/3/2011 2:15:58 AM >


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"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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Post #: 179
RE: Your Style Maps - 6/3/2011 2:21:30 AM   
junk2drive


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I there a terrain type Wheat? BRB

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Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."

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Post #: 180
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