Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Iron Cross 2D Counter & Map Mod Released

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> MODS and Scenarios >> RE: Iron Cross 2D Counter & Map Mod Released Page: <<   < prev  3 4 [5] 6 7   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Iron Cross 2D Counter & Map Mod Released - 3/2/2019 10:16:07 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
New version now available (see first page).

_____________________________


(in reply to dwesolick)
Post #: 121
RE: Iron Cross 2D Counter & Map Mod Released - 3/2/2019 10:33:41 PM   
jaggslither

 

Posts: 23
Joined: 8/23/2017
Status: offline
This mod looks great, nice work.

(in reply to IronX)
Post #: 122
RE: Iron Cross 2D Counter & Map Mod Released - 3/3/2019 2:13:58 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
Status: offline
I see you couldn't help adding some stuff. i like the move here cost thing and the flags. One small thing for me is the water being so pale the white text labeling the bodies of water and the transfer zones is kind of hard to see. I think the water could use a bit more color. Thanks for your work.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to jaggslither)
Post #: 123
RE: New 2D Counter Mod (WIP) - 3/3/2019 3:41:05 AM   
Christolos


Posts: 953
Joined: 4/24/2014
From: Montreal, Canada
Status: offline
Really nice!!!

How would this work in PBEM++ games? Would opponents also have to have the mod installed for it to work in multiplayer games?

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to Uxbridge)
Post #: 124
RE: New 2D Counter Mod (WIP) - 3/3/2019 5:08:34 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
Status: offline
nope, its just a graphics mod, i've never had any problems.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to Christolos)
Post #: 125
RE: New 2D Counter Mod (WIP) - 3/3/2019 5:10:06 PM   
ivanov


Posts: 1107
Joined: 6/14/2013
From: European Union
Status: offline
Could someone post the screenshots of the new map? Thanks.

_____________________________

Lest we forget.

(in reply to budd)
Post #: 126
RE: New 2D Counter Mod (WIP) - 3/3/2019 5:44:59 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
^ New map screenshots on first page.

_____________________________


(in reply to ivanov)
Post #: 127
RE: New 2D Counter Mod (WIP) - 3/3/2019 6:04:14 PM   
ivanov


Posts: 1107
Joined: 6/14/2013
From: European Union
Status: offline

quote:

ORIGINAL: IronX

^ New map screenshots on first page.


Thanks. Could you highlight what are the main changes as compared to the Welk's mod? At the first glance I don't see may differences.

_____________________________

Lest we forget.

(in reply to IronX)
Post #: 128
RE: New 2D Counter Mod (WIP) - 3/4/2019 1:11:51 PM   
ringoblood


Posts: 438
Joined: 3/10/2018
From: USA
Status: offline
Fantastic mod love it thanks for its. It works greats.

(in reply to Uxbridge)
Post #: 129
RE: New 2D Counter Mod (WIP) - 3/6/2019 10:10:18 PM   
Mortgoth

 

Posts: 4
Joined: 6/27/2017
Status: offline
Hello somebody can tell me how to install that great mod,in wich folder i need to put in plz it will be awsome to get help tkx!!!

(in reply to Uxbridge)
Post #: 130
RE: New 2D Counter Mod (WIP) - 3/7/2019 11:49:02 AM   
HobbesACW


Posts: 419
Joined: 2/20/2004
From: UK
Status: offline
Just download the file and the instructions are included. It's very straightforward.

Love the new map. I kept the original tile highlights though as the new ones make the game a bit 'busy' for me. Nice idea though.

Thanks,
Chris

(in reply to Mortgoth)
Post #: 131
RE: New 2D Counter Mod (WIP) - 3/8/2019 2:33:31 PM   
TangSooDo

 

Posts: 54
Joined: 4/1/2008
Status: offline
I installed the mod today, and I'm no computer maven. First I extracted the following folders from the download to my desktop: Bitmaps, Campaigns, Interface and Sound. I then copied the original folders from the WaW location -- Windows (C):>Program Files (x86)>Matrix Games and dropped them into a new file I created on my desktop (for safekeeping in case something goes kerflooey) -- be careful with these folders as you have a new set and an old set of the same names, which is why it's important to put the originals in their own folder or other location. Then copy the new folders into WaW at the location where the originals came from. That's it.

(in reply to Mortgoth)
Post #: 132
RE: Iron Cross 2D Counter & Map Mod Released - 3/14/2019 7:42:59 PM   
shurst21

 

Posts: 6
Joined: 2/8/2018
Status: offline
An anomaly from v3-1 and v3-2. Some unit icons disappear in the Editor. An example below. Any ideas why or how to correct? Everything is fine when playing the game. In the Editor, the units are "there" and editable, but the 2-D images are missing.






Attachment (1)

(in reply to dwesolick)
Post #: 133
RE: Iron Cross 2D Counter & Map Mod Released - 3/14/2019 8:34:23 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
That's because I was lazy and didn't duplicate the counters. By default, the game uses only the first six images in a row of 12. It has something to do with having the ability to change the facing of units in the editor.

Edit: Okay, I've duplicated the counters so that they should now show up in the editor. They still face the same way but at least they are there. I did this pretty quickly and haven't fully tested it so if there are mistakes, let me know.

< Message edited by IronX -- 3/15/2019 12:08:21 AM >


_____________________________


(in reply to shurst21)
Post #: 134
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 1:12:22 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
Status: offline
Great work, like the new storm graphics, did you adjust the rain graphics also, they look nice.
Thank you for your work.

_____________________________

Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.

(in reply to IronX)
Post #: 135
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 1:25:16 AM   
shurst21

 

Posts: 6
Joined: 2/8/2018
Status: offline
Thanks IronX - I'll give it a try shortly.

I was going to write a script to swap in the original graphics for the editor, then put yours back to play the game.

(in reply to IronX)
Post #: 136
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 3:40:44 PM   
shurst21

 

Posts: 6
Joined: 2/8/2018
Status: offline
IronX: the Soviets were still not showing up after your v3.3 update. As was mentioned earlier, there is a second Major_04 folder within the scenario Bitmaps folder. When I copied your updated unit_sprites_nato files to that folder, the Soviet units reappeared properly. Thanks again for your excellent mod.

(in reply to IronX)
Post #: 137
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 6:46:08 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Sorry about that. I've updated the files. Hopefully, it's all fixed now.



< Message edited by IronX -- 3/15/2019 7:23:37 PM >


_____________________________


(in reply to shurst21)
Post #: 138
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 9:08:03 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
In looking at the 1939 scenario I didn't see an image for Soviet rail guns.

Do I need to update the mod, or is that still on the to-do list?

(in reply to IronX)
Post #: 139
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 10:19:59 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Rail guns now added to Soviet unit counters in both the Bitmaps and Campaigns folders.

I've renamed the update to 3.4 (although it also includes changes made in 3.3).


< Message edited by IronX -- 3/15/2019 11:59:37 PM >


_____________________________


(in reply to Philippeatbay)
Post #: 140
RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 5:58:13 AM   
ivanov


Posts: 1107
Joined: 6/14/2013
From: European Union
Status: offline
Regarding the German fighter types. The tech 0 is currently represented by Bf-109E. The tech 1 jumps all the way to Bf-109G, which is already researched in 1939. I think the 0 level should be represented by the D variant and the tech 1 should be E. Maybe the level 1 should be F, but either way in 1939 it's too early for the G variant.

_____________________________

Lest we forget.

(in reply to IronX)
Post #: 141
RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 3:36:04 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Ok, I'll keep that in mind for a future update.

_____________________________


(in reply to ivanov)
Post #: 142
RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 6:11:44 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
While we're on the subject, I wonder if the first german tank shouldn't be a Panzer II rather than a Panzer I.

My failing memory tells me that the Panzer I wan't much of a tank and was armed with machine guns.

There were more models of Panzer III's and Panzer IV's than you could shake a stick at,
and you could probably take up the slack from cutting out the Panzer I's by showing short-barreled and long-barreled versions of the Panzer III.

I haven't given this a lot of thought and there are probably other solutions which are just as good if not better.

But I'm not entirely comfortable with the idea of showing the Panzer I as a main battle tank.

It's outside the scope of this game, but the germans realized that the Panzer II was a good design for a light tank, and kept producing upgraded versions of it long after they'd moved on bigger and better things.

I always rather liked the ubiquitous Panzer IV, but the different models tend to look too much alike, unless you put skirts on them (which wouldn't show up in silhouette).

(in reply to IronX)
Post #: 143
RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 6:19:27 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
This would involve making changes to all of the counter sets, but I wonder if you might consider making the G on garrison units a little less prominent.

In other games I've often tried to replace G garrison units with brigades, but I'm not sure if that would work here.

My problem with the garrison unit is that in the current system it looks even more prominent than a corps or an army, whereas in fact it should look so.

Maybe if you made the G really small...

(in reply to Philippeatbay)
Post #: 144
RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 8:35:06 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
I might consider looking at the panzer units in time, but I'm not going to redo the garrison units.

_____________________________


(in reply to Philippeatbay)
Post #: 145
RE: Iron Cross 2D Counter & Map Mod Released - 3/17/2019 3:47:04 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
Fair enough.

Changing the Panzer (if you decide to do it) would only involve messing with a couple of images on one file. Changing the garrison symbol would mean reworking a lot of different spots on a lot of files.

Modding this game is interminable enough as it is (and I found out all about that last night when I finally figured out how to tell if I'd missed any textures in my flag mod, and didn't like the answer).

(in reply to IronX)
Post #: 146
RE: Iron Cross 2D Counter & Map Mod Released - 3/17/2019 4:23:11 PM   
IronX


Posts: 162
Joined: 7/2/2005
From: Victoria, BC
Status: offline
Perhaps I could replace the Panzer I with the Panzer II and add the Panzer IV Ausf B in between the III and IV? Alternatively, I could add a later model (long-barreled) Panzer III.

Edit: German 'medium' tanks are now Panzer II, Panzer III, Panzer IV (E), Panzer IV (G), Panzer V and Panzer V (II).

These changes and minor amendments to German early fighters will be in update 3.5.

< Message edited by IronX -- 3/17/2019 5:36:24 PM >


_____________________________


(in reply to Philippeatbay)
Post #: 147
RE: Iron Cross 2D Counter & Map Mod Released - 3/17/2019 5:34:56 PM   
Philippeatbay


Posts: 855
Joined: 12/3/2014
Status: offline
I prefer seeing several models of Panzer IV rather than the Panzer III.

But that's my personal taste and I'm biased in favor of the Panzer IV.

I hate thinking about it this way, but being able to tell the profiles apart at a distance should be an important consideration.

This is Strategic Command, not Graviteam Tactics.

(in reply to IronX)
Post #: 148
RE: Iron Cross 2D Counter & Map Mod Released - 3/17/2019 7:18:42 PM   
Simulacra53


Posts: 632
Joined: 5/16/2015
Status: offline
Thanks for the great work, time to download the latest iteration of your mod - looks like I’m behind developments with v2.0!

(in reply to Philippeatbay)
Post #: 149
RE: New 2D Counter Mod (WIP) - 3/17/2019 10:07:11 PM   
Mortgoth

 

Posts: 4
Joined: 6/27/2017
Status: offline
Hello,i love your MOD but its seem russian air units icons still the same as vanillia and i try all your version of mods or updated it and still the same....or maybe you dont change it for now or forgot...tkx again for your wondeful mod!!

(in reply to Uxbridge)
Post #: 150
Page:   <<   < prev  3 4 [5] 6 7   next >   >>
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII: World at War >> MODS and Scenarios >> RE: Iron Cross 2D Counter & Map Mod Released Page: <<   < prev  3 4 [5] 6 7   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

6.547