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RE: Iron Cross 2D Counter & Map Mod Released

 
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RE: Iron Cross 2D Counter & Map Mod Released - 3/2/2019 10:16:07 PM   
IronX


Posts: 162
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From: Victoria, BC
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New version now available (see first page).

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RE: Iron Cross 2D Counter & Map Mod Released - 3/2/2019 10:33:41 PM   
jaggslither

 

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This mod looks great, nice work.

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Post #: 122
RE: Iron Cross 2D Counter & Map Mod Released - 3/3/2019 2:13:58 AM   
budd


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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.

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

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

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I don't buy all the wargames I want, I just buy more than I need.

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


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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

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-Aristotle-

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


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nope, its just a graphics mod, i've never had any problems.

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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.

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


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Could someone post the screenshots of the new map? Thanks.

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


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^ New map screenshots on first page.

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RE: New 2D Counter Mod (WIP) - 3/3/2019 6:04:14 PM   
ivanov


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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.

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


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Fantastic mod love it thanks for its. It works greats.

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

 

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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!!!

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


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From: UK
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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

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

 

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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.

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

 

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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)

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


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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 >


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RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 1:12:22 AM   
budd


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Great work, like the new storm graphics, did you adjust the rain graphics also, they look nice.
Thank you for your work.

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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.

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

 

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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.

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Post #: 136
RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 3:40:44 PM   
shurst21

 

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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.

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


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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 >


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RE: Iron Cross 2D Counter & Map Mod Released - 3/15/2019 9:08:03 PM   
Philippeatbay


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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?

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


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From: Victoria, BC
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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 >


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RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 5:58:13 AM   
ivanov


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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.

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RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 3:36:04 PM   
IronX


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Ok, I'll keep that in mind for a future update.

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RE: Iron Cross 2D Counter & Map Mod Released - 3/16/2019 6:11:44 PM   
Philippeatbay


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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).

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


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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...

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


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From: Victoria, BC
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I might consider looking at the panzer units in time, but I'm not going to redo the garrison units.

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RE: Iron Cross 2D Counter & Map Mod Released - 3/17/2019 3:47:04 PM   
Philippeatbay


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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).

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


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From: Victoria, BC
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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 >


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RE: Iron Cross 2D Counter & Map Mod Released - 3/17/2019 5:34:56 PM   
Philippeatbay


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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.

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


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Thanks for the great work, time to download the latest iteration of your mod - looks like I’m behind developments with v2.0!

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

 

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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!!

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Post #: 150
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