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RE: Beach (Invasion) Hex Mod.

 
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RE: Beach (Invasion) Hex Mod. - 12/20/2011 11:01:19 PM   
Agent S


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With only 1 piece of gratuitous fluff.

(the file is called eye-candy after all!)




I think I can now sit back and play this over the christmas break.
AAR time?

Attachment (1)

< Message edited by Agent S -- 12/20/2011 11:21:04 PM >


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RE: Beach (Invasion) Hex Mod. - 12/21/2011 12:42:21 AM   
Barthheart


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Looks really cool! Thanks for sharing!

< Message edited by Barthheart -- 12/21/2011 1:14:13 AM >


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RE: Beach (Invasion) Hex Mod. - 12/21/2011 1:11:18 AM   
Agent S


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Thanks B.,
have a merry christmas.


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Post #: 33
RE: Beach (Invasion) Hex Mod. - 12/21/2011 1:12:26 AM   
Barthheart


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quote:

ORIGINAL: Agent S

Thanks B.,
have a merry christmas.



Merry Christmas to you too!


_____________________________

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 #: 34
RE: Beach (Invasion) Hex Mod. - 12/21/2011 2:12:33 AM   
tombo

 

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Thanks for this Too!

I've loaded the MOD per instructions and GC operates OK...but other SCN in both quick and custom options dont work right. Letters are broken,etc.

Do i need to load to each SCN folder to fix?

thanks

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RE: Beach (Invasion) Hex Mod. - 12/21/2011 2:38:19 AM   
Agent S


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Yes.
If you are using the map skin for other scenarios it could cause some grief.

Doom hinted that they were going to start looking at how the eyecandies file worked.
At the moment the file is linked to the scenario, rather than the map mod itself.
I have only defined the invasion tiles for the 1939 Grand Campaign.
So long as the hex definitions, of the map are the same, it should also work for the scenarios that are based on the same map.
But you will need to replace the eyecandies.csv file for each scenario you want to play.
It's kind of opening a tin of worms here, and much of this may need changing in future patches.

I was really just responding to those that wanted to see the beach hexes, and this seemed like a straightforward, albeit a laborious process.

The short answer would be to copy and create another modern-map gfx folder without the eyecandies.png file in it. This way you could still play grandcampaigns with beach hexes and the other scenarios without the clashes.



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RE: Beach (Invasion) Hex Mod. - 12/21/2011 2:43:19 AM   
Agent S


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The natural, and normal maps use the original eyecandies configurations.
I could look for a spot on the original eyecandies.png and see if I can find a spot for a beachhead terrain.
Then cut in the code definition for beach locations.
We'd lose the country names, but it would at least make it work with the normal, and natural map skins.
(damn-modding more than playing)


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Post #: 37
RE: Beach (Invasion) Hex Mod. - 12/21/2011 2:46:46 AM   
Agent S


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There are a few spots available, so I will have a quick play and post the results shortly.
I am going to miss the country names. It was quite educational, knowing where those countries were.


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Post #: 38
RE: Beach (Invasion) Hex Mod. - 12/21/2011 3:09:17 AM   
Agent S


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The beach hex can be embedded into the existing eyecandies.csv file and the code can be snipped into the existing eyecandies.csv found in the scenario file. Which is fine for the normal and natural mod skins. I can also work the same file into the modern skin.
A few more days work I'm afraid, and I need to wrap presents or the kids get nada!
So hold on.


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Post #: 39
RE: Beach (Invasion) Hex Mod. - 12/21/2011 7:45:30 PM   
Wolfe


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Agent S - looks great, thanks for this and merry xmas.

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RE: Beach (Invasion) Hex Mod. - 12/22/2011 12:45:18 PM   
dlazov66


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AgentS,

Could you 'pretty' please make a modification for me to use for your eyecandies file?

Could you make a change of font and color based on my scheme for me?

In my folder for my mod I am using this in my appearance.csv file:

-77;35;320;20;Stencilia-A;36;100;153;0;15;255;255;255;Name Text Dst and Font;
50;106;30;30;Stencilia-A;24;100;213;108;48;25;9;0;PP Amount Text Dst and Font;
89;106;30;30;Stencilia-A;24;100;226;178;39;25;18;0;VP Amount Text Dst and Font;

I got the Stencilia-A font free from the internet. I like your eye candies one but if you could please make me a mod for my file based on the Stencilia-A font and using the red color above for me it would be most appreciated. If or I should say when I am done with my files and if I can figure out how to get them up here then I can post my mods that I like to use.

Here is a screen shot of where I am at, again mostly only slight changes to the graphics but heavy modifications to the csv files. When I use most graphic tools I end up screwing up the graphics so that the transparency is all messed up and the screens then become white or magentia.



If I could have a modified eye candies file where the country names are in that red color and that style of font that would be most fantastic.

I hope you can do this for me with not too much trouble and if you do I thank you in advance.

Best regards~


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RE: [Agent] Modern Map Skin Mod - 12/22/2011 6:22:15 PM   
gwgardner

 

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Thanks, Agent S. I'm using the beachhead mod with the Fall Gelb scenario. Looks great.

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Post #: 42
RE: [Agent] Modern Map Skin Mod - 1/2/2012 4:00:11 AM   
Hairog


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You are a god Agent. I've always hated the sea zone and port symbols. I took a stab at altering your Modern Map. If you could add this sea zone or something like it mod that would be fantastic.





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Post #: 43
RE: [Agent] Modern Map Skin Mod - 1/2/2012 4:22:28 AM   
Agent S


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Not Bad;
will add it to some sort of todo list.


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RE: [Agent] Modern Map Skin Mod - 1/2/2012 5:31:11 AM   
Hairog


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Here it is with your latest mod and I added the numbers to the ports.



Further out to sea.



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Post #: 45
RE: [Agent] Modern Map Skin Mod - 1/2/2012 11:06:50 AM   
Agent S


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From: Melbourne, Australia
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looks good.
I'd be going for subtler.
compass rose in shades of blues perhaps.
or try putting the rose on a layer and giving it 60% transparency.


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Post #: 46
RE: [Agent] Modern Map Skin Mod - 1/2/2012 11:09:57 AM   
Agent S


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the coolest thing about all mods, is that once you have done enough to claim authorship, or tweak it to how you want it to look, the more playable the game gets.
and I'm pleased to see mine being used as a basis for others.
(great anchor symbol)


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"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

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Post #: 47
RE: [Agent] Modern Map Skin Mod - 1/2/2012 3:49:17 PM   
Hairog


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quote:

ORIGINAL: Agent S

the coolest thing about all mods, is that once you have done enough to claim authorship, or tweak it to how you want it to look, the more playable the game gets.
and I'm pleased to see mine being used as a basis for others.
(great anchor symbol)



You're right Agent S. It does make it more playable and yours are being used I assure you. Thanks again


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