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RE: New 2D Counter Mod (WIP)

 
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RE: New 2D Counter Mod (WIP) - 3/17/2019 10:24:21 PM   
Mortgoth

 

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Seems also tanks units,mechanize ect except infantry still vanillia.....

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RE: New 2D Counter Mod (WIP) - 3/17/2019 11:22:56 PM   
Philippeatbay


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Not sure I understand what you're saying.

The Soviet air units in this screenshot are not plain vanilla.


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RE: New 2D Counter Mod (WIP) - 3/18/2019 12:09:02 AM   
IronX


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Make sure all campaign folders have the new Russian units in them by copying the mod's campaign folders into the game and overwrite the existing files.

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RE: New 2D Counter Mod (WIP) - 3/18/2019 1:17:50 AM   
IronX


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Ever wondered what the red and purple lines represented underneath air units? You are not alone. I found their meaning after a good deal of searching the manual and they relate to HQs and supply. Red means there is no HQ attached when supply is low and purple means an HQ with stronger supply might service the unit better. So, I made up some counters to remind me of this rule. It's unlikely to go into the mod but you may be interested none the less.

[image][/image]

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RE: New 2D Counter Mod (WIP) - 3/18/2019 9:38:27 AM   
TheBattlefield


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quote:

ORIGINAL: IronX

Ever wondered what the red and purple lines represented underneath air units? You are not alone. I found their meaning after a good deal of searching the manual and they relate to HQs and supply. Red means there is no HQ attached when supply is low and purple means an HQ with stronger supply might service the unit better. So, I made up some counters to remind me of this rule. It's unlikely to go into the mod but you may be interested none the less.



An innovative as well as graphically very appealing idea!

At the latest if the "3D" and "NATO" units could each receive different graphics adressing, a comparable presentation would also be a big plus for all Mods...and maybe even for the vanilla version.




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Post #: 155
RE: New 2D Counter Mod (WIP) - 3/18/2019 5:34:26 PM   
IronX


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I'm not totally satisfied with the above and am still playing around with it, although we are limited as to what can be displayed due to the fact that it has to lay under the unit counter. I started adding these types of information counters as a reminder for me of their effects and that I find they are often lost in the background. Other players, particularly those newer to the game, may find them helpful too.

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RE: New 2D Counter Mod (WIP) - 3/18/2019 11:34:09 PM   
ivanov


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@IronX - thank you very much for the German fighter/tanks update! I would love to see the air unit supply marker ( as per your screenshot ), introduced to the mod. I love the look of it, plus it would be helpful to the players.

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Post #: 157
RE: New 2D Counter Mod (WIP) - 3/19/2019 12:38:06 AM   
IronX


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Like my historical flags mod, I will likely make this an optional download in due course.

Many of the hex movement/attack/supply/HQ highlight tiles are very confusing and I've spent a lot of hours trying to work out what they all mean. In some cases you can have three of these overlapping each other - some are just movement and unit selection indicators, while others have a greater impact on play. So trying to make it easier to understand without making it too busy is challenging.

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Post #: 158
RE: New 2D Counter Mod (WIP) - 3/19/2019 12:59:35 AM   
ivanov


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quote:

ORIGINAL: IronX

Like my historical flags mod, I will likely make this an optional download in due course.

Many of the hex movement/attack/supply/HQ highlight tiles are very confusing and I've spent a lot of hours trying to work out what they all mean. In some cases you can have three of these overlapping each other - some are just movement and unit selection indicators, while others have a greater impact on play. So trying to make it easier to understand without making it too busy is challenging.


Great news. I'm sure the end result will be outstanding, as always.

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Mickey Mouse

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Post #: 159
RE: New 2D Counter Mod (WIP) - 3/19/2019 4:27:49 PM   
IronX


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Playing around some more with the tile highlights and am happier with the results this time:

Replacing the original red and purple hexes (no HQ attached and better HQ possible), which are always visible, are a red and orange radio signal:

[image][/image]

Clicking on a HQ shows units attached (green with a link symbol) and what could be attached (blue with no link symbol):

[image][/image]

Finally, double-clicking on a HQ shows its reach:

[image][/image]

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Post #: 160
RE: New 2D Counter Mod (WIP) - 3/19/2019 9:03:26 PM   
Philippeatbay


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FYI, I was just running through a 1939 scenario and Malaya has entered the war in the Spring of 1940.

One of the UK build options for its minor Malaya is coastal guns, but the image for coastal guns is a 'not used' with a big x.

Something needs some attention.

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Post #: 161
RE: New 2D Counter Mod (WIP) - 3/19/2019 9:33:36 PM   
IronX


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Ok, thanks. That's an easy fix.

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Post #: 162
RE: New 2D Counter Mod (WIP) - 3/20/2019 12:37:57 AM   
budd


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I like it, great visual clues........when

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Post #: 163
RE: New 2D Counter Mod (WIP) - 3/23/2019 4:57:17 PM   
IronX


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^ The next update that will include the HQ attachment symbols - unless something critical comes to my attention - will come out when the game is updated to include the mod install feature.

A reason for this is that the update will fix a tile highlight issue relating to HQs where ZOC appears when it shouldn't.

It was also brought to my attention that the small activation flag on Indian units - originally the Union Jack - is not correct so I've fixed it to this:

[image][/image]

If there are others, let me know and I'll add it to the list.

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Post #: 164
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