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others.png mod - cities, hexes, port, depot

 
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others.png mod - cities, hexes, port, depot - 8/6/2009 8:01:43 PM   
carnifex


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1) Took swatter555's cities and made the city border darker so they don't stand out so much.

2) Took Bleck's idea about changing the hex grid to black and setting opacity to 35%.

3) Changed the hard to see port symbol into something that stands out a bit more.

4) Changed the main supply source symbol into a standard depot symbol for easier visibility.






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< Message edited by carnifex -- 8/8/2009 1:04:51 AM >
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RE: others.png mod - 8/6/2009 8:03:27 PM   
carnifex


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And here is the actual others.png

update: updated the PNG to further reduce gray city borders
update2: moved depot and port symbols outboard for easier visibility when hex occupied by unit

Attachment (1)

< Message edited by carnifex -- 8/8/2009 4:52:35 AM >

(in reply to carnifex)
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RE: others.png mod - 8/9/2009 8:33:28 AM   
swatter555

 

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Hey, very nice.

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RE: others.png mod - 8/9/2009 10:18:13 AM   
JFalk68


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Thanks for taking the time to make this mod.

I am using it, everything is much clearer!

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RE: others.png mod - 8/9/2009 1:08:07 PM   
tombo

 

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Help...

How is this installed??

What file is it copied too?

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RE: others.png mod - 8/9/2009 1:14:48 PM   
Joram

 

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Hey Carnifex, is it possible to design cities so the VP cities have a little star or VP indicator with them? Not sure how that works. I'd like to be able to easily see what are the main cities to capture.

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RE: others.png mod - 8/9/2009 1:17:44 PM   
Bleck


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Just replace others.png in map skin you are using.
data\gfx\[MapSkin]<skin name>\others.png


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RE: others.png mod - 8/9/2009 1:17:47 PM   
cpdeyoung


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You should find an others.png in your data\gfx\[MapSkin]Normal folder. Rename this others.png to OrgOthers.png, just in case, and then copy the new Others.png in there.

Chuck

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Post #: 8
RE: others.png mod - 8/9/2009 1:45:30 PM   
tombo

 

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Thanks all...i got it to work.

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RE: others.png mod - 8/9/2009 2:02:49 PM   
carnifex


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quote:

ORIGINAL: Joram

Hey Carnifex, is it possible to design cities so the VP cities have a little star or VP indicator with them? Not sure how that works. I'd like to be able to easily see what are the main cities to capture.


As far as I know the VP cities use the same icon as the regular cities so there's no way to mod that.

(in reply to Joram)
Post #: 10
RE: others.png mod - 8/9/2009 2:18:52 PM   
Uxbridge


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If you feel up to it, you can always add "(# VP)" after the city name for all VP-places. Instead of just "Paris", as an example, you write "Paris (5 VP)". I did that in my old RtV-scenario for marking PP-values, but it took a while to do and wasn't exactly funny. It was a great help, however.

(in reply to carnifex)
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RE: others.png mod - 8/9/2009 2:37:18 PM   
Bleck


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As there are already some changes in others.png for patch, i will try to also change drawing cities. Probably city parameters will be defined as in unit's appearance.csv


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RE: others.png mod - 8/9/2009 3:22:28 PM   
Uxbridge


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Ah, swell! You mean all the changes we do now, will have to go??

But you're not going to change map and units, surely?

(in reply to Bleck)
Post #: 13
RE: others.png mod - 8/9/2009 3:37:17 PM   
doomtrader


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I'm sure not all of them will go.

On the other hand we have got something like 80 position on the changelog already.

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RE: others.png mod - 8/9/2009 3:42:22 PM   
Bleck


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All I've changed so far in others.png is hex highlight graphics (rearranged, because there are new).
Now in others.png are only city sprites (like unit sprites in unit.png). If i will change drawing cities, there will be also (separately, not in city sprite) icons for port, depot, VP and PP (like star when unit has commander) and fortification level graphics (as tech level of unit). So all you need to do is to prepare those graphics, insert them to others.png and write in csv where are they and where should be displayed (or not if you don't want them to be visible) on map in particular zoom level.


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(in reply to Uxbridge)
Post #: 15
RE: others.png mod - 8/9/2009 4:25:35 PM   
Uxbridge


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Well, this sounds very good!

(in reply to Bleck)
Post #: 16
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