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3R - 11/19/2017 1:37:37 PM   
sPzAbt653


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Yes, an Avalon Hill Third Reich adaption. You can see the original development thread [from the very inception] here:
http://www.matrixgames.com/forums/tm.asp?m=3017830&mpage=1&key=

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< Message edited by sPzAbt653 -- 11/22/2017 9:19:05 PM >
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RE: 3R - 11/19/2017 4:59:48 PM   
Redmarkus5


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quote:

ORIGINAL: sPzAbt653

Yes, an Avalon Hill Third Reich adaption. You can see the original development thread [from the very inception] here:
http://www.matrixgames.com/forums/tm.asp?m=3017830&mpage=1&key=


Thanks!

Reading the install txt file, where does the equipment file go?

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RE: 3R - 11/19/2017 5:02:17 PM   
Oberst_Klink

 

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quote:

ORIGINAL: redmarkus4


quote:

ORIGINAL: sPzAbt653

Yes, an Avalon Hill Third Reich adaption. You can see the original development thread [from the very inception] here:
http://www.matrixgames.com/forums/tm.asp?m=3017830&mpage=1&key=


Thanks!

Reading the install txt file, where does the equipment file go?

.EQP always goes into the specific scenario folder in graphics override.

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RE: 3R - 11/19/2017 5:16:50 PM   
sPzAbt653


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I made the Install Instructions so that they cover everything I could think of, and so that they would hopefully apply to any scenario. This means it includes more instruction than usually needed, but it also means that we don't have to type up new instructions for every scenario, and also that any scenario designer can use them for inclusion with their scenario.

For the .eqp file, I thought that the part below would cover it. Please let me know if it is unclear. Thanks!

If the zipped file contains files in addition to the scenario and text files, go to 'The Operational Art of War IV' directory and open the 'Graphics Override' folder. Create a new folder called 'Name of Scenario' [must read EXACTLY as the Scenario Name]. Place the additional files into the folder you just created.

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RE: 3R - 11/19/2017 6:43:27 PM   
budd


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I get a "your using the wrong equipment file" message at start. Put the scenario file in a usermade scenario folder I made where the rest of the scenario folders are, then made a 3R folder in graphics override and placed everything else in that folder, including the equipment file. Why the message, seems like i followed the instructions or doesn't the message matter?

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RE: 3R - 11/19/2017 7:02:15 PM   
sPzAbt653


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Hi Budd, sorry you are having trouble. I do run thru the procedure myself here before I post the zip's, so that I know that it should work elsewhere. Please double check that it looks like this [W7 pictured]:




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RE: 3R - 11/19/2017 7:03:47 PM   
sPzAbt653


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Forgot to answer your question - it may matter if you get that message, so it is best to not continue until you get it straightened out.

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RE: 3R - 11/19/2017 8:32:50 PM   
budd


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Thanks, added the dash and Axis to the folder name, worked.
Thanks for putting these up, appreciate it.



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RE: 3R - 11/19/2017 8:57:43 PM   
Crossroads


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RE: 3R - 11/19/2017 9:27:40 PM   
Silvanski


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Yes, always make sure that the eqp file and folder name EXACTLY match the scenario name... same goes for any title illustration or .doc .pdf file associated with the scenario.
And thanks for uploading your brainchilds here sPzAbt653

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RE: 3R - 11/20/2017 2:02:37 AM   
Rosseau

 

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Thanks Steve! I couldn't even find this one in the Legacy pack.

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RE: 3R - 11/20/2017 2:45:04 AM   
sPzAbt653


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quote:

ORIGINAL: budd
Thanks, added the dash and Axis to the folder name, worked.

Hint: When you are adding a Graphics Folder, go to the Scenario File first and Copy the Scenario Name, then go to Graphics Override and Create New Folder, then Paste in the Scenario Name to that Folder. This will avoid simple character issues that sometimes avoid our gaze

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RE: 3R - 11/22/2017 5:40:15 PM   
Redmarkus5


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I'll be able to figure this out when I have a moment, but I expect a lot of players won't. I wonder if scenarion designers could provide the files already nested in the folder structure needed, along with a simple READ ME?

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RE: 3R - 11/22/2017 8:53:33 PM   
sPzAbt653


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You think you have a lot to do, imagine what we have to do ! But you are correct, I will fix this zip and re-up it when I get a chance. Thanks!

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RE: 3R - 11/23/2017 11:48:06 AM   
jnpoint


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quote:

ORIGINAL: sPzAbt653

Yes, an Avalon Hill Third Reich adaption. You can see the original development thread [from the very inception] here:
http://www.matrixgames.com/forums/tm.asp?m=3017830&mpage=1&key=


Thank you - this looks like fun.

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RE: 3R - 11/23/2017 12:43:57 PM   
Redmarkus5


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quote:

ORIGINAL: sPzAbt653

You think you have a lot to do, imagine what we have to do ! But you are correct, I will fix this zip and re-up it when I get a chance. Thanks!


LOL - I know and I do appreciate it!

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RE: 3R - 12/8/2017 5:23:25 PM   
gbaby


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I usually like the ambiance of turns showing current date, etc. Strange, but this scenario is showing a start date of...

Turn 1, April 1st, 653AD

That just can't be right. The 1st Reich didn't even start till 962AD!

Also, more worrisome is that the game is set to 24 turns only with weekly turns. Something got a little twisted.

Anyway, don't know how the calendar got messed up, but it makes me nervous about the scenario state before investing time into it. Strange.

< Message edited by gbaby -- 12/8/2017 5:30:14 PM >

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RE: 3R - 12/8/2017 5:43:27 PM   
sPzAbt653


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I've got you covered, I just didn't cover it in the Scenario Briefing

On turn one you get a note in the News. At the bottom right of the map is a Time Track [remember in the boardgame days we used to have to move a piece ourselves with our own hand in order to keep track of time/turns!!]. When you mouse over the unit in the Time Track, the current Time is seen in the upper right unit box.




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RE: 3R - 12/8/2017 7:13:25 PM   
gbaby


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Okay, thanks for clearing that up for me. So it is a seasonal/bi-seasonal turn, explaining the number of turns? I'll figure it out.

All the graphics and everything else looks fine, so now that you straightened out the different date tracking, I'm off to give a go.

Thanks again.

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RE: 3R - 12/8/2017 7:15:11 PM   
larryfulkerson

 

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quote:

I'm off to give a go.

How about doing an AAR so we can watch your progress?

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RE: 3R - 1/17/2018 8:51:05 AM   
sPzAbt653


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If you like to use the Battlefield Time Stamp crossed swords graphic, I have added them to this file. Unzip it into your 'Documents/My Games/The Operational Art of War IV/'Graphics Override/3R - Axis' folder. It will not overwrite any file, it is a new file.

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RE: 3R - 1/17/2018 4:03:05 PM   
Silvanski


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Zoomed out I encounter this mess.

This -so far- has prevented me from succesfully moddin my tiles_misc files because I prefer a lighter and softer shade of green




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RE: 3R - 1/17/2018 10:34:57 PM   
sPzAbt653


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You showed me how to fix this - convert the s_tiles_misc to png ! [that white bmp background must be transparent to avoid the above mess]. I just haven't gotten around to fixin' up all the files for this scenario yet.

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RE: 3R - 1/17/2018 11:38:06 PM   
Silvanski


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Yes I know about the transparency. But when I mod all three misc files -light green or airfield- I always see edges when zooming out. Maybe Telumar knows something I don't.

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RE: 3R - 1/18/2018 4:20:49 PM   
Telumar


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quote:

ORIGINAL: Silvanski

Yes I know about the transparency. But when I mod all three misc files -light green or airfield- I always see edges when zooming out. Maybe Telumar knows something I don't.


Maybe...

What did you do and how have you done it?

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RE: 3R - 1/18/2018 6:27:51 PM   
Silvanski


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quote:

ORIGINAL: Telumar


quote:

ORIGINAL: Silvanski
when I mod all three misc files -light green or airfield- I always see edges


Maybe...

What did you do and how have you done it?

With paint.net... using the flood fill to color the green tiles on all three tiles_misc a bit lighter


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RE: 3R - 1/18/2018 6:55:39 PM   
Telumar


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I do not know your exact procedure, but if i fill with the standard filling tool with standard preset it looks like in the attached screenshot. This will give smearing results on the map (found no other word than smearing..hope you know what i mean.

I used the png version of tiles_misc. On your picture it looks like you've messed up with transparency converting from .bmp.. Do you use Paint.NET for converting from .bmp to .png? I haven't found a way to do this with Paint.NET except simply saving as .png which will not work as intended as the transparency will be missing.

I usually use The Gimp and i think you probaly should too..





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RE: 3R - 1/18/2018 7:03:17 PM   
Telumar


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However... what you could do with Paint.NET and a .png version of tiles_misc is to use the rectangular selection tool and then color / saturation settings from the dropdown menue.

Of course you would need a working png version - meaning not one converted from bmp with Paint.net




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RE: 3R - 1/18/2018 8:18:27 PM   
sPzAbt653


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quote:

Do you use Paint.NET for converting from .bmp to .png? I haven't found a way to do this with Paint.NET except simply saving as .png which will not work as intended as the transparency will be missing.

I use Paint.Net to do this by deleting the background, which in all of the TOAW III Graphics bmp's is white. I have already converted all of III's files here: http://www.matrixgames.com/forums/tm.asp?m=4378126

With the three settings circled Red below, click once on any White area and all of the white will then be selected. Then hit Delete and all of the white will be removed. Then save as png, which will save the removed area as transparent




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RE: 3R - 1/19/2018 12:03:33 AM   
Silvanski


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quote:

ORIGINAL: Telumar
However... what you could do with Paint.NET and a .png version of tiles_misc is to use the rectangular selection tool and then color / saturation settings from the dropdown menue.


Thanks so much Telumar!
This did the trick. I brightened the green "base" tiles in the misc.png's so forrest and cropland stand out better... and fluent water patterns in all three zoom modes.
Never too old to learn something new




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