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Moonslayer

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Everything posted by Moonslayer

  1. I had something like this happen to me once during a mod creation. I never found out the exact problem but when I redid the 3d unit bitmap from scratch the problem resolved itself. I suggest you restart with a blank sheet and redo the sprites. All I did was begin with a blank sheet and cut and pasted one unit at a time. I tested that the game did not crash after each new bitmap (a long process) until all was completed. Everything worked fine from then on. I still have no idea what went wrong the first time. EDIT: I seem to remember isolating the problem to one particular sprite which I replaced completely with a different image.
  2. Naturally I am aware that I never answered his original question but that is mainly because I have no idea what the answer is. I just felt like helping the guy out with some friendly advice. My point is there is no need to reinvent the wheel here... just use the templates that exist and alter them to fit your needs. I posted a set of single coloured flags for the benefit of other modders. I see no need for a separate programme (which I doubt exists in any case). There is no single software programme I use; there are a variety of free packages available to download. Just put 'free image processing software' into google and voila.
  3. Eek... it seemed fine when I uploaded it. May have been a cache issue my end. Should be okay now. [ November 22, 2007, 11:05 AM: Message edited by: Moonslayer ]
  4. The allies tend to hit the unit defending the objective tile. Rotate that unit so that you are using a fresh defender and not just a reinforced unit. Watch the readiness/morale ratings as well as the strength. I used to fight an HQ up there as well in the past... haven't tried that in the WaW version yet as the HQs would be very vulnerable to air assault. Might work though.
  5. I had a similar problem with the Thrawn scenario. In my case the zipped file from cmmods contained the cgn file and the campaign folder in a separate folder. When I unzipped the download it put the campaign folder and cgn file inside the separate folder inside the scenarios folder. When I took the cgn and campaign folder out of the separate folder and placed them into the scenarios folder directly this solved the problem. If you can follow the above then you might find it useful
  6. These are the ones I have made for my Trek mod: It is relatively easy to convert the existing flags into new ones. I only use free image processing software... no expensive packages here. Try your hand
  7. In case you are not the only one who wants a Japanese HQ then here is the file... simply copy and save it as 'unit_sprites_military.bmp' in the bitmaps file of the scenario. [ November 21, 2007, 12:49 PM: Message edited by: Moonslayer ]
  8. Von Altair send me an email at my address above and I will send you an altered military symbols file. All you will need to do is save it in the bitmaps file for the scenario and it will solve the problem. If you also let me know what colour you'd prefer the pieces to be (assuming you don't like the blue) then I will change it for you
  9. Cherbourg is a tough one to hold onto because of the air assault. This is the one objective I have lost in this scenario as the Germans, to give an allied minor victory, in the past. Here's a hint: Allied air power will reduce a strength 10 unit on good morale/readiness down to about 2 strength in a single turn. When you reinforce such a battered unit it takes a while for it's morale/readiness to return to a high value. A low morale/readiness unit with 10 strength will be destroyed in one turn, however. You should have several units in cherbourg that are not needed for front line defence.... See if that helps.
  10. As you never said 'please' I'll only stretch to one It is very tempting to try and 'throw the allies back into the sea' as soon as they land. I find that around the Caen area it is best to use the town and river as a defensive line and let the AI blunt it's attack on your dug in infantry. Then, when the enemy are committed to the attack, counter with your armour around the southern flank. Support this with the air units (which you placed on ground attack orders on the first turn). Once the first assault on Caen has been dealt with cycle the damaged units to the rear and replace with fresh troops. Rinse and repeat until the Brits have lost the initiative then thrust towards the coastal supply towns. That's the East sorted... just the centre and West to defend. Patience is a definite virtue here. Keep your armour safe and only use them to mop up enemy quickly to avoid being overwhelmed.
  11. Concentrate your resources and don't wander into the zones where allied air can kill. Beating the AI here as the Germans is not too hard. Just remember to conserve your forces.
  12. As an aside it helps our non English speaking friends if you delete anything that you don't change from the localisation file you modify. That way the unchanged items are still in their preferred language.
  13. As one of the modders that has produced non WWII games then I must say that this tool is very flexible and can easily be adapted for a multitude of uses; not merely restricted to the mid 20th century. I appreciate the sentiment but as an intelligent and rational human being I feel capable of making my own mind up over what makes a good mod. Naturally we are all entitled to our own opinions.
  14. Not to paint a target on myself or anything but I have played with the world famous Honch map before. I was not overly impressed. The geography seemed wrong, political boundaries were somewhat inaccurate and the whole thing looked... messy. Don't get me wrong the mod was fun to play and kudos to Honch for doing it... I just don't understand why so many people seem to hold the map in such high regard... there are better maps out there imho.
  15. I always max out diplomacy and research first before buying any units at all (unless I need to replace destroyed units). But then again I only play versus the ai... against human opponents I suspect this might be unwise.
  16. Bill, that scenario was essentially a pvp mod which Hubert added some scripting to in order to make it playable v's an AI. The truth is that it is a long way from being a good game against the AI but... the editor is easy to use and with the new script editor it is a simple (but time-consuming) task to add in all the features that you would like to see. In fact I was rather hoping that this mod would evolve by a player or two adding scripting events and modifying the base game, then sticking it back on cmmods for someone else to carry on their good work. The global game is a great mod and has real potential... I still play it now and then because it covers the whole war. I have some of my own scripts put in to it in order to make the game more playable. I respectfully suggest you do the same.
  17. Don't like the 2D icons, myself. The 3D ones are so much prettier
  18. Units will follow the easiest route between one place and another. When you click the end point the computer will move the unit there. Depending on the exact movement cost for each tile this may involve moving along roads alone or a mixture of terrains. The time that the movement path is most likely to move along road routes exclusively is either in mud/snow turns or when moving through mountainous/difficult terrain. I.e when the alternative path (other than roads) is prohibitively expensive (in movement 'points' terms).
  19. Couldn't have said it better myself, ND RobertC I couldn't disagree more with you. I, myself, am working on the following mods: Cyprus 1974 Operation Mercury Operation Hercules Pearl Harbour The Pacific Theatre Star Fleet Battles Syria & Lebanon 1941 War of the Worlds Mostly WWII but I find it interesting as a modder to think outside the box and try wacky ideas too. I am not particularly gifted as a modder, my artwork skills are dubious at best and my ideas are hardly ground breaking. Anyone can create mods. If you don't like the ones being made then make one yourself. Each of us have the skills needed all we need in addition is an idea and the inclination. I look forward to playing some of the scenarios you mentioned... If you need any help making them then I would be happy to do what I can to assist.
  20. I didn't think it would be too long before this mod came out Consider it downloaded.
  21. I will collect some pics that seem to fit and send them to you... many thanks for the offer, ND.
  22. I too, remember that episode... now if only I can get an image of it to help make the sprite......... As an additional teaser here are the ship sprites so far. Some of them need a little extra work but they are more or less complete now. [ November 06, 2007, 09:17 AM: Message edited by: Moonslayer ]
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