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Moonslayer

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Everything posted by Moonslayer

  1. To change unit names you need to look in the localisation file in the scenario directory. Scroll down it and you will come across the section you need to change. If you get stuck post again and I will try to help you more. To your second point; you are essentially correct... simply replace the sprite you don't want with the sprite you do... However, you cannot replace a sea unit with a land unit as the 'ocean going' property is hard coded and cannot be modified by the user (a shame, I know). For a garrison unit I would replace the corps sprite or engineer sprite depending on what your mod is. Good luck!
  2. @Blashy Spooky that I have just finished 2 days of solid play on your old version of this mod then you go and update it Looks like the rest of the Easter weekend is taken care of then! Incidentally your mod is great... I played on expert +2 and the AI gave me a run for my money. It wasn't over for sure until well into 1945 when the west wall collapsed and russia finally reclaimed it's first city. Great stuff!
  3. @Liam I like your thinking about 'carrier fighters'. The tech advances should be more customisable imho. This would make a massive difference to the flexibility of the game and make it more like a war-game toolbox rather than just a wwii simulation. How easy this would be to accomplish remains to be seen but if at all possible then this change (and a number of others I can think of) should be top priority if you ask me (which, I know, nobody was ;P)
  4. Good advice, Retributar, indeed I will be seeking help (as I alluded to in an earlier post) when I get to the PvP playtest phase. At the moment I am concentrating on getting scripting done... which, whilst others may be able to refine, I need to do it alone at the moment to ensure consistency. Once the basic AI scripts are done then, if the MOD gets the thumbs up from other players, some of the more advanced script writers may well improve upon the basics. I am hoping that solo players especially will either offer suggestions or else even write their scripts straight in. With the graphics/interface/sounds completed and with the Easter holiday looming I feel I am on the homeward straight now and am confident that the MOD will be available to the general public sometime in April. Who knows, if it is well received then I may even embark upon a much grander scale version of this theme... especially now that Operation Mercury seems to be under development by someone else (I was part way through developing a version of it before you started me off on this venture ;P). This project has been a fantastic diversion for me... and I even got to read H.G.Wells' classic once again (for research purposes only you understand ).
  5. Cheers for the kind words. The title screen came from one of the many websites I trawled looking for pics and inspiration. Sadly I don't remember which one. Also I have fallen behind in the planned schedule I wrote earlier. I have still some way to go before the scripts are complete but almost every other aspect is now complete except for playtesting. Graphics and sounds are complete... it is a serious sound-fest so I had to lower the scope somewhat to ease the pressure on the ears. The final tripod is complete but is not quite as imposing as I wanted it to be... still, it should be a nasty shock when you see one striding down the mall towards Buckingham Palace and your lone company set to protect the important building
  6. This is what I do with paint shop pro for unit silhouettes. It's a fairly pain-free method. 1) I make a copy of my unit_sprites_3d file (VERY important ) 2) Paint over the sprite's shadows in 255/255/255 white. 3) Click 'colors' --> 'adjust' --> 'gamma correction' and lower the gamma (to 0.01) so that all graphics colours turn to black (almost all anyway). This helps with the contrast for the next step. Handily this will not affect the background colour. 4) Now click 'Image' --> 'edge filters' --> 'find edges'. Your sprites will be surrounded by a layer of white pixels whilst the rest of the page will be black. 5) Now use the 'flood fill' tool and turn up the tolerance to 199. Select 'solid color' on the tool's drop down menu and fill the white outline with your chosen silhouette colour. 6) Flood fill the rest of the image and background with 255/255/255 and save as unit_silhouettes_sprites_3d. Voila! This works for me as I only have freebie graphics tools d/l from the 'net Good luck.
  7. @Bill_101: Have you changed ALL the silhouettes? There are several copies in differing colours to denote different things. From personal experience I know how easy it is to miss out on a colour or two
  8. I have no interest in RTS games... turn based all the way for me. Could be a winner for the younger types though
  9. I agree to a certain extent. I have reworked the tripods so much they are virtually hand-drawn now with very little of the original image left. The human sprites have been made purposely small to attempt to contrast with the tall tripods and, personally, I feel this has been pretty successful. Having the ability to draw any sized sprites would be real handy but not very practical to do with the current mechanics. The only sprite left to do is the biggest and nastiest tripod... I am finding it a little tricky but hope to make time for it during the week.
  10. No problem, mate. I have emailed you a copy. Hope they prove useful!
  11. Another update folks! Game Graphics: One Sprite left to do... phew! Game Sounds: Most complete, a few more music tracks to add in yet. Scripts: Lots still to do. Interface: One or two left to do only. Play testing: Soloed but no pvp yet. Next weekend I am hopeful that I may be in a position to look for a volunteer to pvp with me to see how balanced it is. If anyone would like to help me over Easter that would be really great! Cheers for now.
  12. This is the main reason I like to play the smaller scenarios (And why I tend to make smaller ones too ;p) This is a great mod... one which I enjoy playing immensely!
  13. I have to agree with Lars on this. There is no problem with the way it works now. If a corps decides to land in a random, unprotected city then the enemy should be prepared for such an eventuality... that's what the navy is for isn't it? If the defences are well prepared then it will simply be another Dieppe. Having renegade troops in the mountains happened a lot in the balkans... granted they were irregulars but the principle is the same. Leave it alone I say!
  14. I am looking forward to trying out this mod. Will have to wait until the weekend, though. Will have to take a break from wotw for a week to play some sc2 for once
  15. These May help: Axis OOB This is a clipping from Military History Online On June 7, 1943 Eisenhower outlined his plan for the invasion of Sicily to the War Department. In addition to the elaborate air plan, which called upon each of the various air commands in the Mediterranean area to contribute to either the build-up or the invasion itself, Eisenhower described a series of simultaneous seaborne assaults, assisted by air landings, to capture the seaports of Licata and Syracuse and the airfields between these cities, in order to lay the groundwork for operations against the airfields at Gerbini, Catania and Augusta. Patton's Seventh Army would be aboard the ships of the Western Naval Task Force, commanded by U.S. Admiral Hewitt, while the Eastern Naval Task Force, commanded by British Admiral Bertram Ramsay, would convey Montgomery's Eighth Army. The latter was to operate in the eastern sector, and had as its objectives the port of Syracuse and the airfield at Pachino. Its XIII Corps was to land south of Cap Murro Di Porco with 5th Division on a two-brigade front, 50th Division on a one-brigade front and 3d Commando. XXX Corps would operate on three sides of Passero, where the 231st Brigade, 51st Division would advance on a one brigade front, while Canadian 1st Division would do so on a two brigade front, next to the 40th and 41st Royal Marine Commandos. XIII Corps was to move on to the port and airfield at Augusta, thence to the airfields at Catania and Gerbini. XXX Corps would effect a junction with the right flank of U.S. Seventh Army. This American force was to land at Cap Scalambri, Scoglitti, Gela and Licata. II U.S. Corps, comprising the 1st Infantry Division and 45th Infantry Division, would take the fields at Biscari, Ponte Olivo, Gela and Comiso. At the same time, 3d Infantry Division and an armored Combat Command from 2d Armored Division would capture the port and airfield at Licata, the rest of the 2d Armored Division remaining in reserve. Admiral Hewitt later reported that the placing of the 1st Infantry Division and 45th Infantry Division (corresponding to CENT and DIME landing forces respectively) under II U.S. Corps command created "many difficulties". This also looks interesting here. [ March 04, 2007, 03:50 AM: Message edited by: Moonslayer ]
  16. Perhaps a new technology which reduces build time of ships and/or planes and/or tanks by one month per level down to a minimum of 50% of the original build time. I am always fond of new technologies to research.
  17. Cheers HC. Pink does seem to be fairly standard as the transparent colour on other games I have used before. Now you've mentioned it, it should have been fairly obvious that the flag sprites were an exception to the 0,0 rule. Should have spotted that myself!
  18. I haven't checked any graphics yet but if the background colour has changed then this will indeed be a problem. Look at the RGB values of the vanilla graphics background and transfer the exact same colour to the background of your alterred sprites. This will make 'the box' disappear. No idea why background colours have been changed though! I will have to investigate when I get home tonight.
  19. LOL! That has to be one of the funniest things I have heard in a long time. A case like that would be laughed out of court here in the UK. I hope it is in whatever country (US?) that the suit is being brought in. There is no bloodshed, no violence (per se) and no crimes against humanity being glorified here. This PVMC should go campaign about something worth campaigning about... like renewable energy... or spend more time with their kids and enjoy life a little!
  20. Put the files you downloaded into the campaigns directory of sc2... that's it! Next time you start up the game you will see the scenario on the menu when you select 'new game'.
  21. I am always happy to help a fellow playtester... especially in short scenarios. Count me in!
  22. I have played both of those and definately prefer the SC2 version. SC2 has much more potential and with the creases ironed out (eg ships unable to move through each other, AI knowing exactly where your subs are etc) then it will be a far superior system. I am a great fan of the naval conflict side of things... I always found storm/clash far too limiting and frustrating.
  23. Here are a couple more teasers for the mod. I have tidied up the tripod graphics and completed the main title screen. I have also played around with the red weed and think it looks pretty cool! This is the end of my last playtest... the Martians storm the last Human barracks... and there is nothing, and noone, left to stop them And here is the main title screen: That is definately all I have time for this week... must mark papers before the return to school on Monday!
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