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Philippe

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Posts posted by Philippe

  1. In earlier versions of my flag mod I had used the correct Egyptian flag for the period, along with Blue Ensigns for the other places it would show up (like activation icons).

    I've been running a test game of SOE as the Allies and discovered to my chagrin that this doesn't work. It creates a Commonwealth HQ unit in charge of ANZAC and Free French units flying an Egyptian flag.

    And that's why there was another patch early this morning. With much regret I replaced the 3D Egyptian flag with a 3D Union flag. The Blue Ensign activation icons remain unchanged.

    [i'm still scratching my head over whether to use a Star of David for the Palestine garrison or not, and I think the darker version of the Blue Ensign is probably too dark, so there will be another patch at some point].

    I'm assuming the answer is no, but is there any way, without doing violence to the program, to set things up so that the Commonwealth uses its own flag and Egypt uses a different one? I can live with the current set-up (Union flag in Egypt rather than Green flag in Egypt) because Egypt was under English control and was independant in name only. But if Transjordan can have its own flag...

  2. I've also noticed that when the French Foreign Legion shows up in Cairo they use a Commonwealth activation icon. The 13 DBLE was brigaded with an Australian unit during the invasion of Syria, and tended to use British uniforms and equipment later on in the war, distinguishing it from its slightly more collaborationist former colleagues in Algeria, so I suppose a case could be made for not giving it the Free French activation icon, but a little more Gallic identity would be nice.

    I'm also toying with giving the Palmach element of the Palestine garrison a bit more recognition by using a Star of David as the Palestine garrison's activation icon. But given the scale of the units I'm not sure it's a good idea. It probably works if only one small garrison unit uses it, otherwise it's probably too much of a distortion (and I'm not as pleased with the graphics -- Star of David is as hard to represent in 14 by 14 pixels as the swastikas on the larger Reichskriegflagge and Parteiflagge.

    On an unrelated side note I've tried repainting the eisenkreutz activation icon into a more WW II-themed balkenkreuz, and am satisfied with the result (in other words that is one experimental feature that will certainly show up in version 1.08 of the SOE Historical Flag mod, if I ever get around to posting it).

  3. I'm taking a last look at the graphics of Storm Over Europe.

    I've noticed that there is a separate activation icon for the Commonwealth. I've also noticed that, in the early war at least, you can only purchase garrisons.

    Does the Commonwealth icon refer to Indian and ANZAC units or just ANZAC units (both were very active in the campaigns in North Africa)? I have put together a Blue Ensign activation icon which works very nicely for Australia and New Zealand, but not so well for Indians.

    I've noticed that there is an event that puts an Australian and a New Zealand corps into Egypt. Is there something like that for the Indians? Or to put it another way, how are Indian units represented?

    What flag to use for the Indians is a bit problematic, but it's either the British Union flag (the official state flag) or a defaced Red Ensign (the unofficial flag that they used for international events, including joining the U.N. at the end of the war).

  4. Version 1.7 of the Storm over Europe flag mod can now be downloaded from the Repository.

    Apart from making a few touch-ups and fixing missed items, the main change is that it now includes a WW II variant on the 2-D unit mod that shows up in the Marsden Hartley mods.

    While not as colorful as the 3-D sprites, it's designed to be very easy to read. Ships and planes don't look anything like ground units, and you can usually tell what level a unit is without squinting to read the little numbers.

  5. Version 1.5 can now be downloaded from the Repository.

    The symbology for the 2-D units mod has been finalized, and while not as colorful as the 2-D sprites, the new symbols are very easy to read at a glance. It's now harder to confuse corps units with smaller detachments, and you can also tell if a unit is level one, two, or three without squinting to read the little numbers (or remember if the number refers to motorization or level). Ships and planes don't look anything like ground units, and are also easy to identify.

  6. The latest version (1.2) of the Great War edition of the Marsden Hartley flag mod can be downloaded from the repository.

    Apart from a few minor touch-ups, the main difference is that this version includes the Nato-style influenced 2-D unit mod.

    The idea behind the 2-D unit mod was to try to create a set of symbols that were easier to read. You can now tell at a glance whether a unit is level one, two, or three, corps are difficult to confuse with smaller detachments, and ships and planes have their own distinctive symbols.

    The Call to Arms scenario in the Great War has not been updated because there is a separate mod for the Breakthrough version of that scenario.

  7. I think I'm missing something conceptually about how to order a recon mission from a Seaplane Carrier.

    Are missions impossible in the depths of winter? I have tried selecting a seaplane carrier with a full complement of aeroplanes and I only seem to get it to be able to get it to move no matter how much I hold down the left shift key.

    Would I have more success if I tried this in balmy weather?

  8. At some point in the near future I'm going to buy this game. I thought I was going to get it earlier in the year and downloaded the demo, but things keep getting in the way.

    In the meantime, I've noticed something that has me a bit concerned given the limited number of installations on the license.

    In spite of being flagged for exclusion, about once every six weeks or so something happens and my desktop icon for CMBN and its associated executable get disabled by my anti-virus program.

    What I usually do at that point, since I've kept the set-up files, is to re-install the game.

    I am not about to go out and get rid of my anti-virus program just for one game.

    And if this were a $10 game I wouldn't worry about it and would just go ahead and take the plunge.

    But money is tight, and is giving every indication of getting tighter.

    So here's my question.

    If I buy CMBN, will I have to keep the set-up files on my computer so that I can re-install every six weeks when the executable gets disabled by my anti-virus?

    And will that re-installation require a re-activation?

    Because if it does, I'll be burning through my allowed activations really fast, perhaps even without having played the game.

    I've got a couple of the Strategic Command games which I've been modding happily for the last few months, and their executables never seem to have been effected by my anti-virus. Do they use a less finicky and less draconian form of DRM, or might it be safe to assume that if I don't have anti-virus disabling problems with Strategic Command, I wouldn't have it with CMBN? I guess what this boils down to is whether my anti-virus (Avira) will find the DRM scheme on the final product less objectionable than that on the demo.

    I'd really appreciate an official answer on this, because I refuse to shell out for this game and all of its expansions (let alone the Italian and East Front incarnations and expansions) only to have everything go poof periodically. The support team has always been very responsive, but the specter of having to do a couple of e-mail exchanges with them every other time I want play the game is a bit daunting.

  9. If you open the war map and click on a country, in the lower left-hand corner of the screen there is a box with five symbols and an indication of how many of that resource a country has.

    Belgium, for example, has one industrial icon, two ports, no oil wells, one mine, and one of something else.

    The symbol for that something else seems to be a bunch of caltrops, which suggests that maybe it represents how many fortresses a country has. In Belgium's case this would be the fortress in Antwerp.

    Looking at England I find one fortress at Gibraltar, Germany has one at Metz, Austria has two fortresses in Galicia, but I can't find Sweden's fortress at all, and the only fortress in Russia I can put my finger on is the one near Warsaw.

    So either I'm wrong about what resource this symbol respresents, or there are some loose fortresses rattling around the map and I need a new pair of glasses (which I do in any case).

  10. A new version of the Marsden Hartley Call To Arms mod has been sent to the Repository and is going through review.

    I've done a preliminary repaint of the 2D nato-style unit sprites, and added them to both of the Call To Arms mods in this package. The details of the 2D sprites are discussed in another thread, but please note that as yet they have not been added to the Marsden Hartley Great War edition.

  11. Resizing was easy, trimming the flash off all those counters was a bear. I'm used to Tiller games where when all else fails you can convert the image into a PNG and prevent it from bleeding into the transparent zone. That didn't work here because it would have meant using 8-bit color, so I used simple resizing and then built at template for removing stray marks from the negative space. And even that wasn't good enough, because I had to repair most of the visible left and right edges of the counters. And there are a lot of them.

    Anyway, the first two files are finished, and I've added them to the Marsden Hartley Call To Arms Edition for both the yellow-black and red-green Austrians. This is still somewhat in the trial stage, because there are a couple of issues I'm still not entirely comfortable with.

    Using the units_sprites_military bitmap as a point of reference, here's what I've done.

    The color scheme remains unchanged. In the best of all possible worlds I'd redo the Germans to make them a distinctly greenish shade of feldgrau, and I'd redo the Americans to move them from late WW II green to WW I khaki.

    The shape of the blocks that the Nato symbols are mounted on are now seen from a slightly different angle. The perspective is a bit less odd looking (even though it's still slightly off), but in the best of all possible worlds I would have made the blocks one pixel narrower.

    I've abolished letters from the unit symbols. The first unit after the HQ sprite on the bitmap is the garrison unit, and it's represented by something that is often seen as the symbol for static infantry (which garrisons essentially are): a rectangle around a blank space. I didn't research this as much as I should have, so I'm open to suggestions on changing this one. But I think it works.

    The next three sprites are for three different levels of detachments. The plain vanilla version of the game uses the same symbol for all three. I use the same symbol, but vary the color scheme. If you see a cream colored rectangle it's level on, greyish rectangles are level two, and dark grey-black rectangles are level three. The space inside the rectangle is the natural color of whatever the unit sprite happens to be.

    The next three sprites are for larger formations, usually corps. The rectangles are larger than the ones used for detachments, and the space inside the rectangle is either cream colored, greyish, or dark grey depending on whether the unit is level one, two, or three.

    The next sprite for armed sailors et al. uses an anchor on a grey background inside a detachment-sized rectangle. The one after that uses the engineer symbol on a grey background inside a detachment-sized rectangle.

    The paratroop sprite and its associated air transportation sprite have both been left blank because this is WW I.

    The next three sprites are the cavalry sprites in cream, light grey, or dark grey, depending on the level.

    After that comes the anti-air sprite, which is a symbol that looks like a giant A on a grey background. The two artillery symbols are also on a grey background, and I'm using a symbol for heavy artillery because rail guns are heavy artillery and I couldn't remember if I liked the Nato symbol for rail gun or not.

    Because my convention is to use Nato-style symbols for ground units and profiles for naval and air units, I borrowed and adapted the game's Zeppelin symbol for airships.

    There are six symbols for tank units, which seems a bit excessive given that this is WW I. The first level is designated by the armor symbol against the unit's background color. The next levels are cream, light grey, and all subsequent levels after that are dark grey.

    My fighter symbol is the profile of three WW I aeroplanes in V-formation seen from above. The color/level scheme is the same as for armor: no color, cream, light grey, and finally dark grey for all the advanced planes.

    The recon bomber is a single plane seen from above, using the same color/level scheme as for fighters. The bomber is actually slightly bigger than one of the fighters, but you can tell it's a bomber because there's only one of it.

    The heavy bomber is essentially a bigger bomber, but with really long wings so you don't mistake it for a recon bomber. Same color/level scheme as the other aeroplanes (this should be starting to sound familiar).

    The ships are all shown in profile on a dull blue background. One very big ship is a battleship, two smaller ships is a cruiser unit, three small ships is a destroyer. I had originally put together a symbol for a WW I aircraft carrier that was very easy to read at a distance, but replaced it this morning with a transport ship modified with a hanger because proper carriers didn't really show up until the end of the war. The submarine looks pretty much like what you would expect a u-boat travelling on the surface to look like.

    I didn't want the partisan unit to look like a regular military unit, so I borrowed an attacking infantryman from another game I worked on.

    The naval transport symbol is on naval dull blue and looks a bit like the seaplane tender, and the amphibious transport is now three ship's boats being used as landing craft.

    The truck transport symbols show trucks in profile on a cream background, though I may eventually decide to change it to grey.

  12. Thanks for the reply. It was a great help.

    I've finished the first draft of the large military sprites (aka 2D Nato units) and will put the whole thing aside for a bit while I try to figure out how to convert the larger bitmap into the zoom version without losing too much detail or going insane from fighting with the shadows (still not quite sure how I ended up with two-tone shadows, but I probably like the effect).

    The only thing I'm still uncertain about on the first draft is the way I've portrayed detachments. I got too clever for my own good and started using a progression of colors to represent different levels of the units so I wouldn't have to go blind squinting at all the little numbers. I use the same color progression for infantry corps, cavalry corps, tanks, fighters, recon bombers, and heavy bombers. I've also found a way to do it for detachments, but am not sure I like how it looks. Hopefully this will resolve itself while I shrink things.

    I still prefer using sprites to the symbols, but am very pleased with how the aeroplanes and ships look, and how easy they are to read.

  13. My initial reaction when I first looked at modding the 2D sprites was that it seemed like an awful lot of work for something that no one, myself included, would ever use or even look at.

    Sanity will probably set in eventually, but in the meantime I'm playing around with ways to make the Nato symbols set cleaner and crisper looking, and am doing a total repaint.

    I've pretty much decided on what most of the symbols will be, and am even playing around with color schemes that will make it easier to distinguish level 1, 2, and 3 units. The symbols for land units will be old-style Nato symbols (e.g. the anti-aircraft symbol is a big 'A'), the symbols for naval and air units are pretty much derived from an old mod that I made several years ago, and the partisan and transportation symbols are borrowed from a mod for another game.

    The one unit that I am not sure about is the SF unit. In WW II there are actual commando units, so in that case the crossed spears would be appropriate. But I was under the impression that in the WW I game the SF unit tends to represent armed sailors. The reason I'm wondering about this is that I've whipped up a very nice anchor symbol that would be perfect for armed sailors and even marines, but wouldn't look right if it were associated with a normal land unit. There are no Brandenburgers in this game as far as I know, but that unit would look awful with an anchor symbol.

    So my first question is, what units in which scenarios actually show up using the SF symbol in the Nato 2D counter set? I haven't played through the Meuse-Argonne scenario, but I would expect the American Marine units not to use it. Do the French armed sailors use the SF symbol when they show up a few months into the Call to Arms scenario? (They're called marines because the French have been arming their sailors, especially their naval gunners, since before Napoleon's day, and you call them 'troupes de la marine' -- troops from the navy -- when you refer to them in French. The Americans don't own the word, they borrowed it.).

    If the only units who use this symbol are naval troops, I'll happily use my anchor. Otherwise, I'll probably stick with the crossed spears.

  14. As a preliminary step towards making Marsden Hartley more efficient for the Breakthrough scenarios, I've submitted the Great War edition of the mod to the Repository. You'll need to have these graphics in place in The Great War to play scenarios in Breakthrough with the Marsden Hartley Flag Mod. It's a bit counter-intuitive, but that's the way the two games work.

    The mod that I've just submitted has graphics for essentially all the WW I scenarios in The Great War except Call to Arms. Since I've already done a stand-alone Breakthrough version of Call to Arms, it didn't seem necessary to repeat those textures in the Great War version of the mod, especially if no one is ever likely to play it.

    When you unzip the mod you'll see a Battlefront folder and a couple of text files. Read the text files, they good for you. Then copy and paste the Battlefront folder to wherever you keep your regular Battle front folder.

    And always remember to back up your originals.

  15. Never say never.

    The latest version of my Storm over Europe Historical Flags mod has been sent for review to the Repository and will be available shortly.

    This version corrects some production errors and adjusts the shade of red in the 3D Reichskriegflags and the 2D Polish flags.

    If you have an earlier version of the mod I strongly recommend that you replace it with this one when it becomes available.

    Next time I revisit this mod it will be with an eye to extending it to Assault on Democracy.

  16. The first draft of a flag mod that changes all the flags in the WW I scenarios in Breakthrough is essentially done. Unfortunately it's probably a bit too large to upload in it's current form, which leaves me with two choices: find a way to reduce its size by relying more heavily on textures that the program takes from The Great War, or upload each part of the mod that applies to each scenario one at a time, which will be a pain for everybody.

    For the moment I'm looking into the first option, and will be expanding the mod to include all of WW I scenarios from The Great War that aren't also included in Breakthrough in updated form. However, as that will take a while, and as my original intention was to only release a mod for Call to Arms anyway (extending the mod to the other scenarios was an afterthought), I've decided to go back to my original plan for the moment until I figure out a practical way of delivering the entire mod that won't annihilate Battlefront's bandwidth.

    My original plan (which will not be extended to the other scenarios) was also to produce two separate mods, one using a yellow-black flag for the Austro-Hungarians, one using a corrected version of the more familiar double flag.

    So without more ado, here are a few notes on what has been changed and why, in no particular order.

    Germany: The vanilla version of the game uses a WW I naval jack as its trademark German flag. A naval jack is a flag that you only see at the front of warships, and is not its main flag. I have eliminated this flag completely from the game, not because it is ahistorical (it isn't) but because this isn't a ship simulator and you would have no opportunity to ever see that particular flag. The German flag that you will see most frequently in this and my other WW I flag flag mods is the imperial tricolor. You will occasionally see the WW I naval ensign (the flag flown from the back of a warship) because it was the main naval flag and came to be used as the national warflag, even on land. Announcements involving the German navy will be accompanied by this flag, some announcements involving the German army will use this flag, and the headquarters sprites for Call to Arms use this flag (later scenarios in the other mods tend not to, with a few exceptions). From a design viewpoint the imperial tricolor is a much better flag and makes a stronger statement than the naval jack or naval ensign because it doesn't have so many fussy details.

    Austria-Hungary: The vanilla version of the game uses a WW I naval ensign as the trademark Austro-Hungarian flag. It also uses an incorrect version of this flag in the headquarters sprites, essentially backwards with the Hungarian half rather than the Austrian half next to the flagpole. What to do about the Austrians is complicated by the fact that they probably didn't have a national flag as we would understand it, but based on the propaganda posters of the period they seem to have used a yellow and black horizontal bicolor (the armorial colors of the Hapsburg dynasty) to represent the dual monarchy, and the country as a whole by extension. But they also sometimes used a double flag that was similar to the naval ensign, except that it omitted the two crowns. [by way of analogy, the Italians used two flags, both with the arms of the ruling house of Savoy in the middle of the tricolor, only the naval version of the flag had a crown over the coat of arms.] So for that reason I have decided to keep the double-flag activation sprite -- it's not really incorrect on land units and looks very good on naval units because it suggests the naval ensign. The naval ensign seems to get used most frequently as the Austro-Hungarian flag in propaganda posters from countries other than the Central Powers, possibly because that's the flag they would see when an Austrian naval vessel would pull into port. Vexillologists are still arguing about what flag was flown in front of overseas embassies.

    Because urban legends die hard, I've produced a second version of the mod for the Call to Arms scenario that uses a correct version of the double flag on the headquarters sprites. This version, however, does not include all of the flag improvements of the Yellow-Black flag version, and I don't recommend that anyone use it. The one exception to this is in the expanded version of the mod: the larger flag mod includes the Tsingtao scenario from the repository, and because the German and Austrian units that show up in it are essentially naval units, it makes perfect sense for their headquarters sprites to use naval ensigns.

    Russia: My initial reaction was to replace all of the Russian flags with a simple slavic tricolor, which was the official russian flag at the outbreak of the war. However, I ended up having to reintroduce the tricolor with the double eagle on gold in the canton, especially for events taking place after November 1914 when it became the official flag. So you'll see both, depending on the situation. I really wanted to use the Russian naval flag (a blue cross of St.Andrew on a white field) but there were no opportunities for it.

    England: I haven't done anything to the Union Flag per se, but I did look for ways to adjust it for the rest of the Commonwealth. In the end the only time it will appear different is on one of the convoy maps, where traffic coming from the rest of the Commonwealth is represented by an undefaced Blue Ensign. Despite rumors to the contrary, the official Indian flag was usually the Union Flag defaced with the Star of India, which didn't seem worth the trouble of modding. I may change my mind later on if I ever get around to doing a mod for Assault on Democracy.

    France: The tricolor itself is unchanged, but what has changed is where it gets used. Algeria and Tunisia are now flying the tricolor, Algeria because it was part of metropolitan France, and Tunisia because it was a protectorate like Morocco (which isn't showing a flag most of the time) and it made more sense for all of French North Africa to be using the tricolor.

    Egypt: Egypt was using a flag from the wrong period. It now uses the Khedival flag, red with three stars and crescents. Same colors as the Ottoman flag, but different enough not to be confusing.

    Libya: Libya now uses the Senussi flag until Italy enters the war. Because the Libyan flag on the war map was still showing as the Senussi flag after Italy entered the war, I changed it to the Italian flag.

    Greece: Greece now uses the familiar flag with stripes. Greece had two flags during this period, an inland flag (blue with a white cross) and a flag for the sea and coastal regions (the striped flag). Both should be used in their proper places, but if you have to use only one, the striped flag will be incorrect much less often than the plain flag, because Greece has a lot of coastlines.

    Bulgaria: Uses a plain tricolor.

    Romania: Uses a plain tricolor.

    Montenegro: Uses a plain triclor with a lighter blue ("blueish") field. Serbia and Montenegro both used plain tricolors most of the time, the difference was a bit like the difference between the Dutch and the Luxembourg flags.

    Serbia: Should have used a plain tricolor with the same colors as the Russian flag in a different order, but this would have been too confusing next to Montenegro. The mod uses a Serbian tricolor defaced with a coat of arms from the correct period.

    Spain: Now uses the version of the flag that was in use during WW I.

    Changes to things other than flags:

    I don't like the color of the uniforms of the late-war French poilus, so I've lowered the saturation a bit on units that were glowing in the dark (including a couple of German units). The French bleu horizon is more greyish and when German uniforms are green the shade is usually informed by lodencoat green. The changes I have made are probably too subtle and I may have to go back and be more heavy-handed at some point in the future. But it's a pain to make selective saturation changes on a sprite bitmap, so it's not something I will do casually.

    The miniature images of WW I-era tanks are very nice and cleverly done, but the tank was such a rare late-war weapon that I don't like using it as a general symbol for state of war or prepared assault. I've replaced it with a symbol comprising a flag and a heavy howitzer, and I'm currently using it for both assaults and war state. I didn't set out to use it for both functions, but the alternative was to use a flag and a bunch of five-pixel soldiers to represent assault, which I'm afraid might look odd. The other two symbols that my assault symbol can be confused with are the defensive artillery fire and anti-aircraft fire symbols, but they look somewhat different and neither is accompanied by a headquarters flag.

    The mod has been submitted to the Repository for review and will be available in the very near future.

  17. Thanks for getting back to me on that.

    At the moment I'm really just concerned with the graphics, so what this tells me is to create a separate section for scenarios from The Great War.

    Right now the flag mod has too much bulk to it, but I think I can reduce that because some of the Breakthrough scenarios seem to pull a part of their graphics from The Great War. I'll need to do some testing, but I think what is happening is that Breakthrough uses The Great War for its general Bitmap and Interface folders, except for changes that only apply to the Breakthrough. It seems that changes to the Breakthrough general Bitmap and Interface folders have no effect, so to change the applied contents of these folders you have to modify the corresponding folders in The Great War instead. The alternative is to modify them inside the individual campaign folders, which is what I did for the first draft of my flag mod, and which is why it is so unwieldy.

  18. I just finished the first draft of my WW I flag mod, which modifies the graphics to greater or lesser degrees in all of the WW I scenarios that came with the game (and one that didn't).

    When you do this kind of thing you end up spending a lot of time getting down and dirty with intimate details of a game that you have no business noticing. Unfortunately I've noticed something, and wasn't sure how to deal with it in my mod.

    In scenarios that take place in 1917 and 1918 (and this probably applies to 1916 as well), when you start building new units, if you only build them to the first quality level French infantry will be wearing their August 1914 red trousers and German infantry will be wearing pickelhaube with coverings.

    My modder's instinct tells me that these uniforms (and a few others like them) are out of place in these years, and that it might be better to cover over the earlier set of uniform images with the middle set. I've noticed this happening in at least one of the later scenarios, but I am not sure if it is a feature of smaller late-war scenarios, or a design a general design feature meant to be applied across the board to anything that happens after 1915 (or maybe 1916).

    I'd love some extra insight on this point while I figure out how to get this thing uploaded (because the entire mod as it exists on my computer is frighteningly big).

  19. I think I may have asked this question indirectly early on, but didn't fully understand the ramifications of what I was asking.

    So I'll try again.

    Assuming that it is even possible, what is the difference between running this scenario in The Great War and Breakthrough?

    The smaller scale scenarios are very nice, but for me much of the game's appeal comes from making the global strategic decisions of the larger scale scenarios.

    I wish there were a scenario like this one in Breakthrough for the early days of 1915, 1916, and 1918.

    What would be needed to adapt this scenario to Breakthrough?

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