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J P Wagner

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Everything posted by J P Wagner

  1. Now that you mentioned it, through the use of the editor, you can increase the spotting range of all Axis or Allied units...simply make a copy of the original 1939 file, rename it and place it into the campaign folder...then by using the editor you can change the spotting range for the units you want, in any country you want. Play a game, with fow on, against the ai which has this increased spotting range and see what happens...
  2. It has been discussed before but I think it would be a better AI game if the player had fow on, while the AI had it off...
  3. You should make a copy of the entire interface folder and put it into you campaign folder and work on it from there....
  4. Open up the SC2 folder and you will see a folder named "extras"...open that and you will find a map making tutorial and a map generator...I never used the map generator as this was added after I already did my map so you will need to check it out yourself...perhaps someone else has tried the generator....good luck
  5. The easiest thing to do is find a good jpeg image and use PAINT or PAINT.NET to convert it to a bmp image (by using the "save as" option). You need to then resize the image to approximately a 75x75 pixel image to paste it over the original bitmap image. There may be times you need to "white out" sections of the original image if the new one does not completely cover it. I find that pictures of models look the best when you convert them to a bmp image but some photos can work as well. Practice with paint or paint.net on a copied SC2 bitmap until you are comfortable with it....if your PC has MICROSOFT'S DIGITAL IMAGE STARTER EDITION then that is a decent program to use as well. I'm not a pro using these programs by any means, and if you look at my RCW images, you can see some flaws, such as crowding of the new bitmap images resulting in some overruns of part of one image into anothers field. My last duty will try to clean up my bitmaps before I release the mod.
  6. Frost, just to add to my post....When you copy the localization file into your mod folder, and open it with notepad, you will find a section of the file with this info: ; Country IDs #SEA= Sea #UK= UK #FRANCE= France #USA= USA #USSR= USSR #GERMANY= Germany #ITALY= Italy #NEUTRAL= Neutral #ALBANIA= Albania #ALGERIA= Algeria #AUSTRIA= Austria #BALTIC_STATES= Baltic States #BENELUX= Benelux #BULGARIA= Bulgaria #CANADA= Canada #CZECHOSLOVAKIA= Czechoslovakia #DENMARK= Denmark #EGYPT= Egypt #ESTONIA= Estonia #FINLAND= Finland #GREECE= Greece #HUNGARY= Hungary #ICELAND= Iceland #IRAN= Iran #IRAQ= Iraq #IRELAND= Ireland #JORDAN= Jordan #LIBYA= Libya #LITHUANIA= Lithuania #LUXEMBOURG= Luxembourg #MOROCCO= Morocco #NETHERLANDS= Netherlands #NORWAY= Norway #POLAND= Poland #PORTUGAL= Portugal #REPUBLICAN_SPAIN= Republican Spain #ROMANIA= Romania #SAUDI_ARABIA= Saudi Arabia #SPAIN= Spain #SWEDEN= Sweden #SWITZERLAND= Switzerland #SYRIA= Syria #TUNISIA= Tunisia #TURKEY= Turkey #VICHY_FRANCE= Vichy France #YUGOSLAVIA= Yugoslavia ; Terrain IDs #RIVER= River #FOREST= Forest #MOUNTAIN= Mountain #MARSH= Marsh #DEPRESSION= Depression ; Resource IDs #PORT= Port #MINE= Mine #OIL= Oil #FORTIFICATION= Fortification #FORTRESS= Fortress #CITY= City #CAPITAL= Capital ; Unit IDs #HQ= HQ #CORPS= Corps #ARMY= Army #ENGINEERS= Engineers #PARATROOPS= Paratroops #ROCKETS= Rockets #TANK_GROUP= Tank Group #AIR_FLEET= Air Fleet #BOMBERS= Bombers #BATTLESHIP= Battleship #CRUISER= Cruiser #CARRIER= Carrier #SUB= Sub #PARTISANS= Partisans #AMPHIBIOUS_TRANSPORT= Amphibious Transport #TRANSPORT= Transport It is here where you make the necessary changes. For example, here is a section from my RCW localization file: ; Country IDs #SEA= Sea #UK= Southern Whites #FRANCE= Northwest Whites #USA= Allied Intervention Army #USSR= Poland #GERMANY= Bolsheviks #ITALY= Siberian Whites #NEUTRAL= Neutral #ALBANIA= Don Cossacks #ALGERIA= Orenburg Cossacks #AUSTRIA= Siberian Cossacks #BALTIC_STATES= Kuban Cossacks #BENELUX= Terek Cossacks #BULGARIA= Astrakhan Cossacks #CANADA= Volga Cossacks #CZECHOSLOVAKIA= Czech Legion #DENMARK= Makhno Anarchists #EGYPT= Trans-Baikal Cossacks #ESTONIA= Caucusus Cossacks #FINLAND= Finland #GREECE= Ural Cossacks #HUNGARY= Ukraine #ICELAND= Trans-Caspian Cossacks #IRAN= Bukharan Cossacks #IRAQ= Iraq #IRELAND= Ireland #JORDAN= Jordan #LIBYA= Libya #LITHUANIA= Lithuania #LUXEMBOURG= Luxembourg #MOROCCO= Morocco #NETHERLANDS= Netherlands #NORWAY= Norway #POLAND= Poland #PORTUGAL= Portugal #REPUBLICAN_SPAIN= Republican Spain #ROMANIA= Romania #SAUDI_ARABIA= Saudi Arabia #SPAIN= Spain #SWEDEN= Sweden #SWITZERLAND= Switzerland #SYRIA= Syria #TUNISIA= Tunisia #TURKEY= Turkey #VICHY_FRANCE= Vichy France #YUGOSLAVIA= Yugoslavia ; Terrain IDs #RIVER= River #FOREST= Forest #MOUNTAIN= Mountain #MARSH= Marsh #DEPRESSION= Desert ; Resource IDs #PORT= Port #MINE= Mine #OIL= Oil #FORTIFICATION= Fortification #FORTRESS= Fortress #CITY= City #CAPITAL= Capital ; Unit IDs #HQ= HQ #CORPS= Brigade #ARMY= Division #ENGINEERS= Worker Groups #PARATROOPS= Cavalry #ROCKETS= Armoured Train #TANK_GROUP= Tank Group #AIR_FLEET= Air Fleet #BOMBERS= Bombers #BATTLESHIP= Battleship #CRUISER= Cruiser #CARRIER= Carrier #SUB= Sub #PARTISANS= Partisans #AMPHIBIOUS_TRANSPORT= Amphibious Transport #TRANSPORT= Transport ; Political Alignment IDs #PA_NEUTRAL= Neutral #PA_AXIS= Reds #PA_ALLIED= Whites Save your changes and you are set!
  7. Thanks for the kind words...here is the Bolshevik Major Victory conditions. If anyone notices a mistake that I may have made in plotting it out, please let me know, as I'm still in the shallow end of the script pool.... { #NAME= Bolshevik Major Victory #POPUP= Bolshevik Major Victory #FLAG= 1 #TYPE= 1 #TRIGGER= 100 #ALIGNMENT= 1 #DATE= 1918/01/09 ; Moscow,Petrograd,Tsaritsyn,Rostov,Sevastopol,Batum,Ekaterindar,Riga,Omsk,Orsk,Ekaterinburg,Groznii,Orenburg,Novorossiisk,Murmansk,Archangel #MAP_POSITION= 38,52 #MAP_POSITION= 16,45 #MAP_POSITION= 62,70 #MAP_POSITION= 53,77 #MAP_POSITION= 43,89 #MAP_POSITION= 68,90 #MAP_POSITION= 56,85 #MAP_POSITION= 7,58 #MAP_POSITION= 96,17 #MAP_POSITION= 86,42 #MAP_POSITION= 74,25 #MAP_POSITION= 74,81 #MAP_POSITION= 77,46 #MAP_POSITION= 53,86 #MAP_POSITION= 4,15 #MAP_POSITION= 26,25 } And here is the White Major Victory Conditions. Historically General Denikin of the Southern Whites was obsessed with Moscow and believed that the only way the Bolsheviks could be defeated was if their capital was taken. This might not have necessarily been true, for if the Whites had cooperated with each other, on all fronts, they could have put a stranglehold on the Reds and forced them into submission without occupying the capital. By constantly advancing onto Moscow however, the Whites overextended their lines and left major sections of their front weakly held. They were especially vulnerable in their rear as Anarchists and rival Cossacks continually disrupted supply and caused dissention among the White troops. To reflect this in the game, Moscow must be taken for the Whites to acheive a major victory. I would like to include Moscow as part of a minor victory as well, so ingrained was this objective to White strategic thinking but this would perhaps make it too difficult for the Whites to achieve any type of victory. I have to remember that this is a game first and is supposed to be fun and win-able for both sides... The minor victory conditions will include some different objectives than those that are listed in the major victory scripts. This way, if a player feels he is unable to fullfil a major, he can redirect his attention to other areas of the map to gain a minor...at least that's the plan anyway { #NAME= White Major Victory #POPUP= White Major Victory #FLAG= 1 #TYPE= 1 #TRIGGER= 100 #ALIGNMENT= 2 #DATE= 1918/01/09 ;Moscow,Petrograd,Tsaritsyn,Odessa,Sevastopol,Batum,Riga,Murmansk,Warsaw,Omsk,Archangel #MAP_POSITION= 38,52 #MAP_POSITION= 16,45 #MAP_POSITION= 62,70 #MAP_POSITION= 32,85 #MAP_POSITION= 43,89 #MAP_POSITION= 68,90 #MAP_POSITION= 7,58 #MAP_POSITION= 4,15 #MAP_POSITION= 4,76 #MAP_POSITION= 96,17 #MAP_POSITION= 26,25 } [ September 16, 2006, 07:14 PM: Message edited by: J P Wagner ]
  8. Make certain that you have a copy of the CAMPAIGN CONFIGURATION FILE in the folder you are using for your mod. When you click on this file you will see the following: #CUSTOM_BITMAPS= 1 #CUSTOM_INTERFACE= 1 #CUSTOM_SOUND= 1 #CUSTOM_LOCALIZATION= 1 If any of the values are 0, you need to change them to 1 as shown above. Also if you want to change names of unit types, countries ect, you need to put a copy of the LOCALIZATION file, into your mod folder as well... hope this helps....
  9. japinard, if you mean by "hand drawn" as selecting the pre-drawn tiles supplied by the editor, one by one, then that's what I did, as you cannot actually draw free hand on the map... Below are the at start forces, subject to change once I start playtesting. Three of the majors, Poland(Red/White marker), Northwest Whites (red/white/blue roundels) and Allied Intervention Force (White stars) are pro White neutral. The Southern Whites (crowns), supported by the Don and Kuban Cossacks (green/white check) are active in south. The Siberian Whites (red shields/white cross) and the Orenburg Cossacks (green/white check) are active and poised at the Urals. In Finland, Mannerheim to the North, and von der Goltz to the west, are active (green/white checks). And of course, the Bolsheviks hold central Russia. Purchasing/Upgrading units and research are disabled as there is an extensive reinforcement schedule for the major countries. Many of the at start forces are understrengthed. Diplomacy is vital in this game as there are numerous neutral cossack provinces, the Czech Legion, and the Anarchists to control. I'll be keeping an eye on what Hubert has up his sleeve for possible diplo changes and how it could affect this mod.... [ September 15, 2006, 04:37 PM: Message edited by: J P Wagner ]
  10. The easiest way to check if your idea works is open up the editor and change the costs for each countries dip chits...you can have Germany pay more for the chits and have the UK pay less....
  11. Well JJ, I didn't move any units as I simply rifled through the turns, so there were turns when I could not afford a "Dip chit" A simple unopposed conquest or two could speed things up to see what will happen....
  12. You know SM, that's a very good point....even if the Russians could not become an AXIS ally, having a 96% diplomatic success rate, should have at least accomplished that!
  13. Well my mod is not vaporware, but the problem is that only a couple of people give a crap about it....
  14. For the hell of it, I played a hotseat game doing the following: I moved no units On the AXIS turns, I dumped all Diplomacy chits into Russia. The Germans acheived success of turning the Russians towards the Axis and it was raised to 96% by August 1940. However the Russians were triggered to join the Allied side at this point. Is there a particular script that can be disabled to allow an ahistorical event, like the one I tried, to occur? I was looking throught the DOW scripts and I could not find a specific one for this but I could have simply missed it.... [ September 07, 2006, 12:34 PM: Message edited by: J P Wagner ]
  15. My job has interfered with my progress on the RCW mod but I have completed the map, except for a few tweeks, and the unit bitmaps. Below is the map with the major and minor players that were involved. I need to do a couple of interface flag changes, but what you see is as follows: The Allied Intervention force is represented by the USA flag and they occupy 4 areas, Murmansk, Archangel, the Caspian sea region (which I reduced since this pic was taken) and a small foothold in Siberia. (Note: the scale at the far east section of the map has been compressed a bit for gameplay purposes.) To the south of the WIF are White Finland, the Northwest Whites represented by the red/white/blue flag with cross. Further south is Poland, the Ukraine and the Black Flag of Makhno's Anarchists. In the Crimea/Caucusus region there are the Kuban Cossacks, the Southern Whites, and the Don Cossacks, black/red diamond flag The Volga Cossacks are the blue/yellow flag and the Astrakhan Cossacks are the white/green/red flag (to be changed). The Terek Cossacks are the blue flag with the diagonal stripe The Siberian Cossacks are the green/white diamond flag. The Siberian Whites are the white/green flag with the red X. Further east of the White Siberian Territory is the Czech Legion, the Ural Cossacks and the Trans-Baikal Cossacks I moved a couple of cossack provinces in order to enhance the challenge. Three of the Cossack provinces start the game activated as White Allies, Kuban, Don and Orenburg (located at the southern end of the Urals, flag to be changed) Two provinces are neutral but pro Bolshevik, the Anarchists and the Trans-Baikal Cossacks. The remaining provinces are neutral. These provinces hold numerous resources which will be needed by both sides, and some provinces block strategic areas for both sides to effectively advance, so either through Diplomacy or Invasion, most of the cossacks will come into play. One further Cossack province will be added to the east of the WIF Caspian Sea territory. The Czech Legion is pro White but start off as neutral. I want this to be a Diplomatic game between the Reds and Whites in order to win the prize of a strong Czech army. Hopefully, this will create some replayabilty as they may never enter the game, or could join either side. Of course, either side could simply invade the province to obtain the resources that are housed there, but that might not be a good idea, especially early in the game. Speaking of resources; the capitals and mines have the max mpp value while everything else is at the minimum. And I have placed all the mines in cossack provinces, so both sides will recognize the value of these territories. I'm working on the OOB now and then on to scripting. http://img212.imageshack.us/img212/4808/image002wp0.th.jpg' alt='image002wp0.th.jpg'> [ September 04, 2006, 07:49 PM: Message edited by: J P Wagner ]
  16. If you set, as part of a major victory condition, control of a minor neutral capital, can this requiremnent be met by Diplomatic means? For example; in the RCW campaign I have a number of cossack provinces, some of which start off the game as neutral. I want to reflect the Bolsheviks desire to eliminate the cossack influence by including some of these neutral capitals as part of a RED major victory. If the Red player, decided to try winning a cossack province via Diplomacy in order to save his forces for more pressing matters, would a successful alliance result in satisfying the victory requirement or does the target hex need to be occupied by a Bolshevik unit through a DOW? [ August 29, 2006, 03:31 PM: Message edited by: J P Wagner ]
  17. Just thought I would show a few more graphics, as progress steadily, but slowly continues... The Bolsheviks had few tanks during the civil war, and relied mainly on armoured cars. For the most part, they would slap some sheets of steel on any vehicle that passed by and designated it as an armoured car. However, they did maufacture Austin armoured cars which were similar to a UK design, and also had British armored cars in their arsenal. This armoured car is represented in the game as well as the French Nieuport plane.... The new armoured train that I am using is of WWII vintage but it looks much better than what I was using, so unless I find a decent WWI model pic, I'll use this one, though I may try making it larger. Allied planes are Spads and Sopwiths and the Poles have a few French Renault FT 17 tanks at their disposal... [ August 26, 2006, 08:52 PM: Message edited by: J P Wagner ]
  18. Thanks for the vote of confidence Ret... Actually I'm getting the hang it as I'm satisfied with the bi-plane, White tank, and the new Cavalry icon...I do not want to waste too much time on bit maps as I need to finish off the map and most importantly work on the scripts...sometimes noodling around with bitmaps is a good way to procrastinate.... One of the first things you will discover when you start RCW is the wealth of mpps that each side recieves per turn, but, unreliable conscription and an unstable war economy for both sides means that you will find purchasing and replacing strength points very expensive, so what looks like bounty in the beginning is quickly drained....there will be a number of minor neutrals representing various Cossack and Peasant provinces which will have the necessary resources to help in the war effort. I'll use some historical Atamans for the Cossack Hq's but may need to shift them from their natural regions for gameplay reasons... Anyway both the Reds and Whites will need to either use Diplomacy to get these provinces on their side, or invade.... [ August 21, 2006, 05:51 PM: Message edited by: J P Wagner ]
  19. ...it might just be "and nothing else!".... Actually the cities are those that are supplied in the game but I'm experimenting on how much fortifications Tsarystn should have...the cavalry unit has already been changed...the beast is an armoured train. It looks better on the game screen then in the pic but I'll always keep a lookout for a better picture to convert [ August 21, 2006, 04:32 AM: Message edited by: J P Wagner ]
  20. Is it possible to put a cap on a unit types strength points to be less than 10? I would like air units, tanks, and armoured trains to have a max of 2-4 strength points with no ability to reinforce over that cap.... http://img201.imageshack.us/img201/8519/yuuqa8.th.jpg' alt='yuuqa8.th.jpg'> [ August 21, 2006, 04:31 AM: Message edited by: J P Wagner ]
  21. I just need to be more patient when working on these things especially when I have no skill fooling around with these images...I see now that the Red HQ Uniform looks like something out of SPAWN...I'll need to work on that too....
  22. The White Army's General Wrangel moves on Tsaritsyn with Calvary Divisions on the left flank...Trotsky is arriving on the scene with an Armoured Train in tow... I need to do some more work on the train as it lacks definition....usually bitmap images look terrible magnified bit much better when minimized. In the trains case it looks better magnified then when not.....
  23. Thanks for the words and though it will not have the polish of Kuniworth's excellent Battle for Russia mod, it should be servicable enough... Below is the strategic map, keeping in mind that there are areas yet to be completed. One notable feature is the use of depression tiles for the vast desert regions. These are unpassable and so you see narrow tracks of clear tiles which basically simulate where rail lines would be. So the battles in these regions will be for control of these narrow tracks of land. The Bolsheviks will have two bases in the East which will keep the White forces honest as they must protect their rear lines and so cannot steam ahead with all of their forces. One base is already set up at Tashkent and the other will be in the northeast corner facing the Czech Legion... http://img205.imageshack.us/img205/4990/image002vj2.th.jpg' alt='image002vj2.th.jpg'>
  24. The map is about 80% complete as I need to add resources, more provinces ect...what you see is the General Denikin HQ unit and a UK tank group, stationed near Batum. There will be three "Allied" sides, The Southern Whites under Denikin, the Siberian Whites under Kolchak, and the Northwestern Whites under Yudenich. The other three major powers will be the Bolsheviks, Poland and the Western Intervention Forces who will be based at Murmansk, Archangel and in the Crimea. Minor nations will include "White" Finland, with Mannerheim based at the recently captured city of Tampere. His main objective will be to retake Helsingfors and perhaps threaten St. Petersburg. The Czech Legion will be based at Tomsk in Siberia, the Ukrainians and the Anarchist Nestor Makhno will be playable as well as various Cossack provinces. I have much to do and hopefully it will be a decent mod..... http://img97.imageshack.us/img97/4105/image002ua2.th.jpg' alt='image002ua2.th.jpg'> [ August 17, 2006, 02:38 PM: Message edited by: J P Wagner ]
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