Jump to content

fantomas

Members
  • Posts

    408
  • Joined

  • Last visited

Everything posted by fantomas

  1. French tip : a method to play with very funny variations with strategic command 2 1-First, choice an human opponent 2-Second : you have to decide the player who begin to choice of a country 3-The first player choice a country 4-The second player choice a country, 5- and then, again, again,etc... : you have to write the list of countries choiced by each player 6-When there are no more free country (major powers and minor countries), one of the players build the scenario : he has to take the 1939 campaign, and just set the countries of each player in Axis or Allied side. 7- After that, game can begin . With this system of choice, each game (evidently, not historical !) will have a different strategic situation... : i.e : France + USA + Italy vs URSS + Germany + GB, or France + Urss + German vs USA+ German+GB, etc... So, the strategic decisions would have to be very different, depending of the situation... Note : You may have this variation : each player has 3 jockers during the choice phase. He can use the jockers to refuse a choice of minor country made by his opponent (and after, to take it for himself !) Or other variation : Normal rule of choice for major power, but for choice of minor countries : to make at random i.e : you create 3 class countries: -Major power (6) -Medium power (Spain, Turkey,Poland,etc...) -Minor countries For the major and medium powers : you do the normal system of choice, and for little coutries, you make at random
  2. Ok. Added Third Reich mod files on my mods page (more easy to use the files)
  3. Thanks, Hubert. I have added my "Third Reich mod" in the files of my "mod page" [ February 16, 2007, 02:42 PM: Message edited by: fantomas ]
  4. Thanks for image. I though that you had founded a tip to suppress strengh value number, but it works just for color. Ok, what I though is not possible. For my mod : strengh value of all units is visible, but the level of "research" for each type of units (armor, aircrafts) is not apparent on counters as in your unit mod.
  5. Could you post a screen capture of the counters (in situations of play) without their strengh value ? I am curious to see how you do that (I did not found the file that contains these strengh value in the directories of the game). Thanks
  6. For my Third Reich mod, it is very easy : 1/ Save the image here with mouse ("right clik") (choice "Save as" and then, in the windows : BMP format, not PNG format) 2/Then rename the bmp file : unit_sprites_military 3/Copy the file in the "bitmap" directory of the game and... play !
  7. Good classical war... You have now, if you have "Old Third Reich PC Game nostalgy", the possibility to use my "Third Reich mod counters" (please, see "Modding forum"): all 2D unit_sprites are replaced by "2D Third Reich counters" : the effect is the same as you play the old game "Third Reich PC".
  8. No problem : You may use or modify my mods and counters as you want, they are free. For 2D map : the problem is : if you want to realize this kind of mod, it is possible. But you will have to modify some of tiles map in "tile_sprites" file, to be able to make vertical lines of coast. After that , you will have to build an entiere new Europa map, and after that, build entire new system of scripts...Very hard and long work and I have no time for that, baadly... Concerning the naval counters, I don't know exactly the dimensions, but it needs just to try and test with "paint". I think my naval counters are the wide allowed (more wide counters will cause problems, probably).
  9. You may take the "Third Reich" unit_sprites with Right clik, in bmp format Then, you have to copy-past the image in your "unit_sprites" files
  10. For those who want to play SC2 with "old Third Reich" counters : [ January 29, 2007, 02:24 PM: Message edited by: fantomas ]
  11. Tested scripteditor with 1.6 patch : same problem, same error window.
  12. Yhanks, Hubert. Good reception. Sidius : I will test your editor with 1.6 patch and I will make to you a report of this test.
  13. Hubert: I have send to you a mail, as you asked (furysoftwar e-mail adress)
  14. Thanks for information I tried with "map_data" (in place of "Map_data"): same result. Please, can you send to me me the "N° code" of your credit card ? perhaps, it will work with...
  15. For the first pb (with British HQ) : It was game version used before 1.5a I have tried this evening with 1.5a after I had modified HQ british, and the problem does not occurs. So, it seems fixed.
  16. Hubert: Concerning the 2° Bug (in game) : fight range of planes or carriers 1°/ Please, download my flakland's mod on my page (complete mod, or just campaign file, if you want to test quickly, but the graph will be inadapted) 2/ Choice human vs human (hotsea) 3/Choice Falklands scen 4/Playing British, select this unit : "Sea Harrier GR3" (I post below a screen that indicate you the position of this unit) 5/Choice a cible for attack, on Port Stanley or other place on ground 6/After you have made your air attack with the unit (that is a carrier), the game has the bug : all blocked (I have tried this evening and the bug "works" (If I can say that ) NOTE : if you choice to "air-attack" an ennemy unit, the bug does not appears. You have to attack one empty tile (city, supply depot,...) if you want to test the bug SCREEN FOR POSITION OF UNIT YOU HAVE TO SELECT AND USE FOR ATTACK : The point you have to attack for testing the bug is the "supply depot tile" (little depot with yellow letter) near the argentin unit, at the bottom of image) [ January 09, 2007, 12:57 PM: Message edited by: fantomas ]
  17. Adding artillerie is very easy (with rockets) adding AA is possible : if your mod does not use all nations, you may use Two nations for one player, and use Air fleet as AA : the "false AA" unit (in fact, Air fleet), will intercept all air attaks (but this tip work only for human player vs human or human vs AI) ASO ? I do not understand what it means (I am a poor frenchie )
  18. Ok Hubert, I will try to do that. Can you send me again your e-mail ? Thanks
  19. Sidius : I have tried with the new exe you send to me : exactly the same bug problem and the same window. My OS is : Windows XP (family) - I have not 1.6 patch :perhaps is it the origin of problem ? I should try to test with 1.06 patch but where can I find it ? (I have just 1.05a, the last publied) And please : What does it means (difficult translation in my automatic translator) ? : "Fantomas try to rename the Map_data.txt to map_data.txt no capitals"
  20. 1/What OS do you have? Please, what is "OS" ? 2/ Map_data file Exactly the same you have send to me (It' very long : if problem on forum, I will erase it here after : say me please when you have taken a copie if you need it) 140 38 78-0-0 80-0-0 79-0-0 77-0-0 78-0-0 23-0-14 17-0-14 67-0-14 71-0-14 54-0-14 67-0-36 67-0-36 70-0-36 67-0-4 68-0-4 70-0-4 34-4-4 27-0-4 22-0-4 34-0-4 41-0-4 59-0-4 49-0-4 11-0-4 [ January 09, 2007, 11:02 AM: Message edited by: fantomas ]
  21. Thanks, but I have problem : Before "LOAD MAP", all works perfectly But after, nothing... When I choice "MAP", and "LOAD", I obtain that : The structure of my campaign folder is exactly that, asindications you gave : Scripts AI Events MapData So, It failed but I can not see Why and Where....
  22. Hum, Sorry : program seems very interesting but I did not understand anything to work with because there is not "readme" included. I am used to make modding but I am not "Computer man" and without "readme", I can not test. The only "readme" I have is this text : 1°/Message on the forum And now the Editor. I am starting to send to the emails the editor. Make a copy of your campaign map anywhere in your Hard Drive. So You will have a folder that will contain the folder of scripts, bitmaps and the rest. Create a new folder there with the name MapData. There will be the export of the map you will have created before running the editor. If you will not have this you will not load any map. In my email i will have an export of the standard europe map made by Hubert. Sorry but for the testing you will work only with this map. Have this map into the MapData folder. and ofcource make sure to open a campaign that have data for such a map. I guess everything will be easy to use because of the graphic help menu. 2°Text in the zip.files : Ok People this is the newer update. If you do not have the patch 1.6 of SC2 then you will have to only play with the map_data file i have inserted on this mail. For security of your data make a copy of a campaign folder. The program looks for the folders Scripts and MapData. If you do not have 1.6 patch then create the folder MapData into the campaign folder and insert inside the file map_data.txt Play with the editor a little bit. Know that the delete button on the commands do not work. ______________________________________________ After translation in French, it is not very clear, and I am going to have to wait for a complete and detailed " readme " . I have created a new campaign in editor, and I did copy of the map.txt in the CAMPAIGN folder, but after ..? Nothing when I try to use the "Open"command. I have no patch 1.6 (where is - it? :eek: ) and I have only the 1.05a.
  23. Thanks, good receptionby e-mail. I will examine that this evening
  24. I send your mine [ January 04, 2007, 06:09 AM: Message edited by: fantomas ]
×
×
  • Create New...