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"Reb" if this Mod help you to Make or Redesign Maps, then it is still a worth while journey , considering that you will have knowledge in both redesigning the units heights, and the redesigning of the maps objects.RebBugler wrote: Or to just convince me to stop the madness.
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Yes, Just Click on one it will turn "Red" then just "Click" on another one, both will be "Red"...RebBugler wrote: Question:
Is there any way to select connected fence segments rather than one at a time?
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OK, My Bad!RebBugler wrote: Davinci,
Well, that's a good tutorial for other folks.
NOT Possible, that is the Only way that I have ever done it, there is No Lasso Option in the "PR" that I am aware of.RebBugler wrote: My question is a selection question - How to select multiple fence segments at once, eliminating the "one at a time" selection process.
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Davinci wrote: I was wondering how this was coming along!
The "Rocks \ Boulders " will present another problem that you may or not be aware of!
They have a feature of having the units stand on top of them, but this has a lot to do with the position of the camera, by changing the camera angle, they will or will not be standing on the rocks.
All in All, this is still some good practice for you to indulge in!
davinci
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garyknowz wrote: I've had this question for a while. You folks have likely long addressed it, but most of the time, I can't follow what you guys are saying anyway when modding.
What would be the accurate length of a 200 man deployed front, and how to scale is that on the terrain? Did ya'll have to make adjustments for playability or map size constraints, or is it pretty accurate?
Thanks folks! Gary K.
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If you are referring to the "Tile" Edit - Correct, changing this number has increased the size of the Map, and by doing so, has also changed all of the coordinates from the previous settings.Palyarmerc wrote: So I quickly knocked up a '512' variation and added it to the download (except all the ambient sounds and objective locations are now at the wrong co-ordinates, more work, but I'll skip that)
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So, Can you place approximately 2600 men standing shoulder to shoulder within a mile, or have you had the time to test that ?RebBugler wrote: 'True Ground SR1, Scenarios & OOBs' is due to be released before Christmas. I'm presently working on the fourth scenario for this release and plan for at least one more. Thereafter I plan on releasing more scenarios as they are produced. I'm really pleased at the way the SOW engine is handling SR1 play, far far better than that hack-job attempt at SR1 play ten years ago with the TC2M engine.
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Davinci wrote:
So, Can you place approximately 2600 men standing shoulder to shoulder within a mile, or have you had the time to test that ?RebBugler wrote: 'True Ground SR1, Scenarios & OOBs' is due to be released before Christmas. I'm presently working on the fourth scenario for this release and plan for at least one more. Thereafter I plan on releasing more scenarios as they are produced. I'm really pleased at the way the SOW engine is handling SR1 play, far far better than that hack-job attempt at SR1 play ten years ago with the TC2M engine.
davinci
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Hmm, I would say that I might have the time to test it but "Truth be Told", the next "Steam Sale" is rumored to be on the 19th of this month and I plan on getting the SOWWL game at a discounted price and convert it into a Civil War game.RebBugler wrote: Ha, won't be testing that. Besides, as explained earlier in this thread, 'True Ground' isn't perfect, but close enough for smoothbores.
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Palyarmerc wrote: I had no clue as to what Devils Den 'True Ground' amounted to. I knew I had Devils Den, so installed this, compared maps, and could see no difference.
A day later I boot up Fredericksburg and my soldiers had shrunk. However, the map did look more expansive, true to size if you like. Took me 5 minutes to work out the True Ground Mod was the cause.
But now worry set in...what if I'd blundered...
When I started work on Fredsburg, I used the Kansas Fall map as a template. Lstudio set the default for this map at 256,512 but other maps I eventually looked at were 512,512
At one point I was convinced the TC2M Fredericksburg was bigger than the one I'd created. (That is, 512,512 as opposed to my 256,512) which would have made any attempt at Scenario conversion impossible (it mostly is for various reasons though; the 90 degree co-ordinate mismatch; csv's packed in an .mmg file to name but 2)
So I quickly knocked up a '512' variation and added it to the download (except all the ambient sounds and objective locations are now at the wrong co-ordinates, more work, but I'll skip that)
512,512 Lstudio Terrain expands the map scale, which is partly good, since anything beyond Brigade sized battles would otherwise be virtually impossible.
The 512 variation helps to enable Corp vs Corp sized battles, else similarly, I'd need to down-scale all the buidlings and fences to the True Ground idea.
Some more discussion on this is certainly welcomed. In all, a worthwhile project I think.
Map making / modifications need a set rules for correct scale, especially regards enabling realistic battles. Not that I've played much Scourge of War, having too much fun with the SDK
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