Pipe Creek Line Extras

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RebBugler
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Pipe Creek Line Extras

Post by RebBugler »

PCL MiniMaps – Built with the layers listed below and ready to be added as a mod…plus, an included customized Gburg MM

SplashScreens - To set the PCL mood, nothing fancy, just selected screenshots and some historic maps (set this mod as a low priority listing in Modifications screen)

MM Customizing/Graphics files
The included MiniMap files may be opened with the application Paint.Net...available for FREE download. This will open the files as layers, these layers may then be worked on within the application to build a custom MiniMap, or, exported to your preferred graphics application.

The four layers include:

topography
History Map Cleaned
History Map
Grayscale Map Painted

The Gburg MM is also included along with the three PCL MMs.

The following DL includes two mods, Splashes and MMs, plus the MM graphics files, not a mod, open with the app Paint.Net.

PCL_Extras

PC03 Customized MiniMap
Image
Last edited by RebBugler on Mon Aug 15, 2011 12:08 am, edited 1 time in total.
Reason: Added Pict
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Davinci
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Re: Pipe Creek Line Extras

Post by Davinci »

Reb , - You beat me to the punch, I'll check yours out after work!

davinci
The only true logic is that, there is no true logic!
rclark14
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Re: Pipe Creek Line Extras

Post by rclark14 »

Hi, just add these as mods right? just started the first scene- where is the union - 20 minutes no enemy?
RDBoles
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Re: Pipe Creek Line Extras

Post by RDBoles »

Rclark14, just send out some scouts, a reg or an officer. Big maps,the enemy is probably on other side of map.
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JC Edwards
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Re: Pipe Creek Line Extras

Post by JC Edwards »

Hi, just add these as mods right? just started the first scene- where is the union - 20 minutes no enemy?
It takes @ 30-35 minutes for initial contact in PC01....

after that.....it's all out war! :evil:

Sarge
'The path that is not seen, nor hidden, should always be flanked'
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RebBugler
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Re: Pipe Creek Line Extras

Post by RebBugler »

Wow, right off thread, but that's cool...I'll bite. The first two scenarios are really spread out, to represent the scale of the engagement. Fear not, like Sarge said, you'll be overwhelmed with strategic decisions when the time comes. :evil:
Hi, just add these as mods right?
Two of the three files are mods, please read the intro again.
Last edited by RebBugler on Fri Aug 12, 2011 3:08 am, edited 1 time in total.
Reason: Added Info
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Little Powell
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Re: Pipe Creek Line Extras

Post by Little Powell »

Hi, just add these as mods right? just started the first scene- where is the union - 20 minutes no enemy?
It takes @ 30-35 minutes for initial contact in PC01....

after that.....it's all out war! :evil:

Sarge
Yep, it's setup that way for the mystery... You have no clue where you're going to encounter them.. :evil:

Plus I always like to enjoy the scenery in the saddle when marching across the map..

Just speed up the simulation and it'll take half the time..
rclark14
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Re: Pipe Creek Line Extras

Post by rclark14 »

I was saying- if I can't find the enemy I will have to find a new career- LOL -I was thinking- can you do Chanclersville please- that would be great because Stonewall gets wounded first evening after day 1- that would be very emotional scene for day 2 fighting :whistle:
rclark14
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Re: Pipe Creek Line Extras

Post by rclark14 »

ok, got it - first two are mods- very cool- new stuff to try out- I like this
Kalliser
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Re: Pipe Creek Line Extras

Post by Kalliser »

Rebbugler do you allow me to use your minimap in my scenario editor ? :)
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