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Re: new city hexes test
Posted: Thu May 31, 2012 4:55 pm
by flakfernrohr
Hello Massi Destruction. Yes the trenches are a litle big for men, but would work for Anti-Tank Ditches (without the pillboxes). Chris10 is correct, the pillboxes would not be positioned with the trenches. Use only trenches scaled down some to a smaller width. Barbed wire and sandbags are fine to use with trenches. Anti-Tank Ditch would be fine as this in a layer modular group with no pillboxes, bunkers, barbed wire or sandbags.
Re: new city hexes test
Posted: Thu May 31, 2012 6:45 pm
by massi
Perhaps I expressed myself badly ... google translator speaks to me (and often do not know what to say haha)
new trenches will be completely different!
...for convenience and modularity, I used the roads layer. but the first test, suffered a lot (see image above) did not go well.
now I am making a new test with the rail layer (to use the modularity of the rail paths.)
for now, I have removed the bunkers, I put them single in separate tile.
Once all sections of the trench, are modular, can be moved to the station layer or terrainlayer, of your choice. (Which do you prefer? )
Re: new city hexes test
Posted: Thu May 31, 2012 9:51 pm
by flakfernrohr
My vote would be the terrain layer, but as long as they can be accessed, that is all that matters. I don't mind scrolling a lot because the Panzer Corps original vanilla rivers tiles are horribly organized and a person gets very used to scrolling with them. In making maps in the past, I have spent untold hours scrolling through the rivers overlays because they are so random and disorganized. Maybe PZC will address this in the upcoming tiles in a better fashion. Massi, just keep producing the works of art tiles. As long as they fit into the files, I really don't care where they are.
Re: new city hexes test
Posted: Thu May 31, 2012 10:06 pm
by Chris10
flakfernrohr wrote:My vote would be the terrain layer, but as long as they can be accessed, that is all that matters. I don't mind scrolling a lot because the Panzer Corps original vanilla rivers tiles are horribly organized and a person gets very used to scrolling with them. In making maps in the past, I have spent untold hours scrolling through the rivers overlays because they are so random and disorganized. Maybe PZC will address this in the upcoming tiles in a better fashion. Massi, just keep producing the works of art tiles. As long as they fit into the files, I really don't care where they are.
@Flak..the terrain layer overwrites the entire hex...it would be nicer to be able to overlay trenches over other kind of terrain overlays...
let me elaborate...
map>place trenches>generate tile>take advantage of trench terrain value>overlay countryside>overlay trench...voila...realistic looking trenches in the countryside,forest or whatever...
@Massi...If I had a voice I maybe would finish your tiles and then wait for Africa Korps...if the new terrain strings will be activated it will be a lot easier to just create new layers..they are smaller and better to work with instead of a png file which is 1 km long
I decided today to wait for Afrika Korps and not finnish Panzercorps East cause I really want to take advantage of all the new things coming with it.
Another thing which came later to my mind Massi...the fortresses and atlantic wall bunkers..they have to be "buildings" with stats..they cant be in the terrain layer as then you can not put other bunkers on top of them..it would look very bad..as you have the models why not just redo the 2 vanilla ones and add your new ones making a few different types of building icons (small/big)..this would serve best as they all would be in the same style if done by one person...just thinking

Re: new city hexes test
Posted: Thu May 31, 2012 10:12 pm
by El_Condoro
Yes, I'm in the same situation as chris10. I am close to finishing the Europe part of Maelstrom - US Campaign but the changes coming in AK and Massi's great mod will require I do a review of it before release, and I want to add the Africa scenarios, too. I hope AK comes out when expected - still no word on a beta start.
Re: new city hexes test
Posted: Thu May 31, 2012 10:14 pm
by VPaulus
El_Condoro wrote: still no word on a beta start.
Only that will start in June.
Re: new city hexes test
Posted: Thu May 31, 2012 11:29 pm
by massi
I go on with the production (I'm almost done), this mod is in beta, and conclude with AK. I go ahead with tilese because, if I wait AK, I forgot how to make tiles

Re: new city hexes test
Posted: Thu May 31, 2012 11:48 pm
by flakfernrohr
chris10 wrote:@Flak..the terrain layer overwrites the entire hex...it would be nicer to be able to overlay trenches over other kind of terrain overlays...
let me elaborate...
map>place trenches>generate tile>take advantage of trench terrain value>overlay countryside>overlay trench...voila...realistic looking trenches in the countryside,forest or whatever...
@Massi...If I had a voice I maybe would finish your tiles and then wait for Africa Korps...if the new terrain strings will be activated it will be a lot easier to just create new layers..they are smaller and better to work with instead of a png file which is 1 km long
I decided today to wait for Afrika Korps and not finnish Panzercorps East cause I really want to take advantage of all the new things coming with it.
Another thing which came later to my mind Massi...the fortresses and atlantic wall bunkers..they have to be "buildings" with stats..they cant be in the terrain layer as then you can not put other bunkers on top of them..it would look very bad..as you have the models why not just redo the 2 vanilla ones and add your new ones making a few different types of building icons (small/big)..this would serve best as they all would be in the same style if done by one person...just thinking

Chris10: I concur with your thoughts. Perhaps Massi's influence will be felt in Afrika Korps as well.
I really would like to see the first set of "Trenches" Massi put in the thread minus the bunkers, barbwire, sandbags, etc. and used as modular ANTI-TANK DITCHES to be included in the mod. THEY ARE THE RIGHT SIZE. And with Anti Tank Ditches, a map can be made with more realistic guiding/forcing attackers into fields of fire and killing zones from the defensive positions just as in the real battles and situations such as Kursk. In Russia such fields of fire forced the Germans into direct fire from several angles and they had to utilize engineers in one way or another to get over and across Anti Tank Ditches. So these defenses on a map can have significant impact on the statistics written for any scenario played on such maps. This type of option is NOT AVAILABLE for making a map or scenario now. If it were available for maps, more realistic battles could be fought on both sides. Just my opinion.
Re: new city hexes test
Posted: Fri Jun 01, 2012 12:07 am
by flakfernrohr
massi wrote:I go on with the production (I'm almost done), this mod is in beta, and conclude with AK. I go ahead with tilese because, if I wait AK, I forgot how to make tiles

Massi Destruction, This is great news. I am so happy you have done this. Yes, I hope you will stay in practise for the future because when Afrika Korps comes out, no matter what they add or change, your talents will be needed for better maps and more realistic scenarios and campaigns.

Re: new city hexes test
Posted: Fri Jun 01, 2012 12:11 am
by Chris10
flakfernrohr wrote: And with Anti Tank Ditches, a map can be made with more realistic guiding fields of fire into killing zones from the defensive positions just as in the real battles. In Russia such fields of fire forced the Germans into direct fire from several angles and they had to utilize engineers in one way or another to get over and across Anti Tank Ditches. So these defenses on a map can have significant impact on the statistics written for any scenario played on such maps. This type of option is NOT AVAILABLE for making a map or scenario now.
Dwight..if Alex will fix the non working 0 based exe strings for layers and terrain then new terrain can be defined and added with any values..Iam sure you understand what that would mean...any fancy terrain and obstacle could just be defined in the terrain.pzdat and a new entry to the movement types could be done to slow or impede certain movement types in certain terrain..heck even new movement types could be defined if these strings work properly in the exe not even mentioning adding new layers/stations in their corresponding file for less scrolling and easier access and mapping...possibilities would literally be infinite

Re: new city hexes test
Posted: Fri Jun 01, 2012 12:19 am
by flakfernrohr
chris10 wrote:flakfernrohr wrote: And with Anti Tank Ditches, a map can be made with more realistic guiding fields of fire into killing zones from the defensive positions just as in the real battles. In Russia such fields of fire forced the Germans into direct fire from several angles and they had to utilize engineers in one way or another to get over and across Anti Tank Ditches. So these defenses on a map can have significant impact on the statistics written for any scenario played on such maps. This type of option is NOT AVAILABLE for making a map or scenario now.
Dwight..if Alex will fix the non working 0 based exe strings for layers and terrain then new terrain can be defined and added with any values..Iam sure you understand what that would mean...any fancy terrain and obstacle could just be defined in the terrain.pzdat and a new entry to the movement types could be done to slow or impede certain movement types in certain terrain..heck even new movement types could be defined if these strings work properly in the exe not even mentioning adding new layers/stations in their corresponding file for less scrolling and easier access and mapping...possibilities would literally be infinite

Yes, you are thinking on the right road for me. The more that can be done with maps in terms of terrain that "dictates" movement, the more than can be done with scenarios and campaigns. This forces the strategy portion of the game into more a balance between terrain and opponent. It's going to make the game much more variable and available for even greater expansion possibilities. I like the thought of "infinite possibilities" cause that's what skinning is all about along with Mongo and Mr. Garnett's mods with the icons/units.
Now maybe we will get it for the maps too.!!!!!!!
Re: new city hexes test
Posted: Fri Jun 01, 2012 2:51 pm
by massi
tank obstacles improved

Re: new city hexes test
Posted: Fri Jun 01, 2012 3:19 pm
by massi
timber obstacles improved
dragon's teeth improved, large version

Re: new city hexes test
Posted: Fri Jun 01, 2012 4:33 pm
by airbornemongo101
I was thingking about Flak's post and I have a thought.
Could a Anti-Tank ditch be made that requires a BruckenPion. (as a bridge) to get across?.
That definitley would be totally awesome and realistic
Re: new city hexes test
Posted: Fri Jun 01, 2012 4:44 pm
by massi
dragon's teeth, small version

Re: new city hexes test
Posted: Fri Jun 01, 2012 4:59 pm
by VPaulus
Actually I liked the old Dragons teeth style. Please have both types in your package.
The timber poles are now much better.
Re: new city hexes test
Posted: Fri Jun 01, 2012 5:30 pm
by Radoye
massi wrote:dragon's teeth, small version

IMHO this looks just perfect!
Re: new city hexes test
Posted: Fri Jun 01, 2012 7:39 pm
by massi
Re: new city hexes test
Posted: Fri Jun 01, 2012 8:03 pm
by VPaulus
Those trenches are looking great. And I like those old Dragon teeth.
Re: new city hexes test
Posted: Fri Jun 01, 2012 8:44 pm
by Chris10
Massi proudly presents
massi wrote:
.........
The "Deathscroll" 