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Post by teophrastusbombastus on Jan 10, 2024 16:05:10 GMT
Meant the Wesnoth terrain tiles, not the icons. But the icons are appropriate for a D&D thing of course. There may be mods with icons appropriate for other themes.
The terrain tiles are much more colourful. Which may make the more colourful napoleonic icons go unnoticed. And many other from other time stamps. Or maybe it goes well; only trying can it be seen how it looks...
There are sounds for catapults, arrows and other old days stuff. There are two Open General e-file packs using those. Antique General and Fantasy General use sounds from a mix of origins, including a few I managed to convert very long ago from the original Fantasy General format. The downside is that nowadays OG uses MP3. PGX works with WAV.
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Post by jeff on Jan 14, 2024 20:13:26 GMT
I am testing command/control rules for leaders now. Not absolutely sure where I Am going though. Most board, or miniatures rules I have played use command spans. I am not a big fan of those. But, those are what I am testing now.
If you are a corps commander, you send messages to your division commanders. If the message takes 3 turns to get to the division commander. They should not react until then. Does a Corps commander keep a stream of messengers to his division commanders letting them know where he is, at what time, and where he is headed ?
I must admit I Am a bit ignorant of pre 19th century command, control, and communications methods! Time to brush up on the subject I guess.
One feature I guess I will use is the combat bonus for units stacked with a leader. (If he has a bonus.) Some leaders in the Napoleon’s Battles game charts have -1 bonuses. Some are only used for defense. (Napoleon !?! Even.)
I sort of like you move the leaders, and the troops assigned to him try to stay with him. Maybe keep it simple ?
Added a bigicons.txt file . You can change the size of the big icons. I really lime the 150x150. But will experiment with some others now. The paper soldier files from JuniorGeneral.org are great fun to work with. I must remember to make sure their creators get credit.
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Post by teophrastusbombastus on Jan 18, 2024 10:52:01 GMT
Besides messengers they used visual signs whenever line of sight was possible and bugle and drum for sound signs.
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Post by jeff on Jan 21, 2024 20:55:17 GMT
I was putting the fortress bitmap you sent me a while back into the tile set. I started thinking...maybe fortress walls could actually be UNITS ? Fortification class. We could give them 1 strength point, but a very high defence value. They could defence value to units stacked on top of or manning the walls . Artillery could 'Breach' the walls. The fortification wall gets replaced by a 'breached wall'.
Made some major improvements into the map editor. You can load a bitmap of a map. Overlay a grid over the image. Pick terrain. Click on hexes on the picture, and that will set the hex in the map editor. Still tinkering with it. It probably is not too user-friendly, but I created a nice Fontenoy basic map in less than a day.
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Post by jeff on May 13, 2024 13:12:09 GMT
Grenadier news....have not actually worked on the Grenadier game so much, but I have used it to jump start the Combat WWII platoon level game. Finally got the unit data entered. New equipment files are up to 75 fields of data. (PGX, and Grenadier used 45. I decided to include space for Main Armament, Secondary Armament, and the various machine gun positions on the Tanks. 99% of the Tanks in the game have Main Armament, Bow MG, Co-Axial MG, and AA Machine gun. Then there are the crazy USSR T-35's with 5 turrets !
Tactical required a LOT more data fields. I am planning on keeping track of AP, HE, HEAT, APCR, APDS, Cannister, Smoke, White Phosphorous, and Illuminating rounds for each vehicle, piece of ordnance. I think I finally got enough data in there to start the Combat system.
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Post by teophrastusbombastus on May 13, 2024 16:05:25 GMT
Grenadier news....have not actually worked on the Grenadier game so much, but I have used it to jump start the Combat WWII platoon level game. Finally got the unit data entered. New equipment files are up to 75 fields of data. (PGX, and Grenadier used 45. I decided to include space for Main Armament, Secondary Armament, and the various machine gun positions on the Tanks. 99% of the Tanks in the game have Main Armament, Bow MG, Co-Axial MG, and AA Machine gun. Then there are the crazy USSR T-35's with 5 turrets ! Tactical required a LOT more data fields. I am planning on keeping track of AP, HE, HEAT, APCR, APDS, Cannister, Smoke, White Phosphorous, and Illuminating rounds for each vehicle, piece of ordnance. I think I finally got enough data in there to start the Combat system. Remember reading about paint charged shells, which make sense for exercises. Only the story was about one that crept into a combat situation and painted a German tank... Noooo.... that was in a movie... Illuminating... that will be needed during night turns... Pacific had them, complete with specific night turn terrain tiles. Smoke condition is another interesting one to depict... T-35 had 3 different pieces of armament. 1 X 75 mm gun KT-28 2 X 45 mm 20K guns 5, 6 or 7 X 7.62 mm DT machine guns But the Stuart also looked like a hedgehog. A little one. Though the situation will get more complicated if we think Heavy Bombers. And much more complicated if we think Ships. Way beyond tactical level is it not? Back to tanks, some had smoke dischargers and most had a sub machine gun. Important to game only if it depicts bailed out crews the latter. Some APCs carried mortars and flamethrowers appeared on both tanks and APCs. If we were talking Gear Krieg things would reach accounting for Tesla Gun power cells or at least batteries. Or stocks of zombie producing chemicals... By the way, there were chemical shells, only they were never officially used. En passant, I will just make the opportunity to open a new shelf for the WWII Platoon variant. Can be changed later for the definitive name...
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