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Recent Posts

  • C

    @rogercooper Naples is the capital of Italy?

    (And I think that it should be forbidden to have map names which are just the generic names of any wars, be it "Second World War" or "Great War".)

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  • Name Second World War
    Description The Second World War on a large world map starting in late 1941
    https://axisandallies.fandom.com/wiki/Second_World_War
    ce83ec3f-1f07-42f6-8e2b-02cdbc8d63b2-image.png

    Good Points

    Straightfoward rules set Low unit density

    Bad Points

    Russia is too weak, falling too quickly before the Western Allies can pressure the Axis.

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  • I thought I'd try the spotted cow trick to enlarge this one as well. Still a WIP clearly lol

    It's a little rough around the edges, cause I didn't know if a map this large would actually work, so didn't want to go too nuts.

    Tried for 20000px by 10000px for the baseline and just did a simple relief to knock the lines back with a basic pattern at like 35% opacity.

    It's ballpark like four times as large as the current I think.

    I didn't change the contours so it would hopefully still work with whatever scenarios, just kinda enlarged it. I changed the shape of the shanghai tile to make that 4 point less pronounced, but still same sorta deal there since I didn't want to bust the NML 1914 set up. Couple of the circles might need to be double checked, cause I had to expand the coastal area a few times, but otherwise I think should work for a dry run in the tools. Units could maybe use an upscale to the 54px or retinted if trying to do units at 125%, but should work ok with whatever 48px I'd imagine. Currently they're downscaled, so basically same idea for playscale except that the same units would display at a higher resolution (100%) for the same sorta map view scale. I tried to key it off 50% map view, like I did for the other larger maps.

    Baseline WIP at 20000px
    https://drive.google.com/file/d/1KiLJjhFUFsMeznS8AcqMN9mpqB60ifa0/view?usp=sharing

    Quick Relief at 20000px
    https://drive.google.com/file/d/18Ooted4zkZXJT82VmoJLphXL-rbObGDS/view?usp=sharing

    Needs to have the map.props for dimensions at 20000x10000, then the centers/polys re-run through the map tools for the bigger dimensions. Also the place.txt for the enlarged map with those coordinates etc.

    The Relief laid over the Base looks like this right now, downscaled for the boards. So basically just needs to rework the sz lines at the edges, since it bounced around a bit when upscaling. Figured I'd just post the WIP, since not sure how far I can take it, but should be simpler to pick up from there if one wants to go jumbo for the NML 1914 stuff.

    For the circles along the coast, the original idea was to have the relief design follow the continental coastlines (cutting into the circles more or less) and then maybe a lighter blue or whatever for the unit overflow area of those circles, maybe a zoom effect in the case of islands or peninsulas. Or similar to what Hepster and Redrum had going for the PoP 1914 scenario map, using a different patterns or design motifs for those sections of the relief. Here it's just the same as the current Dom though, cause I wasn't thinking too hard on it tonight hehe.

    WW1_Map_rescale_20000px.png

    I didn't put together the NML scenario so not sure what all would be needed, but since I had the map thought I'd give it a whirl.

    Also a couple cool lookin' Hepster units from the other thread that might work for CP techs hehe

    GermanImprovedBiplane.png GermanCavalry.png

    Anyhow, the original baseline map was itself an enlargement of the v3 map I did, so to get that 2px line down to 1px I used the magic wand tool in GIMP, grow selection by 6px (or whatever is needed to get around the chop) to fill with 100% black, then shrink selection 1 px fill with White.

    To bang out a quick relief, you selected the white then fill with pattern (I used gimps default marble) then reduce the opacity of that portion/layer so it's semi transparent.

    For the borderlines, use the color selection tool to grab all the black, expand the selection by like 2 px, fill with black, then expand again the selection another 2px and apply some gaussian blur to smooth it out.

    See zone boundaries or geometric shapes don't upscale very well that way, so it's easier to just redraw all those probably, or at least where the chop is noticeable, like on the diagonals especially. In the baseline map above I left it at that stage just to kinda show how that looks.

    Here's an example screen from gimp using the wand and shift clicking to grab a few tiles at once to speed things up... basically just selecting non adjacent tiles to the grow/shrink fill thing to get the black boundary lines back down to size.

    Screenshot 2024-05-10 193818.png

    Screenshot 2024-05-10 204841.png

    To me looks like a spotted cow when making the selections with the magic wand. Seemed to be the fastest way to get the lines back down to a working width at roughly 1px.

    Anyhow, let me know if it seems worthwhile or if anyone is chomping at the bit to rework a bunch of centers for NML 1914 game. I figure it's easier to rework a few in the tiles for the polys once that part is done, since it takes forever hehe. Least all the entries are already typed out, XML should all work the same, just needs to have all the tiles reassigned since the coordinates would be all off. If anyone takes it for a spin through the map tools, you can see from the old centers the difference in scale for comparison.

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  • W

    @beelee

    Need a little help with escorts/transports/convoys.

    Escorts buff transports and transports buff escorts. This can be done with supportAttachments like artillery and infantry. What is the need for the Escort_Convoy, as Convoy is just the name of the rule the governs escort and transports?

    Cheers...

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