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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Thu Dec 17, 2015 3:55 pm

Pocus wrote:As PhilThib!

Not sure replacing the red/blue banners with hardcoded British/French will work in all case though...


Yup, in addition, after second thoughts, it's not going to be a good idea to have a nation's flag there...those ribbons are supposed to show "Alliances", not nations (for which the counters already supply enough information), so better keep the originals...
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EOOQE
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Joined: Fri Sep 05, 2014 10:08 am
Location: Planet Earth

Thu Dec 17, 2015 4:43 pm

PhilThib wrote:Yup, in addition, after second thoughts, it's not going to be a good idea to have a nation's flag there...those ribbons are supposed to show "Alliances", not nations (for which the counters already supply enough information), so better keep the originals...


After your comments here you are right !
Therefore i came up with a new "feature" to keep the ribbons vanilla BUT can add flavor and individual gfx to Famous Leaders or special army types.
This needs a "little" batch work on all leader/armies portraits(Counter ones) ... screenshots asap here :w00t:

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EOOQE
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Location: Planet Earth

Tue Dec 22, 2015 5:40 pm

Little Update to the Battle Summary Panel :

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PhilThib
Posts: 13705
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Location: Meylan (France)

Thu Dec 24, 2015 8:36 am

Very good
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Pocus
Posts: 25659
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Dec 24, 2015 11:12 am

Personally I'm not much fond of the original 'blue leather' header effect we have on some windows, it reminds me too much of a blurry/stretched texture. If you want to make some pass on that, be my guest :)
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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EOOQE
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Joined: Fri Sep 05, 2014 10:08 am
Location: Planet Earth

Thu Dec 24, 2015 11:35 am

Pocus wrote:Personally I'm not much fond of the original 'blue leather' header effect we have on some windows, it reminds me too much of a blurry/stretched texture. If you want to make some pass on that, be my guest :)


Haha , exactly what im on atm :w00t: :

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[CENTER]Btw , started adding some unique landmarks to WON :w00t: :cool: :[/CENTER]
[CENTER](can you name it ? :) )

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And of course :

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Thu Dec 24, 2015 12:39 pm

:w00t:

Merry Christmas EOOQE Image,

and Merry Christmas to all :wavey:
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arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Thu Dec 24, 2015 1:33 pm

Stonehenge! That's cool!
Awesome work! Thanks and merry christmas! :)

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EOOQE
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Location: Planet Earth

Sat Dec 26, 2015 2:27 pm

More work on the Counters done , not 100% done yet (including new icons for activated/deactivate stacks)

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Captain_Orso
Posts: 5766
Joined: Tue Sep 01, 2009 5:02 pm
Location: Stuttgart, Germany

Sat Dec 26, 2015 4:23 pm

To the greatest extent, those stack counters look nice :thumbsup: .

A couple of points though:

Being Strong Deutan colorblind (red-green), recognizing the status of the activation envelopes on the counters is difficult. The old, much lighter colored, active envelope color was much easier to recognize for me.

I'm confused now as to the meaning of the stack-counter in the upper right corner. It appears to count the stacks in the field--outside cities, etc.--,but in the Padova region there appear to be two stacks, one with (1) and one with (2).

The text on the name-bars of low-strength stacks are riding up too high, but I'm sure you've already seen that.

The fading of the information block on the low-strength stack-counters feels annoying. It should be enough that their names are black, and not bold, to indicate their low-strength.

Just a thought, the issue with the entrenchment graphics edging into the name-bar, which has been an issue for a long time, I wonder if it wouldn't be better if the graphic didn't turn up on the ends and just went straight across, so that it wouldn't partially cover up the name-bar. One might actually have it fade-out at the ends to insinuate that it goes on somewhat past the stack and reduce the feeling that one might just step around the edge of the entrenchments to be on the flanks of the stack.
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Duke76
Corporal
Posts: 50
Joined: Sat Dec 14, 2013 5:59 pm

Sun Dec 27, 2015 12:51 pm

Simply oustanding, bravo! :w00t:
Ageod's devs should track your work with particular attention imho... ;)

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fred zeppelin
Colonel
Posts: 366
Joined: Fri Apr 27, 2012 2:29 pm

Sat Jan 02, 2016 7:12 pm

Very nice! Can't wait for the release.

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murat
Lieutenant
Posts: 126
Joined: Sat Mar 03, 2007 3:18 pm
Location: ITALY - NAPLES

Sun Jan 31, 2016 12:06 pm

Is tjis mod in progress? When does release it?

chemkid
Private
Posts: 23
Joined: Tue Jul 15, 2014 9:49 pm

Wed Mar 09, 2016 9:43 pm

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Last edited by chemkid on Thu Apr 26, 2018 8:25 am, edited 1 time in total.

V for Vegas
Corporal
Posts: 51
Joined: Wed Feb 02, 2011 4:55 am

Thu Jun 02, 2016 6:57 am

Any news on this mod?

vonBredow
Sergeant
Posts: 69
Joined: Sat Nov 24, 2012 8:03 pm
Location: Frankfurt, Germany

Sat Jun 04, 2016 10:29 pm

I'll bump as well, just for the heck of it... I am guessing real life got in the way.

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