Nikel wrote:Welcome back Zenvaro![]()
If I may ask, what happened with the project of a possible new engine?
Nikel wrote:Well, energy and motivation, you have!
I wish you the best with the new step in the Russian Civil War mod.
And keep us posted with your progress.
Nikel wrote:Thanks for sharing the screenshots.
Though I do not like that font, looks like too big and difficult to read
Bohémond wrote:Congrats for the mod !
Bohémond wrote:Please continue posting screenshots and do not hesitate if you have any questions.
Zenvaro wrote:Nikel wrote:Hmm, it's a bit surprising that these fonts are hard to read. I added them because they look more authentic than the standard Arial. Perhaps I'll add a file with old fonts for those who don't like the new ones.
Bohémond wrote:There 2 ScriptsCommand dealing with specifiic units tranfer (TakeOverUnits, GetBackUnits)
Hope it helps
Bohémond wrote:List of the factions on side 1 (this is a purely cosmetic information displayed in the scenario info screen. It has no gameplay purpose other than this one). Independent from a selected faction.
So you can set whatever factions with Side1, Side2 no impact on Major/Minor settings
Bohémond wrote:Did you modify the GuiLoadGame.pas/. dfm file ?
If so could you post it ? Maybe there is a mistmatch in assets position
Zenvaro wrote:Bohémond wrote:There 2 ScriptsCommand dealing with specifiic units tranfer (TakeOverUnits, GetBackUnits)
Hope it helps
These are really very useful commands! Although it can sometimes be inconvenient that transferred troops must necessarily be moved to some region, rather than remaining where they were before the transfer. But these are completely solvable problems if desired. Thank you very much!Bohémond wrote:List of the factions on side 1 (this is a purely cosmetic information displayed in the scenario info screen. It has no gameplay purpose other than this one). Independent from a selected faction.
So you can set whatever factions with Side1, Side2 no impact on Major/Minor settings
Yes, I understand, but the difference (really cosmetic) is that Majors can be highlighted when place the cursor on them, while Minors are not. That was the whole question. Overall not a critical problem.Bohémond wrote:Did you modify the GuiLoadGame.pas/. dfm file ?
If so could you post it ? Maybe there is a mistmatch in assets position
Yes, I modified it.
But the reason why I asked the question is that this error is not only mine, it is also presented in WON without changes. It turns out that it can be written that btnOrders1 contains coordinates near btnSide1Fac1.
1. Everything will work well if Side1 does not have a Minor.
2. If there is at least btnSide1Fac2, then btnOrders1 will be displayed only when saved as btnSide1Fac2, and btnOrders1 will still be displayed near btnSide1Fac1.
If we will add btnOrders2 for btnSide1Fac2 and it will be located near btnSide1Fac2 then in 1. case everything will be still ok, but in 2. case btnOrders1 will be displayed for btnSide1Fac2 near btnSide1Fac1, and btnOrders2 will be displayed for btnSide1Fac1 near btnSide1Fac2. This is what I meant by reverse sequence.
Pocus wrote:It's a difficult time for progressist people indeed.
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