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Franklin County - Updated 12-22-09
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Hancock the Superb
Division Commander


Joined: 20 Apr 2008
Posts: 469
Location: Washington

PostPosted: Fri Dec 18, 2009 11:01 pm    Post subject: Reply with quote

AWSOME!!!!!!!!!!
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Garnier
Brigade Commander


Joined: 30 Apr 2009
Posts: 118
Location: New York State

PostPosted: Sat Dec 19, 2009 5:46 pm    Post subject: Reply with quote

It's available for download now, link is in the first post.
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bfrusa
Division Commander


Joined: 17 Apr 2006
Posts: 262
Location: Sunnyvale, CA, USA

PostPosted: Sat Dec 19, 2009 6:16 pm    Post subject: Reply with quote

G,

Links not working. Sad

bfrusa
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Garnier
Brigade Commander


Joined: 30 Apr 2009
Posts: 118
Location: New York State

PostPosted: Sat Dec 19, 2009 6:17 pm    Post subject: Reply with quote

D'oh should have tested that myself.

Fixed it
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bfrusa
Division Commander


Joined: 17 Apr 2006
Posts: 262
Location: Sunnyvale, CA, USA

PostPosted: Sat Dec 19, 2009 6:25 pm    Post subject: Reply with quote

LOL! Very Happy

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Joshua l.Chamberlain
Corp Commander


Joined: 22 Oct 2008
Posts: 658
Location: Idaho

PostPosted: Mon Dec 21, 2009 6:20 am    Post subject: Reply with quote

I like the look of this map. I have a question though. How big is the map?
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Garnier
Brigade Commander


Joined: 30 Apr 2009
Posts: 118
Location: New York State

PostPosted: Mon Dec 21, 2009 1:46 pm    Post subject: Reply with quote

Are they not all the same size?

I copied 2ndM_28th, and cleared it for my starting map. So it's the same size as that. Is there a bigger size?
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ADukes
MadMinute Team
MadMinute Team


Joined: 06 Apr 2005
Posts: 2080
Location: somewhere in Europe

PostPosted: Mon Dec 21, 2009 3:21 pm    Post subject: Re: Franklin County - Released Reply with quote

Garnier wrote:
There are two things I haven't done for this map, setting my own objectives and map sounds, because I couldn't find any information on a good way to do that, and don't intend to do it manually finding x-y locations in lstudio.


Take Command Developer's Guide wrote:
First steps: MMG has built in some very useful tools for the scenario designer which we will take
advantage of. Using your text editor open up the game .ini file: C:\Program Files\Paradox
Interactive\Take Command - 2nd Manassas\TC**.ini.

Add the following text at the beginning of the file:
[Initialization]
DbgLvl=2
NoAI=1
Alpha Omega=1

Save the file and exit the editor. These commands do three very useful things for the scenario
designer. The first turns on the display that shows the location of the selected unit or officer in the
game X,Z coordinate system. This system is use by numerous files to specify the location of units
on the battlefield. The numbering starts at the lower left with coordinates 1,1 and ends at the top right
at coordinates 131071, 131071. For scale, the engine uses 32 units per yard. This makes the map
4096 yards by 4096 yards or 2.33 miles square. The second command totally disables all AI
functions so that units will not fight at all. This allows units to be marched all over the map without
starting odd battles. The third allows you to see and take command of any unit in either army.

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Garnier
Brigade Commander


Joined: 30 Apr 2009
Posts: 118
Location: New York State

PostPosted: Mon Dec 21, 2009 3:29 pm    Post subject: Reply with quote

Thank you ADukes, will do that eventually.
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Joshua l.Chamberlain
Corp Commander


Joined: 22 Oct 2008
Posts: 658
Location: Idaho

PostPosted: Mon Dec 21, 2009 4:34 pm    Post subject: Reply with quote

Garnier wrote:
Are they not all the same size?

I copied 2ndM_28th, and cleared it for my starting map. So it's the same size as that. Is there a bigger size?


Well I mean you can make maps bigger I believe, but I'm not sure and you also answered my question. The map is 2.3 x 2.3 miles.
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Tacloban
Presidential Candidate


Joined: 04 Apr 2006
Posts: 2498
Location: Virginia

PostPosted: Mon Dec 21, 2009 6:43 pm    Post subject: Reply with quote

Guanier,
Your new map looks wonderful. Thank you!

As a simplistic answer to your question, the AI usually leaves a strong proportional reserve at its location of original deployment. If you're not aware of it, the reserve can cause problems when it hits you from an unesxpected quarter. But in reality, as you point out, the AI usually holds back the reserve for too long (especially if the opposing commander is defensive or cautious in style), letting you wipe out the main force first, then overwhelm the reserve. Still, it's a clever element in the AI.
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122nd Ohio
Army Commander


Joined: 01 Mar 2007
Posts: 1313
Location: Ohio

PostPosted: Tue Dec 22, 2009 12:59 am    Post subject: Reply with quote

Nice rolling terrain, plenty of open space to manuever. Good job! Very Happy

Another way of programming sounds & objectives: open the 2048x2048 tga file with GIMP or something like it (can't remember offhand which you used), and look at the XY coords for the spot where you move the pointer to. Reverse the order of them (YX) and multiply by 64 to get the numbers you need in the csv file. You could probably make something in excel to do the conversions for you.

For those curious about map size, every map is 2048x2048 pixels, but the "scale" can be whatever you want. A map could cover an area of real land 2.3 miles by 2.3 miles, or 3.0 miles by 3.0 miles. My Shiloh and Murfreesboro maps cover 3.5 by 3.5. Just have to be careful not to stray too far from the stock maps (2.5?) or target range yardage in-game won't match up closely enough to the actual distance represented in the map. If a map was made to show an area 5 by 5 miles, if a target in the game was shown as being 1000 yards away, the real-world distance to the target would be about 2000 yards.
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Davinci
MadMinute Team
MadMinute Team


Joined: 30 Jan 2005
Posts: 3085
Location: Nashville

PostPosted: Tue Dec 22, 2009 1:01 am    Post subject: Reply with quote

Great looking map!

I like the fictional maps better, due to the fact that you don't expect the AI to hold any of the original objectives.

davinci
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Gfran64
Army Commander


Joined: 03 Aug 2006
Posts: 1612
Location: Point Pleasant, NJ

PostPosted: Tue Dec 22, 2009 7:00 pm    Post subject: Reply with quote

Garnier,

Great map!!! It reminds me of all the farms just north of Gettysburg along the Carlisle Road. Can you check the road pathing around the Crawford/Burkholder Farms. If you want to go from the Crawford Farm to the Burkholder Farm it routes you to the Daley Farm then to the Wilders/Unger farms and then to the Burkholder Farm. Is it supposed to be that way?

Regards,

Greg Very Happy
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Garnier
Brigade Commander


Joined: 30 Apr 2009
Posts: 118
Location: New York State

PostPosted: Tue Dec 22, 2009 7:32 pm    Post subject: Reply with quote

It's not supposed to be that way, thanks. I'm going to release the new version soon with some road issues fixed, and the objectives/sound locations added using the new location editor. Very Happy
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