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May 3rd, 2007, 07:48 PM
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Private
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Join Date: Jun 2006
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Movement radius opacity
Is there any way to mod the opacity of the hexes outside a unit's movement radius? Some landscapes make it difficult to discern between reachable and unreachable hexes. The latter should be much darker. If there is, in fact, a way, could it also be modded in WinSPMBT?
Thanks in advance.
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May 4th, 2007, 03:24 AM
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Sergeant
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Join Date: Jul 2005
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Re: Movement radius opacity
Also movement hexes are shown wrong near the body of water.
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May 4th, 2007, 11:28 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Movement radius opacity
Quote:
ShadowBlade said:
Is there any way to mod the opacity of the hexes outside a unit's movement radius? Some landscapes make it difficult to discern between reachable and unreachable hexes. The latter should be much darker. If there is, in fact, a way, could it also be modded in WinSPMBT?
Thanks in advance.
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The short answer is no. I don't have a problem seeing the difference and AFAIK you're the only one who does. In any event, the darkeness and or lightness of terrain in regards to the movement radius is entirely done through the game palette. The game palette is fixed and will not be altered.
Don
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May 4th, 2007, 11:31 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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Re: Movement radius opacity
Quote:
serg3d said:
Also movement hexes are shown wrong near the body of water.
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Would you care to be more specific as to WHY you think this is wrong? I assume you read the release note 8 for Version 2.0 ?
Don
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May 5th, 2007, 03:51 PM
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Sergeant
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Join Date: Jul 2005
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Re: Movement radius opacity
Quote:
DRG said:
Quote:
serg3d said:
Also movement hexes are shown wrong near the body of water.
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Would you care to be more specific as to WHY you think this is wrong? I assume you read the release note 8 for Version 2.0 ?
Don
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Nop, not -1 fords. Light hexes which should show accessible hexes show way too many hexes, a lot more then really accessible. That happens than vehicle is near a bridge or ford. In fact it can usually traverse about a half of the length shown. Another problem is the cavalry pathfinding. Instead of choosing efficient route cavalry invariably end up in the water, if left to itself to move through the bridge or along the shore. Had to move it one hex at time.
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May 5th, 2007, 09:39 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,493
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Re: Movement radius opacity
How about a save game showing this ?
Don
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