im going to make this easy for everyone and just package alpha 3 as T43.gim and no overwrite problems and you can have both alpha2 and alpha3. New download file coming in a few minutes…
probably a good idea.
im going to make this easy for everyone and just package alpha 3 as T43.gim and no overwrite problems and you can have both alpha2 and alpha3. New download file coming in a few minutes…
probably a good idea.
@Cmdr:
@Cmdr:
I’ve completed Alpha +3. It will overwrite the current module… so if you have games you still want to play as alpha 2 you should wait.
www.axisandallies.us/T40.gim.zip - Alpha +.3
Let me know any mistakes in the module as this is a beta version and recommend only to advanced users of abattlemap.
Okay, so to just obliterate Alpha 2 (copy paste the directory under a different heading perhaps, so you can go back) just copy paste this new directory over the old one and go?
If you don’t want them both installed simultaneously, just change the name of your old T40.gim, and put the new one in the ABattlemap folder with all the others and you’re good to go. Don’t try opening the Alpha 2 one tho unless you reverse what you did (changing the name and putting in Alpha3), b/c it will probably crash ABattlemap.
Wait, so if I change T40.gim to Alpha2.gim and then copy the new T40.gim into the Abattlemap directory, I cannot open the old Alpha 2 files?
correct, you would not be able to open the alpha2 module (unless you make some changes to it: name the .GIM something with 3 or fewer characters and recreate or delete the start.aam)
@Cmdr:
I should be able too, they would just have the tiles slightly askew because of the changes to the map.bmp. Right?
since both modules have the same .GIM name, I’d guess you’re right that your old Alpha2 save files would open in the new module. try it and let us know what you find. perhaps this is why tmtm chose to keep the name.
@Cmdr:
I’ve completed Alpha +3. It will overwrite the current module… so if you have games you still want to play as alpha 2 you should wait.
www.axisandallies.us/T40.gim.zip - Alpha +.3
Let me know any mistakes in the module as this is a beta version and recommend only to advanced users of abattlemap.
Okay, so to just obliterate Alpha 2 (copy paste the directory under a different heading perhaps, so you can go back) just copy paste this new directory over the old one and go?
If you don’t want them both installed simultaneously, just change the name of your old T40.gim, and put the new one in the ABattlemap folder with all the others and you’re good to go. Don’t try opening the Alpha 2 one tho unless you reverse what you did (changing the name and putting in Alpha3), b/c it will probably crash ABattlemap.
I’ve completed Alpha +3. It will overwrite the current module… so if you have games you still want to play as alpha 2 you should wait.
www.axisandallies.us/T40.gim.zip - Alpha +.3
Let me know any mistakes in the module as this is a beta version and recommend only to advanced users of abattlemap.
do you have a changelog?
@Cmdr:
I seem to be a complete idiot…how do I get it to have the new directory name in the “new game” menu?
I haven’t downloaded the new Alpha 3, but the MapInfo.txt contains the directory name you speak of. it is edittable (this is in my tutorial).
Also, if you rename your ABattlemap directory as TMTM described above, your opponents will have to do the same - renaming with the exact same name if you want to open each other’s save files. His idea of installing an entirely separate directory of ABattlemap is one I hadn’t thought of before - a good idea. I don’t think I’ve tried it before, but I’m thinking it could work. TMTM have you tried this?
I’m working on updating the module to alpha +3 and need help on an NO. Russia NO #2, Russia gets 3 ipc for every original Axis or neutral territory in europe including turkey… so what do i need to add to the current list of alpha +2? what are all the europe neutrals?
depending on how quick you want to release this, I may want to make some artistic changes if you’re up for it. I can’t take the time right this moment, but if you’re willing to consider I’ll come up with a list of changes I’d like to see and see if other people agree or disagree.
@fighter:
I can display the g40 map .2. The problem is there are no units on it and no toolbar to create units. Also when someone tries to send me their map I get the message unable to open files of type .aam. Any help would be appreciated.
strange. what operating system are you using? Are there any other circumstances specific to you that you can think of which might be atypical? Have you tried re-installing?
@SAS:
I didn’t compress the bitmap, I’m not sure how you would do that, but I just guessed that it was the large file size since it only did it for G40 maps.
I’m referring to this:
@Sgt.:
I have reduced the size of the image file to 10 mb which reduces issues with crashing. There are hi-res versions of each map included in the folder, you can use those versions if you never had any issues.
Wonko?
also, how did you compress the bitmap? and how did you figure out that the large file size was causing crashes?
@Sgt.:
If you already have Abattlemap 0.79 it’s better to upgrade since HolKann’s installer may write over some of the mods you’re using.
Upgrade from Abattlemap 0.79
http://www.mediafire.com/?djkingzm3in
Have you seen this happen - the installer deleting or overwriting modules? I thought I tested it to make sure this didn’t happen, but it’s been a long time. My memory may well be failing me, but I thought if you have a module with the same name as one it wants to install, it leaves what you have. Am I wrong? Of, course, I can certainly understand just playing it safe.
I always forget what font I used and end up having to go through and match the fonts anyway. I have no time to that that now I’m afraid. Maybe func remember what font was used - if not, then if you wanted to try to match the font and you find the right one it would be easy for me or func to update the map.
Dude, there already is zoom in and zoom out. Use the + and - keys.
There’s already a way to move partial stacks. Shift click grabs 5, and control click grabs 10. You need to read the post that has a quick rundown of the features of Abattlemap.
Go crazy! I’d love to see these improvements. But you don’t have to work on what’s already a functioning feature!!
ctrl+shift grabs all
@Cmdr:
I have a laptop permanently attached to a docking station. (As in, I never disconnect it and move it elsewhere, it is essentially a monitor with a computer built into it.) This is my “main” computer and the one I have had no issue using battlemap on. (Note, this machine used Abattlemap0.79f for a long time before upgrading to Abattlemap0.80 recently).
My “auxillery” unit is an HP mini 110-11, a netbook. This machine has never run battlemap successfully. I have done a full system restore on the unit (for other reasons, some twit filled the HDD and RAM to the point it couldn’t load windows anymore and snuck into the machine through safe mode and deleted some important directories with the “shift-delete” ability.) Having attempted to install battlemap a few times and attempting to copy the directory from the computer that is working and pasting it on the one not working, I am still unsuccessful in getting it to load and run correctly.
It occurs to me, as I type this, that I may need to install 79f version of battlemap, run it, and then install the 80 version of battlemap and see if it works that way. Is there a link to the old 79f version?
Yes, you have to install 0.79f first, but if you use HolKann’s installer it should do all that for you.
@Cmdr:
@Cmdr:
It happens when opening a fresh map. New–>Game Type->Frozen map
redownload the module thats not working and let it overwrite all the files. Try rebooting
I’ve DLed and reinstalled the entire thing a few times, not working. It works on my main, so I attempted to copy/paste over the directory with the files from my main…still no go.
What do you mean by main?
main machine
@Cmdr:
There a reason an install of this would not work on a system running 32 bit Windows XP (netbook) and would not work with a direct copy/paste of the directory from one computer to the other?
(The latter allowed me to open a file, but not scroll the map, if that helps.)
elaborate. is the install of your ABattlemap working, and this module is the only one not working? did you have the program open when you copied? did you try just using the download?
I think you should go with the one module auto-convoy so we don’t have compatibility issues with this in the future. I’m confident the vast majority of players would agree with me. (Although I do have one lingering doubt. For those who think they should be able to get away with convoy damage that the opponent doesn’t see - a la Monopoly)
Wow, all this at no charge. All we can do is thank you for improving the gaming experience for dozens of avid gamers.
@Sgt.:
Yea, I was pretty sure it was possible to raid more than the total IPC value of the territories but it is a bit confusing. So I guess auto-convoy can work after all.
You guys will be…… translating this to layman’s terms when the time comes, hopefully?
Currently my module doesn’t do auto convoy… meaning that just by placing navy into a convoy zone won’t do damage on the chart… I set it this way because I thought damage was limited and that auto convoy can over damage but after getting an official answer… the auto convoy should be fine and no need to use the damage markers icon. However some people might like this method to do damage… and I’m considering adding a 2nd twin module… so we’ll have auto convoy or manual convoy to choose from… all players would have to agree on which type to use. Do you like this idea or just have one module and force everyone to use auto convoy?
The two different “versions” can be completely compatible so long as both players remember to use the markers. I’d say make auto-convoy the default, and then you can release an optional replacement UnitStats.txt for people who only want the markers to count in their games. Then these people will be able to play with others without the other person needing to install anything new or change anything - they just have to remember to use the markers.
I’ve finished the first version of my module. Its based on the modules of Funcioneta and Stoney229… what I did was make the map bigger and put all the NO’s on their own chart and the artwork is different as well. Give it a try and let me know of any improvements or fixes it needs… I’m also providing a link to the Paint.net source files… you just need Paint.net which can be found at www.getpaint.net
You will notice a few differences… like damage… you’ll need to use the damage icon toolpeice to do damage… this is done to prevent overdamaging. Anyway feel free to use the source files and make the artwork/module better or let me know what you’d like changed.
TMTM’s G40 Alpha2 module http://www.axisandallies.us/T40beta1.zip
The source files http://www.axisandallies.us/T40gimsourcefiles.zip
how would there be overdamaging?
Hey Stoney! A player at AAMC.net who asked me to build this module told me that you can over damage the UK/Scotland with zones 119 and 109. If you put 8 damage in z109 it will do the max damage allowed to the 2 combined but if you also add 2 damage to z119 it ends up damaging you 10 when the limit is 8… thats what I was told
Hmm I see never noticed that before since Pacific does not have anywhere with 2 convoy zones touching the same territory. That needs to be fixed, b/c it can happen a few places on the europe map.
Someone asked me about this again… so I went search for the official answer… and I guess my source is wrong. Read here: http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4964
Wow :-o ! That is counter-intuitive - but I guess it means the auto-convoy system isn’t broken after all. You could re-introduce autoconvoys in your module then by re-releasing a replacement UnitStats.txt and instructing people to remove damage counter ships from their games before installing it.
a couple more little things, just to throw them out there:
did you know you can make all the Soviet #1 NO boxes into a single box, that would give the power 3 IPC for each german territory it controls? (you could also do this with Germany #2, #7; Jap #4; UK #5). Alternatively, you could make any of these and several others entirely automatic so that they’re not forgotten - or someone could make a version of the module with all these being automatic and yet still compatible with the non-auto version.
Also, if this is going to be the definitive module, the aesthetics of the bars on bottom and top could be improved nicely without too much trouble if someone wants to try their hand at it. I say this just to say if anyone wants to use any of the graphics I produced for the toolbars in my g40 preview module (as Func did), you are more than welcome to steal them.
Stoney, I wasn’t aware there were a lot more changes in the works. Are you just speculating, or has Larry been talking?
speculating. he is calling “alpha”, not “beta”, after all.
@Sgt.:
Just had a thought Stoney. I made some changes to TMTM’s mod using the Sektor Editor inside Battlemap. When I open the sektorinfo text document it still has the old titles. Could that be an issue?
that won’t be the issue - abattlemap doesn’t actually use the text document. However, someone should probably make a text document from the .SEK so that it is consistent for anyone who wishes to, say, edit the IPC value locations.
@Stoney229:
This is a really good map, and much like the one I was working on but probably better!, and I have had a lot of stuff come up that I’d really prefer to spend my time on so I think I will be abandoning my own module project. A couple ideas I had that you could incorporate if you wanted to-
IPC values printed on the map (in a way that looks better and is less tedious than the plain and white-on-blue of the program’s IPC value display option)
putting the “board” on a “table” with pieces, etc. This could look really nice if you have all the pieces and stuff spread out on the table, but more importantly it provides a function I’ve always wanted: the ability to put the floating windows on the edge of the big window and “scroll” past the map so that you don’t have to move the floating windows to see the edge of the map. However, you have this function is almost in your map anyway because you have the dead space in the upper right. Also, if you made this area black on the sektorinfo.bmp/.MAP, people could use it a like a mobilization zone to plan out their purchases and/or a task force gather zone if they want/like. You could also do this with the area in the upper-right (if you make it black in the sektorinfo.BMP/.MAP). if you wanted to do this, it should probably be released with the next module that includes the next official version of the rules/NOs that everyone would be downloading as it would have to be a new module entirely anyway (incompatible with this one).