STEEL PANTHERS ENHANCED // NORTH AFRIKA

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 Post subject: Re: Release the Mod
PostPosted: Wed Dec 01, 2010 9:58 pm 
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Posts: 239
Location: Behind The Stone Wall
A few things I added at the last moment got missed too, Jim. Go ahead with the fort icons. I foresee a patch to include more sounds, icons, terrain, and scenarios pretty soon. Hey if you want to collaborate even more, I can do some masonry fortifications too.


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 Post subject: Re: Release the Mod
PostPosted: Thu Dec 02, 2010 12:48 am 
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Location: Combat Information Center, Sir!
Jim
Therer is a lot of stuff that didn't get put in, and I plan on having future update patches. But I wanted to get this thing out the door now, to allow folks to try it out.

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 Post subject: Re: Release the Mod
PostPosted: Thu Dec 02, 2010 1:18 pm 
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Gotcha ...I'll get to work on these then.

Matt: I'll PM you with details about how I plan to proceed ...they're your icons, so I prefer 'clearing' any changes, etc. with you first.

Loading & SP-Fixing this set is already a pretty tall order, so I don't know if adding the 'masonry' set is a good idea right now (unless it has fewer icons).

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 Post subject: Re: Release the Mod
PostPosted: Thu Dec 02, 2010 7:19 pm 
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No need to clear anything with me, Jim. My feelings will NOT be hurt, I assure you. Well, the masonry set is going to have to wait for version 2 anyway, along with the naval aspect, so no rush on those. For one thing, the parapet icons will not be in the masonry set. The guns would be mounted inside or on top of the works. Come to think of it, Kevin, that would be worth looking into for the masonry icons. The sections of wall with guns could actually be units classified as bunkers. This way, designers arrange the layout of the masonry fort, sans guns, on the map and save it, then purchase the sections with guns, place them on the fort, and right click to face them the correct direction. Would make a hell of a chore out of reducing the big forts. Penetration might not be a huge issue, as I recall reading stories of the defenders of Forts Jackson and St. Phillip being so shell-shocked that many of them mutinied. Jim, I'll be awaiting your PM, sir :)


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 Post subject: Re: Release the Mod
PostPosted: Fri Dec 03, 2010 10:20 pm 
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Hey Matt for updates...
For those who use modswap, you need to ensure new files can just be placed in the mod file, therefore if there are files that were not in the mod before the update, like that 1502 wav file for instance a New INI fil also has to be included also or the Mod wont load.

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