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  #1  
Old May 3rd, 2007, 07:48 PM

ShadowBlade ShadowBlade is offline
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Default 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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Old May 4th, 2007, 03:24 AM

serg3d serg3d is offline
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Default Re: Movement radius opacity

Also movement hexes are shown wrong near the body of water.
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Old May 4th, 2007, 11:28 AM
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DRG DRG is offline
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Default 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.
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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Old May 4th, 2007, 11:31 AM
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Default Re: Movement radius opacity

Quote:
serg3d said:
Also movement hexes are shown wrong near the body of water.
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 ?

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Old May 5th, 2007, 03:51 PM

serg3d serg3d is offline
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Default Re: Movement radius opacity

Quote:
DRG said:
Quote:
serg3d said:
Also movement hexes are shown wrong near the body of water.
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
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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Old May 5th, 2007, 09:39 PM
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Default Re: Movement radius opacity


How about a save game showing this ?

Don
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