Search found 555 matches
- Sun Nov 17, 2019 12:29 am
- Forum: Waterloo Modifications
- Topic: Mod Les Cent Jours v.1.1 - released
- Replies: 40
- Views: 13505
Mod Les Cent Jours v.1.1 - released
<r><URL url="https://www.norbsoftdev.net/mitra/LesCent-Jours.zip">https://www.norbsoftdev.net/mitra/LesCent-Jours.zip</URL><br/> <br/> Thanks to Crikey for all his suggestions and work on the map and to Pom for his buildings<br/> <br/> <br/> version 1.1 include<br/> <br/> <br/> - Improvements of ori...
- Fri Nov 01, 2019 4:31 am
- Forum: Waterloo Modifications
- Topic: Preview version 1.1 of Mods Les Cent Jours
- Replies: 2
- Views: 2413
Re: Preview version 1.1 of Mods Les Cent Jours
nothing of special, is only a little software which using dumpfile, startloc file and the replay file, calculates a new scenario file using rules for losses and reinforcements.
- Thu Oct 31, 2019 4:31 am
- Forum: Waterloo Modifications
- Topic: Preview version 1.1 of Mods Les Cent Jours
- Replies: 2
- Views: 2413
Preview version 1.1 of Mods Les Cent Jours
<t>The release of version 1.1 of Les Cent Jours is near; the changes will be:<br/> <br/> - Improvements of original Souffel Map<br/> - Added version with bridges intact of map<br/> - New battle scenario<br/> - A tutorial scenario<br/> - New sprites: Austrian Grenzer, Austrian Dragoons, Marins de la ...
- Sat Aug 17, 2019 3:48 am
- Forum: Waterloo Modifications
- Topic: how to launch user scenario with code
- Replies: 3
- Views: 1925
Re: how to launch user scenario with code
please be more specific: what layout do you want to change and what button do you want to add?
- Fri Aug 16, 2019 3:20 am
- Forum: Waterloo Modifications
- Topic: how to launch user scenario with code
- Replies: 3
- Views: 1925
Re: how to launch user scenario with code
MYGUI is very flexible, it depends what idea you want implement; my suggestion is first to see how the current layouts work with the help of SDK info in order to see what you can change simply working on the layouts.
- Thu Aug 15, 2019 8:54 pm
- Forum: Discussion
- Topic: hi,about OOB control
- Replies: 2
- Views: 3094
Re: hi,about OOB control
<t>OOBNames.xml usually takes the original as primary and add in queue the new tags found in the mod version, so it can be very randomic if managed like you're trying; so or you insert in your mod all the oob and change the id of units with new one and tag these in the xml of your mod, or, if you ad...
- Wed Aug 07, 2019 3:03 am
- Forum: Discussion
- Topic: What does 1/I/2e mean?
- Replies: 8
- Views: 3382
Re: What does 1/I/2e mean?
I could be, in the first scenario there're some battalions splitted at company level.
- Mon Aug 05, 2019 1:50 am
- Forum: Discussion
- Topic: help find the directions text
- Replies: 9
- Views: 3413
Re: help find the directions text
<t>First you have to create a separate mod in the directory mod of game here you have to create a SOWWLLanguage.xml file in the layout directory of mod and insert a chinese language<br/> <br/> <Language default="English"><br/> <Info name="English"><br/> <Source>LanguageEnglish.xml</Source><br/> <Sou...
- Sun Aug 04, 2019 10:11 pm
- Forum: Discussion
- Topic: What does 1/I/2e mean?
- Replies: 8
- Views: 3382
Re: What does 1/I/2e mean?
Is a tag used in the first scenario where a unit has been split at company level; is 1st company, first battalion (is the roman numeral I), 2nd regiment
- Sun Aug 04, 2019 4:27 pm
- Forum: Discussion
- Topic: about Chinese translation
- Replies: 14
- Views: 4308
Re: about Chinese translation
For sandbox game you have to create the languages files present in the directory sandbox.
It seems the direction are fixed given by code, they remain in english in all the languages
It seems the direction are fixed given by code, they remain in english in all the languages