Search found 555 matches

by mitra76
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...
by mitra76
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.
by mitra76
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 ...
by mitra76
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?
by mitra76
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.
by mitra76
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...
by mitra76
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.
by mitra76
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...
by mitra76
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
by mitra76
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