I use cntrl-z, but I don't know for the other players...
							
						
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RED FRONT ToT REDUX
				
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 I think that sea mines should be visible. River mines are optional although Captain Nemo has an invisible river mine.Originally posted by curtsibling
 Perhaps sea/land mines and similar defences are best being invisible?
  Excerpts from the Manual of the Civilization Fanatic : Excerpts from the Manual of the Civilization Fanatic :
 
 Money can buy happiness, just raise the luxury rate to 50%.
 Money is not the root of all evil, it is the root of great empires.
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 The river mine has the invisibility flag; the rest of the static units for which I made sprites are visible as intended in the scenario. I'll make a second set of sprites for those people who use cntrl-z.
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 Here you go, if you like to play zoomed in to cntrl-z level, replace the default shift-z optimised static sprite files with these. Remember to exit the game to allow the change to take effect.
 
 If I can be arsed, I'll make a bat file to switch between zoom level sprites automatically. Maybe Attached Files Attached Files
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 Any of you guys got some GFX for redfront tot that can replace :
 
 We love the comrade day (jet fighters no good!)
 Civil disorder ( too modern)---------------------------------------------
 Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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 You will find the gfx in the Tiles.dll, located in the Test of Time directory. You will need a programm like Reshacker for opening and changing the .dll file.Originally posted by Colwyn
 Any of you guys got some GFX for redfront tot that can replace :
 
 We love the comrade day (jet fighters no good!)
 Civil disorder ( too modern)
 Please note if you replace the gfx, they have to be 8bit Civ2 MGE colour palette. Otherwise the game can crash.
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 I´ve used Reshacker for my AWI scenario, it works very good and easy. I will have a look for a downloadlink for this programm.  
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 graphicsOriginally posted by techumseh
 gfx?  
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 After testing several options to eliminate the "too many units bug", here is the version that satisfies me the most.  
 
 THIS IS NOT A NEW VERSION OF REDFRONT, just a patch to eliminate the "too many units" bug in the first part of the game, the "partisan problem" in winter 41/42 and to correct the possibility of pillage.
 
 Just paste the files in your Refront Tot 1.4 directory.
 
 Let me know if there's any problem that I would not have seen in my playtesting.Attached Files
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 Just thought this might be a good thread to show you what seems to happens in Red Front, even though it could be remedied by some use of flags and such.
 
 Summer of 1942: Engineers of the Fatherland make daring pontoon bridge construction deep behind enemy lines! Troops sent to defend bridgehead!
 
 I should also note that as of that picture I had just reconquered Zaporozhye after fighting lots of enemy units outside of it for a bit, even though it's not on the front lines. True, I think the Nazis had historically driven deeper into Russian territory by that time than they are here, but still...The Ghost of the Disco is ... your mastermind, your mastermind!
 2013: A Union Divided|John III Sobieski|Red Storm
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