Hi, Comments below,
Cheers, Brent. >*********** REPLY SEPARATOR *********** > >On 21/01/2007 at 6:05 PM rindis8 wrote: >--- In [email protected], "Brent Easton" <[EMAIL PROTECTED]> wrote: >> >>>On 17/01/2007 at 7:58 PM rindis8 wrote: >> >>>I have bases as counters much like the ship counters. However, it'd >>>be nice if, when moving a stack of ships, I didn't have to expand it >>>just to select everything other than the base. I could make it 'does >>>not stack', or put it on another layer, but then it effectively >>>disappears, and it's important to know it's there (and pick it up to >>>put it in the combat chart when attacked). >> >> I would have the base control counters in a separate layer and make >>them either larger than the ship counters, or offset them so they are >>visible below the stack of ships in the hex. For a WW2 game, I made >>the control counter a small flag that sat in the bottom of the hex >>below the other counters. To change control, you clicked in the flag >>and selected the new owner. > >The problem here is this is not a control marker. It is a physical >base. In F&E you can build and upgrade bases that can be pretty much >wherever you want them (as long as you can keep the other side from >blowing them up). Effectively, it's a ship that will never move. What's the difference between a 'Base' and a 'Control Marker'? It's just semantics. Create the 'Base control marker' as a prototype, then add a 'Place Marker' command to appropriate units that allow them to create a base marker. >I wanted to offset the province markers (which are really the >equivalent to your control markers), but couldn't figure out how to do >it. It seems like I've seen it, but I couldn't find it again. Two ways: 1. In the Layer dialog, there is an offset option to offset the layers. 2. Make your image offset by adding transparent space to one side. >>>For provinces, I was kind of thinking of solving the problem by >>>having the marker live on the borders of hexes. It could get >>>obscured by other counters, but would still be reasonably obvious. >>>But, I don't see a way of letting some counters do that, without >>>letting them all do that (which would be more irritating than >>>helpful here). I can't assign any properties to a layer, so I can't >>>make it use a different grid. >> >> I had the same problem in the last module I created, so added the >>new feature 'Zone Highlighters'. If you create a multi-zone grid and >>draw a zone for each province, then you can create 'Zone >>Highlighters' that will shade the Zones in. Highlighters can be an >>image, or a color (solid, stripes, checks, color, transparency) and >>can shade the whole zone, or just a border around the edge. > >Intriguing, but the status of a province can change over time if it >captured long enough (and I want to attempt to track the passage of >time). If I give up on tracking that, I'll try this out. You could still do this. The highlight display is based on the value of a global property so you could have multiple levels of shading that change as you adjust the property value. >> >A lot of problems would go away if I had a 'reveal map' button that >> >would still show certain classes of counters. >> >> >> If you want to go this route, then you have a couple of things to >play with: >> >> 1. You can add buttons to the Game Piece Layers component to turn >all the counters in a layer on or off. You can add a multi-action >button to hide more than one layer at a single press. >> >> 2. You can use a Global Key Command to Activate/Deactivate the >display layers in different classes of counters. > >Hmm. The problem there, is that I generally use the basic piece's >image for the front of all my counters. I don't think you can turn >that off.... No, but as you can see, it can be inflexible. I have found it better to set my counters up with no image (or a transparent image) in the Basic Piece Definition and then add the main image as a layer that is always active. It gives you more flexibility if you want to fancy things later on. Cheers, Brent. ____________________________________________________________ Brent Easton Analyst/Programmer University of Western Sydney Email: [EMAIL PROTECTED]
