Search found 28 matches

by antidotos
Thu Jan 04, 2007 11:06 am
Forum: Mod Projects
Topic: Newbie - is there a mod which introduces Australasia?
Replies: 7
Views: 3772

go there http://forums.introversion.co.uk/defcon/viewtopic.php?t=3074 in the end of the thread there is the address where you can download my geopolitics mod. It is not perfect and does not support v1.2 correctly (due to use of a modded cities file) but works enough for a test. Some players found it...
by antidotos
Sun Dec 17, 2006 9:38 pm
Forum: Mod Projects
Topic: Real Cities
Replies: 40
Views: 16711

Thanks AT for your feedback. I simply used a good graphic editor (GIMP) and altered the various bmps. Yes, it was a lengthy process. I have not enough time to play now and of course to go on improving the mod. Further, as there was not much reaction to it, I suppose it was not interesting for the va...
by antidotos
Tue Nov 28, 2006 9:07 am
Forum: Mod Projects
Topic: Real Cities
Replies: 40
Views: 16711

Yes, geopolitics works perfectly with 1.1 (it has been designed with this version). As a mod all players need to have it on their Hd. Patch 1.2 was supposed to allow easy play with mods but it makes a mess with modded cities.dat which kills all the purposes of geopolitics mod. :evil: Stas, did you h...
by antidotos
Tue Nov 21, 2006 11:21 am
Forum: Mod Projects
Topic: AI and ai markers
Replies: 3
Views: 2840

geopolitics

For those willing to help.
the file :
http://perso.orange.fr/simulaction/geopolitics10.zip

A snapshot of WW3
Image

Thanks for your help and opinion.
by antidotos
Tue Nov 21, 2006 11:15 am
Forum: Mod Projects
Topic: Real Cities
Replies: 40
Views: 16711

geopolitics1.0

For those interested : the geopolitics mod. or current cultural wars.... Crude beta. Note there is a problem with AI and v1.2 is not supported..... I do not have enough time to remedy..... Let me know your opinion, particularly if you think something can be easily improved. read the readme..... Than...
by antidotos
Tue Nov 14, 2006 10:29 am
Forum: Mod Projects
Topic: AI and ai markers
Replies: 3
Views: 2840

Thanks for your proposal Mr Monday. HOwever I was willing to do the job alone (do not think it is interesting for others to correct my mistakes). What I needed was a sort of help file about ai markers. It seems there is no such thing. In fact I m trying to overcome the problem by studying other mods...
by antidotos
Fri Nov 10, 2006 12:04 pm
Forum: Mod Projects
Topic: A Polar projection would be nice
Replies: 75
Views: 28994

Great mod.
Very interesting but it is painful for "Southeners". Perfect for cold war however.
Good job.
by antidotos
Fri Nov 10, 2006 11:51 am
Forum: Mod Projects
Topic: AI and ai markers
Replies: 3
Views: 2840

AI and ai markers

OK, again a problem which requires help.... I was about to rejoice with my geopolitics mod when I noticed that AI fleets were cooly crossing CONUS ! I checked and of course as a player I was unable to do that. It seems AI does not bother with sailable.bmp. I do not know really what is taking place. ...
by antidotos
Thu Nov 09, 2006 5:24 pm
Forum: Mod Projects
Topic: PSG Defcon Icons
Replies: 23
Views: 9681

I tried your icons domox, I was interested in the fighters and destroyers. However the fighter is far too small. Others are small but it could be acceptable. Actually if anyone could provide a good modern ugly fighter..... I like the default bomber, it is frightening..... the fighter is "toyish...
by antidotos
Thu Nov 09, 2006 5:17 pm
Forum: Mod Projects
Topic: OOOPPSS
Replies: 2
Views: 1802

Simply destroy the data subdirectory in your defcon directory (it has been created by the suite). (not in any Mod directory of course....)
The game will revert to default bmps.
It should do the trick.
by antidotos
Tue Nov 07, 2006 4:28 pm
Forum: Mod Projects
Topic: Node rote size mismatch!
Replies: 13
Views: 5304

thanks Hellcatv for the info,
the new RenderNodes did the trick (and I also noticed that Gimp had changed my bit depth....).
Begins to look nice now.
Thanks again and hurrah for the 1.2 !
by antidotos
Tue Nov 07, 2006 11:57 am
Forum: Mod Projects
Topic: Node rote size mismatch!
Replies: 13
Views: 5304

Hi all. I need some advice.... I m finishing a mod which needs tinkering with sailable.bmp and travel nodes. I have edited the travl_nodes with exactly the same number of points (not tinkering with the palette or the mode, I had horrible catastrophes previously....)but when I save the file (using GI...
by antidotos
Fri Nov 03, 2006 9:46 pm
Forum: Mod Projects
Topic: Real Cities
Replies: 40
Views: 16711

Icepick : thanks for the precision, we have already found that, the problem was why some cities were not proportionnaly accurate (in the cities.dat) and the algorithm to compute the final size (I got the impression that the number of cities was not exactly the one asked for). Actually at this stage ...
by antidotos
Wed Nov 01, 2006 1:30 pm
Forum: Mod Projects
Topic: Real Cities
Replies: 40
Views: 16711

To Lordsturm : I have already stated I was sorry for mishandling the first posts. I removed the pics so I do not think it is time to chat about that. :( Regarding your question : Yes there are new cities with correct populations but some of them are not visible due to game mechanics (need to change ...
by antidotos
Mon Oct 30, 2006 3:38 pm
Forum: Mod Projects
Topic: Real Cities
Replies: 40
Views: 16711

realcities dat file available

Hi all, for those interested, the real cities cities.dat file is available for download. Aim : more accurate figures for "realist" proportional agglomeration populations. You get fewer cities but correct populations, cities and countries (for 2006). More details in the readme file. It work...

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