partytime wrote:
A normal mod can change which icon each unit displays.
For example if you look at blueprint URL0401_unit.bp (scathis)
You could change this to whatever you want, I'm pretty sure including files that don't exist yet:
StrategicIconName = 'icon_experimental_generic',
So this is indeed possible, and perhaps opens up other ideas for you as well.
I never said it was impossible.
partytime wrote:As a new question, did you make the icons by hand by the way? Like thats a lot of work to make all of the different combinations, or did you have some clever way of stitching them all together?
By hand.
Blackster wrote:Sure, I totally agree with your concers about adding those highlights (tho I think t4s are even more important and powerful than any pd/aa). The initial idea was to make the game enders pop out a little more for they usualy are - as the name already tells - game ending and should not be missed (or is that part of the gameplay? Scouting right and putting your attention there?).
EIther way, you decide, it's your project after all
I might enlarge their icon in the next version if there's sufficient demand. You think it's necessary?
Destructor wrote:Should be a ON/OFF button on the corner of the match!!
an ON/OFF button for the orange role indications?
Sheeo wrote:To anyone stumbling into an issue with the latest patch, I have reported it here:
http://www.faforever.com/forums/viewtopic.php?f=3&t=8298It's not shadows fault that they stopped working
I'd like to reiterate what nice work this mod is. I really can't play the game at my resolution without them!
Thank you, it's nice to know that there are people who take care of business when things like that happen.