[UI-MOD] Bodycount

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evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

[UI-MOD] Bodycount

Post by evildari »

for SRU / SRGW

adds a line at the top of the mainscreen with 4 stats.
From left to right:
-Enemy units killed
-Own units lost
-Own casualities
-Land won / lost

without the need to open the atlas to check those stats.

Update1:
Casualties (to the right to the ambulance icon should show civilian casualties thx, to balthagor (but it is quit low imo))
Maybe one likes to make a nuke test to confirm it :lol:


How to install:

if you use my UnitAtlas UI-mod, you can just copy the provided TITLEBAR.HAPX into the \Haps Folder overwriting it.
else
append all the content of the file "append to TITLEBAR.HAPX" to the file TITLEBAR.HAPX in the \Haps Folder.
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Last edited by evildari on Jul 23 2018, edited 10 times in total.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
way2co0l
Brigadier Gen.
Posts: 687
Joined: Nov 29 2010
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Re: [UI-MOD] Bodycount

Post by way2co0l »

Oh really cool. Look forward to seeing what else you can do!
YoMomma
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Re: [UI-MOD] Bodycount

Post by YoMomma »

Ill have to try this some time.

Can you get the civilian dead count from SR2020 too?
Gameplay 1st
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [UI-MOD] Bodycount

Post by evildari »

YoMomma wrote: Jul 19 2018 Ill have to try this some time.

Can you get the civilian dead count from SR2020 too?
as with all UI-Mods you can use them with any running game and remove them at any time (make sure you got backups or verify steam cache)

Unless a developer gives me the data number (if it is even tracked in SRU) - since i did not found it in any in-game reports - i can not do that
Best way to try this out is with way2cool 1914 project and see the numbers flying high.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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Balthagor
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Location: BattleGoat Studios

Re: [UI-MOD] Bodycount

Post by Balthagor »

Try datacode 238 for civilian casualties. No idea if it still works.
Chris Latour
BattleGoat Studios
chris@battlegoat.com
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [UI-MOD] Bodycount

Post by evildari »

Balthagor wrote: Jul 20 2018 Try datacode 238 for civilian casualties. No idea if it still works.
Thank you for the help, unfortunately the data is quit low.
Ran a 1914 game between France and Germany after both sides lost together around 2000 units fighting somewhere between their 4 towns at their common border,
it counted less than 10000 "whatever".
So either its another datacode or the civ. casualities calculation depends on damage to population centers and the 1914 weapons have not enough "leveling" power to them.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
SteamSupreme
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Posts: 60
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Re: [UI-MOD] Bodycount

Post by SteamSupreme »

way2co0l wrote: Jul 18 2018 Oh really cool. Look forward to seeing what else you can do!
hmmm yes, access the Reserves directly from right click as in SR2020 when a town is clicked!
YoMomma
Brigadier Gen.
Posts: 768
Joined: Jun 27 2015
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Contact:

Re: [UI-MOD] Bodycount

Post by YoMomma »

Argh crap didnt think about that one, now devs have more to fix on SRGW and i dont even play that. Yes population casulties is a mather of artillery doing damage to cities, cant remember the stat for artillery. Been a while since i played.

This is why its highly annoying to see cities with like 20k pop and 150k in empty hexes, like Paraquay in modern scenarios. Supreme ruler cant do much then..

Anyway good to see that civilian death count is not gone forever, mind sharing this?
Gameplay 1st
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [UI-MOD] Bodycount

Post by evildari »

wanted to post updated version in first post, but it did not work (not the mod - just the posting itself)
something is broken - if i use preview then it shows sometimes ok - but then the attachment gets removed - hitting submit any changes to the attachments are gone.
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
YoMomma
Brigadier Gen.
Posts: 768
Joined: Jun 27 2015
Human: Yes
Contact:

Re: [UI-MOD] Bodycount

Post by YoMomma »

Yah i have also issues with that in my mod, makes it very unorganised to put updates on seperate posts.
Gameplay 1st
SteamSupreme
Lieutenant
Posts: 60
Joined: Jun 08 2018
Human: Yes

Re: [UI-MOD] Bodycount

Post by SteamSupreme »

YoMomma wrote: Jul 22 2018 Yah i have also issues with that in my mod, makes it very unorganised to put updates on seperate posts.
Ive run into those problems, updating a mod then something previous disappears or cannot upload, also the file limit of only around + or - 1012kb.

The unpredictable behavior of attachments,.. if it cannot be placed again in the first post, perhaps instead in the first post indicate which post # the update is in so it is easier to find.
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: [UI-MOD] Bodycount

Post by evildari »

well another day another go at a buggy forum software
just attached the picture and the update1 and back from oblivion somehow even the first version shows up..
have fun
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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