Is there a version with 12 Soldiers... I use the 10 soldier start and it gets to 12 with the barrack updates. Even better would be dynamic which would place the numbers as they are come from the amount. I mean it's something like this:
. 3 1 9 5 7 4 8 2 106 11. 12
But I have no idea how the soldier cycle goes with it, 11-975312468-10-12 could be it.
I'd really like to see a proper graphical version of this - looking forward to JCLewis' version.
Jarno, In my version... the up-to-twelve principle is active & ready at all times since the Patch-Code has direct components that automatically allocates for such additional slots. Dunno if Spazmo's code does the same parsing trick though - but i suspect it should or would need to, eventually. Your formula is (then) absolutely right. Odd numbers are always to the left side (of #1 formal Leader) and evens stick to the right, in the usual (for my stuff) sequencing manner.
I should mention that my choice for a grid structure was actually inspired (and indicated as a fact to me by none other than a LW dev -- XMarksTheSpot) by the "true" Firaxis system of reference (aka-Staggered Delta Formation) where the Squad-Leader pawn (#1 slot) is always shown front & center while the alternating cycle (( 7-531246-8 )) simply is the in-code function result in action on the HUD. It might not be intuitive enough for some people and in a sense... doesn't really require extra textures for it to be effective or useful. I've added these for indirect runtime "bonus help" only.
BTW, even JCLewis is hard at work with yet another version of his own that will or could (in his words) eventually be integral to the LW mod. From what i've seen from his early design steps -- it will use a system of Icons (simple dots filling a structure symbol) to the right of Soldiers names, etc.
7 comments
I mean it's something like this:
. 3
1 9 5
7 4 8
2 106
11. 12
But I have no idea how the soldier cycle goes with it, 11-975312468-10-12 could be it.
Me too.
In my version... the up-to-twelve principle is active & ready at all times since the Patch-Code has direct components that automatically allocates for such additional slots. Dunno if Spazmo's code does the same parsing trick though - but i suspect it should or would need to, eventually.
Your formula is (then) absolutely right. Odd numbers are always to the left side (of #1 formal Leader) and evens stick to the right, in the usual (for my stuff) sequencing manner.
But... i'll take that as a compliment.
I should mention that my choice for a grid structure was actually inspired (and indicated as a fact to me by none other than a LW dev -- XMarksTheSpot) by the "true" Firaxis system of reference (aka-Staggered Delta Formation) where the Squad-Leader pawn (#1 slot) is always shown front & center while the alternating cycle (( 7-531246-8 )) simply is the in-code function result in action on the HUD. It might not be intuitive enough for some people and in a sense... doesn't really require extra textures for it to be effective or useful. I've added these for indirect runtime "bonus help" only.
BTW, even JCLewis is hard at work with yet another version of his own that will or could (in his words) eventually be integral to the LW mod. From what i've seen from his early design steps -- it will use a system of Icons (simple dots filling a structure symbol) to the right of Soldiers names, etc.
I think i (finally) got the ball rollin'.
I'd really like to see a proper graphical version of this - looking forward to JCLewis' version.