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Modder's Guide draft - 4/23/2015 6:36:09 PM   
Gil R.


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I'm about 60% done writing up the modder's guide, and thought I would post it here for questions and feedback, either on the part I've done or other things you might want to do. I should have the full thing ready by the weekend, and want to put it in the first patch, which should be out next week. So I'll post the rest as I get to it.

Here's chunk#1. (Disclaimer: I've not proofread this yet, and therefore reserve the right to have included typos.)


“Brother against Brother” Modding Guide

Introduction to Creating and Modding Scenarios

Creating or modifying “Brother against Brother” is done in two ways: working with specific scenario files, and using the scenario-editor in order to position units. All files that you will need to work with are standard text (.txt) files, though some are tab-delimited. This is even true of the scenario-editor, which makes changes to a specific .txt file, though far more quickly, efficiently and accurately than one could if entering the changes directly into that file manually.

Scenario Files: The Basics

All scenarios are located in individual folders within the SCENARIOS folder, which is easily found inside the main “Brother against Brother” folder. As you can see by looking there, the names of these folders correspond precisely to those of the scenarios in the game’s menu, with two crucial differences: underscore characters take the place of spaces, and each folder ends with an ‘S’ (a capital ‘S’). Scenario folders’ names must follow these two rules, and also cannot be too long. (You will know that a name is too long if, when you load the game, the name appears on the same line as another scenario.)

Inside each scenario folder you will find files with the same generic names:
• AcwPlayers.txt: A file you should ignore. It does not affect the game at all, other than telling it that the USA is Player#1 and CSA is Player#2. (The fact that they are ‘1’ and ‘2’, respectively, is crucial for some of the other files to function.)
• MapTags.txt: This file is used to provide information that is linked to specific hexes on the map. If you type a word or phrase into it and a hex’s X and Y coordinates in the next line then that word or phrase will be superimposed on the map; or, if you do the same thing but begin the text line with an asterisk, you will produce one of those yellow question marks indicating hidden text that WCS has used to provide information about the battlefields.
• OrdersOfBattle.txt: The file devoted to putting all of the units, brigades, divisions, corps and armies into their correct place in the army hierarchy, assigning up to three commanders to each of these, determining all of the statistics, weapon types, etc. for each unit, and scripting the AI. (See below.)
• Positions.txt: The file that uses six columns of numbers to identify every unit on the battlefield and assign it its starting hex, formation and facing. While this file can be changed manually, it is primarily changed by means of the scenario-editor.
• Preview.pcx: This is the graphics file for the small map that appears when selecting one’s scenario, showing the locations of Victory Hexes and the two sides’ forces.
• Scenario.txt: An essential file that serves as a catch-all for basic scenario information, including date, start/stop times, locations of Victory Hexes, weather conditions, and the scenarios’ introductory text. (See below)
• ScenarioCommanders.txt: While every general and officer assigned to a unit or brigade/division/corps/army is named in the OrdersOfBattle.txt file, it is in this file that their ratings are assigned. (See below)

Important: When working with the scenario files, be very careful to use underscores for spaces where appropriate, or the game will not work. (To know where this needs to be done, simply study the files that came with the game.) If you wish to leave yourself a note, put it at the start of a line and use // to get the code to skip to the next line.


Scenario Files: The Big Three (Scenario.txt, OrdersOfBattle.txt, ScenarioCommanders.txt)

The three files that are at the heart of each scenario require detailed explanation of how each column functions. Of the three, Scenario.txt is the easiest to use, since it is a straightforward text file that can be opened, changed, and closed after saving. The other two, however, are tab-delimited, which means that they really should be worked on in a spreadsheet-type format so that the columns line up properly, using Excel, Notepad++, or something similar – so long as it permits opening and saving the file in tab-delimited format. All of the files for “Brother against Brother” were prepared using Excel, which works perfectly, but with one hitch: when saving the file Excel inserts quotation marks throughout, which means that after saving and closing the file it needs to be reopened in a text-file reader – basic Notepad works perfectly for this – and a universal search-replace should be done to erase every quotation mark in the file.

Scenario.txt

Each scenario.txt file is arranged in the same order, which is crucial. And all text that is not made invisible to the code by means of // uses underscores for spaces (which is also crucial). The elements are:
1. A line that says “notEditMode” (see below)
2. The game and scenario name
3. The scenario’s introductory text, which must not exceed the size of the window it appears in, or else a crash will occur.
4. A line with the name of the map files (four PCX files that fit together) and the file produced by the map-editor (with .gbmap as its extension), all of which are in the MAPS folder. There is no reason to change these.
5. The number ‘1’ is used to indicate that the Union is considered “first player” – something that should not be changed.
6. The time when the scenario begins, using the number of minutes from midnight, followed by the time when it ends.
7. The times of sunrise and sunset. (We have not research the precise time for each battle, but these two lines permit a mid-winter battle to be shorter than one fought in the summer.)
8. The date when the scenario begins as well as the next six dates (permitting multi-day battles), in each case providing the date on one line and then the month and day on the next two lines.
9. The list of Victory Hexes, for which each line must provide X-coordinate + <space> Y-coordinate + <space> + Side. For the latter, one uses 0 if a V.H. is USA-only (blue hex), 1 for CSA-only (red hex), and 2 for one that can benefit either side (white hex). It is essential to end this list with ‘0 0 0’ so that the code knows it has reached the end.
10. Hour-by-hour weather, with the hour assigned in the first column (using military time, e.g. 17 for 5:00 p.m.) followed by weather type. If you want for the weather to be normal the whole time just use ‘0 0’ and then there will be nothing but “clear” weather. It is essential to end this section with ‘-1 0’. [Note: I still need to confirm with Eric that all of the weather types listed in the file will work. Also, at the time of release weather type #8, heat, was omitted from the in-file list, but is in use in our July and August battles.]


OrdersOfBattle.txt
This file, which contains all of the forces and commanders present at the battle as well as all of the basic information for the units and the AI scripting, is set up as a tab-delimited text file. However, it is best worked on as an Excel (or similar) spreadsheet, which permits use of color-coding, boldface, different point sizes, etc. to help navigate more quickly among the various columns and rows. What follows is a list of the columns, identified by both their label in the top row of each file and their column letter(s) if the OrdersOfBattle.txt file is loaded into Excel.
1. PosID (A): Every unit or “container” – WCS’s term for brigades, divisions, corps and armies, as these contain subordinate containers and units – has a sequential i.d. number, which is used in the Positions.txt file and by the code itself.
2. child (B): Shows the hierarchy of containment: the largest “container” for each side normally an army, will always be ‘0’ and then any other container (e.g., a corps) or unit attached to it will be ‘1’. The highest number one will ever use will be ‘4’, for a regiment or other unit inside a brigade (3), division (2), corps (1) and army (0). (Note: It is possible for one side to have co-equal and independent 0-level containers. This was the case for the CSA at Wilson’s Creek, where neither McCulloch commanded the Western Army but not Price’s Missouri State Guard, and vice versa.)
3. playerID (C): Use ‘1’ for USA and ‘2’ for CSA.
4. ContainerUnitName (D): This is where the full name of every “container” and unit goes. Be sure to use <underscore> instead of <space>.
5. Truncated Name (E): Provides the option of using an alternative, abbreviated name (e.g., “1st Vt.” for “1st Vermont Infantry.” If not using a cell just leave an ‘x’ there and the code will default to the name in Column D.
6. ContainerUnitType (F): Every “container” and unit must be identified by type for the code to handle it properly, and this is done by means of assigning it one of the following abbreviations: AM, CORPS, DIV, BDE, CAVBDE, ARTBDE (all containers), and REG, INFCOY, CAV, CAVCOY, HRSART, ARTBAT (all units).
7. IsHQ (G): For “containers” to be commanded their commander must be assigned a small “staff and escort” cavalry unit. To distinguish these from regular cavalry regiments a ‘1’ is entered in this column. (Note that the commanders themselves are named in the army/corps/division/brigade’s row, not the Headquarters unit’s row. As can be seen by studying each HQ’s unit’s row, they function like other units, needing to be assigned arrival times, strength, etc., and also having a “child” level in Column B that indicates attachment to their “container.” They do not need to have AI scripting, however, as the code has special routines that will ensure that HQ units go where their subordinate units go.)
8. BrigadeCommand (H): This column, which should only be used for a brigade’s rows, is used to assign each brigade’s Brigade Order at the beginning of a scenario. These are the B.O.’s and the number to use: No brigade command (-1), March (0), Rally (1), Hold (2), Fighting withdrawal (3), Advance (4), Attack (5), Mass charge (6).
9. Red / Green / Blue (I, J, K): These three columns assign the color-coding used to indicate the hierarchies, both in the order of battle that is found on the left side of the screen and the circles and squares beneath the individual units. Colors, which are indicated using the basic RGB system with values of 0-255, should only be assigned to armies, corps, divisions and brigades – not units.
10. Officer1number (L): For the unique number of the general or officer commanding the “container” or unit. (See ScenarioCommanders.txt section.)
11. Officer1name / Officer1FirstName (M, N): Two columns for that officer’s name, with the first being last-first-middle and the second for presenting the name more properly. It is this second column that shows up on the screen. Be sure to use <underscore> instead of <space>.
12. Officer1rank (O): Assigns that officer his rank: GEN, MG, BG, COL, LTC, MAJ, CAPT, LT.
13. Officer2number / Officer2name / Officer2FirstName / Officer2rank (P, Q, R, S): Same as Columns L-O, but for the subordinate officer (normally of a regiment or other unit, but some “containers” have a secondary officer listed). These subordinates do not have a role in the game unless Officer1 is killed or severely wounded (or promoted to brigade command), in which case they take over, or unless their unit is split, in which case the second-in-command takes over.
14. Officer3number / Officer3name / Officer3FirstName / Officer3rank (T, U, V, W): Same as Columns P-S, other than that this third officer plays no role whatsoever unless the first or second is incapacitated (or promoted out of the unit). Note that if a unit is not to have a second or third officer these columns should each have ‘0’; if, however, there should be an officer but his name is unknown then use ‘0’ for the number and name columns, but assign him a rank.
15. CompaniesNumber (X): For infantry and cavalry regiments indicates the number of companies present, while for infantry and cavalry companies as well as artillery batteries indicates that the unit is company-sized. For infantry and cavalry regiments this figure also indicates the number of abstracted junior officers (normally captains).
16. MaxCaptains (Y): This column is used for mid-battle scenarios to let the code know that it should calculate how many junior officers remain to an infantry or cavalry regiment that has seen action: by replacing the ‘0’ with ‘1’ such a calculation will be made, using the ratio of current strength to starting strength to estimate how many officers have been killed or incapacitated. (Since infantry and cavalry companies as well as artillery batteries are already at company size their junior officers, normally two lieutenants serving under a captain, are represented among the unit’s three officers, and thus this function does not apply to such small units.)
17. StrengthCurrent (Z): Indicates a unit’s strength at the start of the scenario. (This figure should be the same as Column AA or AB if a scenario is set at the beginning of the battle.)
18. StrengthStarting (AA): Indicates a unit’s strength at the start of the battle.
19. StrengthStarting(Estimated) (AB): When accurate numbers for units’ strength are unavailable – a very common phenomenon – an estimated strength can be provided using this column. (One should choose between assigning unit strength via Column AA or AB, rather than using both.)
20. HistoricalCasualties (AC): This column is intended only for scenario design and is ignored by the code: when creating mid-battle scenarios, which requires estimating how many casualties a unit has already suffered, it is much easier to have its total casualties right there beside Columns Z-AB.
21. Encamped (AD): If a unit should begin a scenario in “encamped” mode a ‘1’ should be used, while if set to “guard” mode a ‘2’ is used. (The column is named “Encamped” rather than the more accurate “EncampedGuard” because “guard” mode was added at a later point in development.)
22. UnencampMinute (AE): Uses the number of minutes past midnight (e.g. 420 = 7:00 a.m.) to set the time for when a unit in “encamped” or “guard” mode is activated.
23. ArrivalDay / ArrivalMonth / ArrivalYear (AF, AG, AH): Sets the date of a unit’s appearance in a scenario – superfluous information in battles fought on a single day, but essential for multi-day battles.
24. ArrivalHour / Arrival Minute (AI, AJ): Uses military time (e.g., 13 = 1:00 p.m.) to set the hour, and 0/20/40 to set the minute.
25. Quality (AK): Assigns a unit’s quality at the start of a battle.
26. Morale (AL): Assigns a unit’s current morale level (which at the start of a battle will be equal to its quality, whereas for mid-battle scenarios it will normally be lower for a unit that has been engaged in fighting). Note that it is possible to assign a morale level higher than a unit’s quality, if one wishes to have a unit begin a scenario especially eager to fight and confident of success.
27. Fresh (AM): If a unit should start a scenario “fresh” replace the ‘0’ with a ‘1’.
28. FatigueLevel (AN): If a unit should start a scenario “fatigued” replace the ‘0’ with a ‘1’.
29. FatigueProne (AO): If a unit should start a scenario not fatigued but on the verge of fatigue – perhaps from heavy fighting, a forced march, etc. – replace the ‘0’ with a ‘1’.



< Message edited by Gil R. -- 4/23/2015 7:36:53 PM >
Post #: 1
RE: Modder's Guide draft - 4/23/2015 6:38:46 PM   
zakblood


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thanks for the heads up and works done so far

(in reply to Gil R.)
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RE: Modder's Guide draft - 5/3/2015 6:55:19 PM   
miller7219

 

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Column E (TruncatedName) of the OrdersOfBattle.txt doesn't seem to work. I changed the 5th Wisconsin Infantry's column E to "5th_WI" and ran program. Still displayed "5th Wisc" as truncated value.

I then changed column D (ContainerUnitName) to "5th_WI" and ran program. It now displays "5th WI" as the truncated value.

Appears column D is the defacto value for onscreen truncation, unless I'm not doing something correctly.

Would it be possible to increase the truncation characters max characters to 15? it appears to now be set at 9 characters.

101st MI (Det) = 14 characters
2nd NY Btys A+B = 15 characters

It just seems that common truncation values that would be visually helpful are too long for a 9 character truncation limit.

(in reply to Gil R.)
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RE: Modder's Guide draft - 5/4/2015 8:07:44 AM   
Gil R.


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Hmm. The truncation column should be working. I've alerted Eric to this issue.

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RE: Modder's Guide draft - 5/4/2015 3:31:17 PM   
ericbabe


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I didn't integrate the truncated text column because Gil said he wouldn't have time to do this work. (I don't spend time doing code work for data work for which Gil doesn't do.) If modders will start using these, then I will implement them in the fullness of time.

_____________________________



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RE: Modder's Guide draft - 5/4/2015 3:55:14 PM   
Gil R.


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Oh, my bad. I'd forgotten that Eric and I had inserted the column into all OOB files, but not yet activated it.

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RE: Modder's Guide draft - 5/5/2015 12:30:44 AM   
miller7219

 

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No problem. My OCD just isn't liking the 9 character truncation of column D's full name values. If you don't get around to fixing it, I will...once you turn on column E, of course!

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RE: Modder's Guide draft - 5/5/2015 2:10:29 AM   
Gil R.


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Here is the rest of the summary of how OOB files work, including an explanation of AI scripting. The main thing left is a (much shorter) description of how the ScenarioCommanders.txt file works, and how the scenario-editor works. Then I'll have Eric look it over, and we'll send it to Matrix for some right proper formatting.

Note that the numbering doesn't continue from 29 up above (it will in the final version), but it is the column letters one cares about.


1. Attribute0 / Attribute1 (AP, AQ): Used to assign up to two “unit attributes” to a unit, indicating that some of its men have a particular specialty or that it has superior equipment, horses, etc. For the list of available attributes, see Sect. 20.8 of the manual. To assign an attribute, simply include its i.d. number: Sharpshooters (3), Pioneers (8), Baggage Train (9), Scouts (12), Military Band (15), Zouaves (16), Quality Horses (17). (Note that Brigade Artillery (1), Brigade Cavalry (2), and Horse Artillery (3) are currently inactive.)
2. Special0 / Special1 / Special2 (AR, AS, AT): Used to assign up to three “special abilities” to a unit, indicating that its men are especially skilled in a particular area of combat or movement. For the list of available abilities, see Sect. 20.7 of the manual. To assign an attribute, simply include its i.d. number: Disciplined (1), Brave (2), Wild (3), Fast (4), Hardy (5), Oblique Fire (6), Diggers (7), Night Owls (8), Independent (9), Shooters (10), Flankers (11), Swampwise (12), Chargers (13), Steady (14), Blasted (15), Obedient (16), Foragers (17), Polar Bears (18), Woodsmen (19), Sustained Volley (20), Dreaded (21), Heroes (22), Resilient (23), Organized (24), Bulldogs (25), Thrifty (26), Stalwart (27), Rangers (28), Cautious (29), Aggressive (30), Hill Defenders (32), Uphill Chargers (33), Anti-Battery (35), Abatis Fighters (36), Bombarders (37), Streetfighters (38), Skilled Skirmishers (39), Marksmen (40), Mounted Infantry (41).
3. Key4Special0 / Key4Special1 / Key4Special2 (AU, AV, AW): These three columns are ignored by the code, and are there so that one can note which special abilities have been assigned.
4. Supply (AX): This column assigns a unit’s starting supply, which in the case of infantry and cavalry corresponds to the number of rounds each man would carry into combat (normally around sixty), while for artillery it is more abstracted. This column is also used to assign each supply unit the supply from which it resupplies the combat units.
5. Weapon1 / Weapon2 / NumberOfGuns1 / NumberOfGuns2 (AY, AZ, BA, BB): The Guns.txt file in the DATA folder provides a database of fifty-eight types of firearms and artillery, in addition to a mixture of inferior types designated “Improvised,” and up to two of these types may be assigned to each unit via these four columns. The first two columns assign the gun type based on its i.d. number, which is from 0-58 and can be found in the first column of Guns.txt. The second two columns are used for infantry and cavalry units to indicate what percentage of their men carry one gun or the other, while for artillery they indicate the exact number of guns a battery has: thus to assign an infantry unit 70% Springfields (#4) and 30% Enfields (#6) the four columns would have 4-6-70-30, while an artillery battery with three 6-pounders (15) and two 12-pounders (16) would have 15-16-3-2. (The essential contents of the Guns.txt file are reproduced below as an appendix.)
6. FlagNumber (BC): Inactive column.
7. UniformType (BD): Inactive column.
8. AlwaysInCommand (BE): At the heart of the command & control system in “Brother against Brother” is that units must be in command range of their brigadier’s headquarters, and he must in turn be close enough to his division order to receive commands, etc. Sometimes, however, it would be unrealistic for a unit/brigade/division/corps to be penalized for being out-of-command – for example, at Manassas the Confederate brigadiers guarding fords knew their assignment and did not need to have a division commander close by – and in such cases they can be considered always in-command by putting a ‘1’ in this column. (Note that for commanders of brigades, divisions and corps the ‘1’ goes in the commander’s row, not the HQ unit to which he is attached.)
9. StartsReadyToFight (BF): Units with a ‘1’ in this column always begin a scenario with the status of “ready to fight” (see Sect. 5.3 of the manual).
10. CommandStaff / LogisticStaff (BG, BH): Inactive columns.
11. AI_Doctrine / AI_X / AI_Y / AI_Radius / AI_MarchX / AI_MarchY (BI, BJ, BK, BL, BM, BN): Sets the initial A.I. scripting for a unit at the start of a scenario (see below).
12. AI_NewMinutes / AI_NewDoctrine / AI_NewX / AI_NewY / AI_NewRadius (BO, BP, BQ, BR, BS): A second set of A.I. scripts.
13. AI_NewerMinutes / AI_NewerDoctrine / AI_NewerX / AI_NewerY / AI_NewerRadius (BT, BU, BV, BW, BX): A third set of A.I. scripts.
14. Scripting_Notes (BY): A column that is ignored by the code, and solely intended for note-taking as one scripts a scenario. (Be sure to use <underscore> rather than <space> characters between all words.)
15. Bio (BZ): Used to provide the unit/brigade/division/corps/army histories that have already been composed for some, and will be added for others over time. There is a limit of 3900 characters.
16. Notes_to_Player (CA): A column that is ignored by the code, in which WCS (or a modder) may provide interesting information to players, or explain particular decisions. Only accessible to those who open and read the file itself.


How to Script the A.I.:
“Brother against Brother” achieves an effective A.I. by a combination of coding and scripting. There is an “open” A.I., with unscripted units behaving especially aggressively, but the A.I. is considerably more effective if one points the units in a certain direction at a certain time and gives them a general idea of what they should do when they reach their destination. (Reaching their destination is not guaranteed: if there is a pressing need for a unit it will be diverted, despite the scripting.)

Any combat unit may be scripted – meaning that headquarters and supply units should not be scripted, as the code automatically positions them where they are most needed.

As listed above, there are three sets of scripts, enabling one to have a unit change its mission twice mid-battle. Each set lets one assign an “A.I. doctrine” and destination hex (using X,Y coordinates); there is also a currently inactive “radius” column that can be ignored. In addition, the first set provides a set of “march” coordinates that let one tell a unit to head to its destination after first heading to a different point – a feature that can be used either to help it find the quickest path or to have it check for the enemy at one point before continuing to its ultimate destination. And, the second and third sets have “minutes” columns that use the number of minutes from midnight (e.g. 10:00 a.m. = 600) when the unit should switch to that set.

The three doctrines that may be assigned a unit are “defend” (0), reinforce (1), and attack (2). Units with “defend” as their doctrine prefer positions that permit them to damage the enemy while taking minimal casualties from counter-fire; those with “reinforce” as their doctrine prefer to attack enemy units adjacent to friendly units; those with “attack” prefer to deal more damage to the enemy and care considerably less about taking damage themselves than units set to “defend.” Note that if all units in a brigade have “reinforce” as their doctrine it will never enter into the “Hold” brigade order.

Units that begin a scenario in fortifications will usually be kept in position by the A.I., especially if scripted to be in that hex with a “defend” doctrine.



< Message edited by Gil R. -- 5/5/2015 3:13:25 AM >

(in reply to miller7219)
Post #: 8
RE: Modder's Guide draft - 5/11/2015 12:01:52 AM   
JR5555

 

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Hi,

Do you have a sound map, something that will give us an idea of what sounds go with what action?

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RE: Modder's Guide draft - 5/12/2015 4:05:47 PM   
kennonlightfoot

 

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2nd Manassas

Mostly just to see what I can do with the mod. This is the battle on Jackson's left, since it fits on the map, mostly between A. P. Hill and Sigel's Corps. I am showing only three of Hill's brigades so far. The Union is out of sight with Schimmelfennig's brigade around the Newman house and Kryzyzanowski's brigade just east of Thomas on the other side of the unfinished railroad. I am waiting until I take a short vacation first week of June to go by Manassas battlefield and get the Maps that go with Hennessy's map study to fill out the positions and other units that are sent to the area.






Attachment (1)

_____________________________

Kennon

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Post #: 10
RE: Modder's Guide draft - 5/12/2015 11:36:04 PM   
Gil R.


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hattrick1,
Are you asking because you want to know now, or merely suggesting it for inclusion in the modder's guide? I've asked Eric about this.

KWhitead,
Looks promising. The rest of the modder's guide will have information that you'll find quite helpful. (Are you really placing those units manually using the positions.txt file? The scenario-editor will make your life far easier.)

(in reply to kennonlightfoot)
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RE: Modder's Guide draft - 5/13/2015 4:04:42 AM   
JR5555

 

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quote:

ORIGINAL: Gil R.

hattrick1,
Are you asking because you want to know now, or merely suggesting it for inclusion in the modder's guide? I've asked Eric about this.




Hi Gil,

Whenever you guys get around to it, I know your busy. Having it included in the modder's guide can only benefit the community.

thanks.

(in reply to Gil R.)
Post #: 12
RE: Modder's Guide draft - 5/13/2015 1:43:18 PM   
kennonlightfoot

 

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quote:

ORIGINAL: Gil R.

hattrick1,
Are you asking because you want to know now, or merely suggesting it for inclusion in the modder's guide? I've asked Eric about this.

KWhitead,
Looks promising. The rest of the modder's guide will have information that you'll find quite helpful. (Are you really placing those units manually using the positions.txt file? The scenario-editor will make your life far easier.)


Took a few tries to figure out the coordinate system but since you can get the hex coordinates from the map it is easy to place the units. Isn't clear yet what sets some of the states. Some things are in the Position.txt file and others in the OOB.

Biggest problem is having to edit using Notepad. While the files will load into excel without knowing the column formats enough alteration occurs that you can't generate a useable text file back out of Excel.


_____________________________

Kennon

(in reply to Gil R.)
Post #: 13
RE: Modder's Guide draft - 5/14/2015 5:21:43 PM   
Gil R.


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Yeah, the scenario-editor will be a BIG help to you. (And anyone else attempting this.)

(in reply to kennonlightfoot)
Post #: 14
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