Editor Clarifications (needed) (Full Version)

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SittingDuck -> Editor Clarifications (needed) (11/27/2021 9:17:44 PM)

Opening this thread to ask and get clarifications on things in the game editor.




SittingDuck -> Terrain/Resource Defense Bonuses (11/27/2021 9:26:34 PM)

MENU in question:
Campaign> Edit Defense Bonus Data (the Terrain/Resource Defense Bonuses menu)


The bonus is for some unit in the given terrain. Example below, with question following.

Example:

Terrain: Major City
Light Armor Bonus: 4
Tank Defense Bonus: 4


Question is, do these give:

A) bonuses to the listed ARMOR units while IN a Major City -or-
B) bonuses to units who occupy Major Cities and are attacked by those type units (Armor)?


If 'A', then it would seem like this is a master adjust menu (operating on top of the values in the Penalties/Bonuses data menu.





BillRunacre -> RE: Terrain/Resource Defense Bonuses (11/29/2021 8:44:17 AM)

It's B, as the terrain provides a bonus against attacks by the relevant unit type.




SittingDuck -> RE: Terrain/Resource Defense Bonuses (11/30/2021 4:47:55 PM)

Thx Bill




SittingDuck -> RE: Terrain/Resource Defense Bonuses (11/30/2021 9:02:54 PM)

Not a clarification, per se, but simple question:

Can the research techs be renamed via the localization.txt file?

I see that unit types of country names can be changed. Just curious.




Elessar2 -> RE: Terrain/Resource Defense Bonuses (11/30/2021 10:59:54 PM)

Yes, most certainly.




SittingDuck -> RE: Terrain/Resource Defense Bonuses (11/30/2021 11:55:41 PM)

Thx. Any idea how to do that? I am unable to source the ID, per se, of the techs.




SittingDuck -> RE: Terrain/Resource Defense Bonuses (12/3/2021 6:01:31 PM)

Hard vs Soft units?

What is the differentiation?

Let's say:

1) by military concept
2) by how the engine utilizes or sees them




SittingDuck -> RE: Terrain/Resource Defense Bonuses (12/3/2021 6:03:48 PM)

I currently would like to put the Paratroopers unit as 'soft' (put it in the Cavalry Corps slot instead), and use that 'hard' slot that Paratroopers are in for a dedicated 'Marines' unit.

But I'm not sure if the engine would really dig that (and ofc, I'd have to recode a lot of scripts).




SittingDuck -> RE: Terrain/Resource Defense Bonuses (12/3/2021 6:18:53 PM)

So per the manual, in the game soft units are 'weak'. And by that I will guess they are low on attack/defense, kinda light infantry-ish.

For me, despite the awesome unique ability of paratroopers to be airborne units, their otherwise light infantry status marks them as 'soft'. Awesome, skilled, but soft. I throw out the latter war utilization of paratrooper units as regular land forces simply because at that time they no longer had the restrictions of a light infantry unit that drops down with low supply and light weaponry.

So the question that remains is, will the engine use these units properly if their properties and values are edited?

OLD >>> NEW

Paratroopers >>>> Marines (HARD)

Cavalry Corps >>>> Paratroopers (SOFT)


And then I am left with, how do I change the unit names...




SittingDuck -> RE: Terrain/Resource Defense Bonuses (12/3/2021 6:24:31 PM)

One thing I am thinking is that I want 'Special Forces' to be unique for the various majors. Such as gebirgsjägers for Germany (and Italy).




Elessar2 -> RE: Terrain/Resource Defense Bonuses (12/4/2021 1:36:00 AM)

The paradrop capabilities are hard-coded, as are how the AI uses them. I'd say given how hardy/elite paras historically have been that keeping them as Hard would be appropriate. Your best bet would be to do what I did, and equalize the Soft/Hard stats across the board, if the distinction bugs you that much (it did me).




SittingDuck -> RE: Terrain/Resource Defense Bonuses (12/4/2021 4:30:29 AM)

Thanks. Turns out I had to, as the operational (drop) capacity only exists on that specific unit slot for paras.

So I went:

OLD >>> NEW

Division >>> Marines (HARD)
Cavalry Corps >>> Division (SOFT)


Works...




BillRunacre -> RE: Terrain/Resource Defense Bonuses (12/6/2021 9:02:15 AM)

Changing unit names is done via the modded campaign's localization.txt file.

If you search for Localization in the Manual there is a section on this, though please post further if you need help with anything.




SittingDuck -> RE: Terrain/Resource Defense Bonuses (12/6/2021 4:05:05 PM)

Got it, thanks guys.

Any way to change tech names?




BillRunacre -> RE: Terrain/Resource Defense Bonuses (12/7/2021 12:19:11 PM)

Yes, that can also be changed in the Localization. [:)]




commandergren -> RE: Terrain/Resource Defense Bonuses (1/9/2022 4:43:22 PM)

Is there a way to edit out automatic surrenders? I was playing a PBEM game and, yes I was losing, but it was setting up for an interesting Axis attempt to invade the Americas. It would have been fun to play it out, but the US surrendered (I assume because of low morale). Is there a way to change that so that nations only surrender when all their capitals are captured?




bortutoth -> RE: Terrain/Resource Defense Bonuses (1/9/2022 9:16:10 PM)


quote:

ORIGINAL: SittingDuck

Got it, thanks guys.

Any way to change tech names?


It works if you look out for the right number and change the Localization.txt file like this:
#RESEARCH_ID_3= Biplane Development




BillRunacre -> RE: Terrain/Resource Defense Bonuses (1/10/2022 5:58:31 PM)


quote:

ORIGINAL: commandergren

Is there a way to edit out automatic surrenders? I was playing a PBEM game and, yes I was losing, but it was setting up for an interesting Axis attempt to invade the Americas. It would have been fun to play it out, but the US surrendered (I assume because of low morale). Is there a way to change that so that nations only surrender when all their capitals are captured?


Hi

There are two possible ways.

One would be to open the campaign in the Editor and increase the USA's starting National Morale.

Or to add a script to boost it up if the USA is invaded, which might be better as that way it's only in this instance that the boost applies.




Chernobyl -> RE: Terrain/Resource Defense Bonuses (2/18/2022 5:44:20 AM)

How do you set the starting resource value of a resource?

I can reset it to 0 by pasting a new resource over the tile, but I can't set a city to start at size x. When I click on edit tile using the resources layer, there's no options except view and change name.




BillRunacre -> RE: Terrain/Resource Defense Bonuses (2/18/2022 9:53:48 AM)

Resources either start at their normal (generally maximum permissible, unless they belong to a Minor) strength, or they can be activated by a RESOURCE script.

With the latter, they will start the game at zero strength, increasing by 1 per turn from the time when the script is triggered to fire.

If however, you want a resource to start at (say) strength 6, if it normally starts at 10 then you could have a one-off SUPPLY script hit it for 4 points of damage in the first turn.




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