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RE: Modding Units

 
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RE: Modding Units - 9/15/2008 4:03:10 AM   
GetBackUp

 

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Hey Guys:

Yes "The God" sorted me out. Up and running. Jason expect more files lol. Thanks for everyones help.

Jeff

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Post #: 31
RE: Modding Units - 9/16/2008 2:11:24 PM   
marcbarker


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yes he is the god of updates......

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Post #: 32
RE: Modding Units - 9/20/2008 2:33:32 AM   
GetBackUp

 

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Another question is it possible to mod in a build bunker ability into one of the engineer units? Does anyone know if this is possible?

Regards
Jeff

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Post #: 33
RE: Modding Units - 9/20/2008 3:50:29 AM   
Jason Petho


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quote:

ORIGINAL: GetBackUp

Another question is it possible to mod in a build bunker ability into one of the engineer units? Does anyone know if this is possible?

Regards
Jeff


Not without code changes, no.

You can upgrade an Improved Position to Trenches with Construction Engineers though.

Jason Petho


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Post #: 34
RE: Modding Units - 9/20/2008 3:20:52 PM   
Borst50

 

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I wish to import the Gepanzert HQ units from EF into WF to replace the HQ trucks for German panzer units. Can anyone tell me how to do this? Will I need to have files encrypted after I modify them? Basically, I havent tried this before.

Thanks Guys.

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Post #: 35
RE: Modding Units - 9/20/2008 5:03:30 PM   
Jason Petho


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quote:

ORIGINAL: Borst50

I wish to import the Gepanzert HQ units from EF into WF to replace the HQ trucks for German panzer units. Can anyone tell me how to do this? Will I need to have files encrypted after I modify them? Basically, I havent tried this before.

Thanks Guys.



The German OOBs from East Front will be imported into West Front in 1.05 if you don't mind waiting?

Jason Petho

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Post #: 36
RE: Modding Units - 9/20/2008 5:07:48 PM   
Borst50

 

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Nahhh, I dont mind the wait, I'm just tinkering around...but this is basically for my own edification. It's kinda like baby steps to modding my own games. If I can figure out what I need to do, and in no particular "coherent order", I can get a handle on things better. If that makes sense.

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Post #: 37
RE: Modding Units - 9/20/2008 5:17:30 PM   
Jason Petho


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Here is an excellent place to start:

http://redarrowproductions.com/DGres.htm

Jason Petho

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Post #: 38
RE: Modding Units - 9/20/2008 5:27:30 PM   
Borst50

 

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cool...thats a start....that'll keep me busy for a little bit...but I noticed it for the Talonsoft version, am I to assume the same principles apply to the Matrix version? lol...I know the senarios wont work with the matrix version, but I had to ask.

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Post #: 39
RE: Modding Units - 9/20/2008 5:30:21 PM   
Jason Petho


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quote:

ORIGINAL: Borst50

cool...thats a start....that'll keep me busy for a little bit...but I noticed it for the Talonsoft version, am I to assume the same principles apply to the Matrix version? lol...I know the senarios wont work with the matrix version, but I had to ask.



Scenarios will work from the Talonsoft version, 99% of the time. If the scenarios were produced with the PB#1 disc offered from The Blitzkrieg wargame club, they will not work (although most times even these will).

The principles of unit creation are the same, although there are some additional unit types now that were not in the Talonsoft version. Nothing you would have to be concerned about regarding adding armoured HQ's.

Jason Petho

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Post #: 40
RE: Modding Units - 9/20/2008 5:40:16 PM   
Borst50

 

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Excellent...thanks for the help. I definetly appreciate it. Are there any plans in the works for the 1.05 update to include amphib operations in DCG's? If i were trying to design a DCG on the pacific theatre, I would want to include island hopping into the mix....which would entail adding the campaign.pdf file an added type of engagement "amphib", along with meeting engagement, armoured breakthrough, etc., in addition, the random map generator, would have to be changed to allow it to draw coastal locations. Probably a nightmare to code, but hopefully we will see that in the future. Then there is the level of command...the map has to be bigger for a regiment, larger yet for a division, and worst of all corp.

But the upside to that is it can be used in all fronts. Pacific, WF, and to a more limited extent EF. In any event, it would be nice to have that capability in designing DCG's.

Something to think about anyway.

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Post #: 41
RE: Modding Units - 9/20/2008 6:07:23 PM   
Jason Petho


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quote:

ORIGINAL: Borst50

Excellent...thanks for the help. I definetly appreciate it. Are there any plans in the works for the 1.05 update to include amphib operations in DCG's? If i were trying to design a DCG on the pacific theatre, I would want to include island hopping into the mix....which would entail adding the campaign.pdf file an added type of engagement "amphib", along with meeting engagement, armoured breakthrough, etc., in addition, the random map generator, would have to be changed to allow it to draw coastal locations. Probably a nightmare to code, but hopefully we will see that in the future. Then there is the level of command...the map has to be bigger for a regiment, larger yet for a division, and worst of all corp.

But the upside to that is it can be used in all fronts. Pacific, WF, and to a more limited extent EF. In any event, it would be nice to have that capability in designing DCG's.

Something to think about anyway.


Not sure, although if it were me, I would probably spend the time creating a LCG that has amphibious assaults including with the linked campaign.

Jason Petho


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Post #: 42
RE: Modding Units - 9/20/2008 6:20:22 PM   
Borst50

 

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I understand. I am not partial to LCG's as they tend to be scripted down to the last unit, all I play are DCG's as I enjoy the randomness. For me its more fun. But thats cool. Hopefully I can lobby for that addition with the powers that be. just throwing in my two cents worth.

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Post #: 43
RE: Modding Units - 9/20/2008 6:29:32 PM   
Jason Petho


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quote:

ORIGINAL: Borst50
I am not partial to LCG's as they tend to be scripted down to the last unit,


They are scripted yes, but the scenario designer has the ability to create 5 separate paths of continuing depending on the victory level achieved during the present scenario.

For example:

Scenario 1 -- Major Defeat --- Route A
Scenario 1 -- Minor Defeat --- Route B
Scenario 1 -- Draw --- Route C
Scenario 1 -- Minor Victory --- Route D
Scenario 1 -- Major Victory --- Route E

Route A -- Major Defeat --- Route A1
Route A -- Minor Defeat --- Route A2
Route A -- Draw --- Route A3
Route A -- Minor Victory --- Route A4
Route A -- Major Victory --- Route A5

Route B -- Major Defeat --- Route B1
Route B -- Minor Defeat --- Route B2
Route B -- Draw --- Route B3
Route B -- Minor Victory --- Route B4
Route B -- Major Victory --- Route B5

Route C -- Major Defeat --- Route C1
Route C -- Minor Defeat --- Route C2
Route C -- Draw --- Route C3
Route C -- Minor Victory --- Route C4
Route C -- Major Victory --- Route C5

Route D -- Major Defeat --- Route D1
Route D -- Minor Defeat --- Route D2
Route D -- Draw --- Route D3
Route D -- Minor Victory --- Route D4
Route D -- Major Victory --- Route D5

Route E -- Major Defeat --- Route E1
Route E -- Minor Defeat --- Route E2
Route E -- Draw --- Route E3
Route E -- Minor Victory --- Route E4
Route E -- Major Victory --- Route E5

Route A1 -- Major Defeat --- Route A1A
Route A1 -- Minor Defeat --- Route A1B
Route A1 -- Draw --- Route A1C
Route A1 -- Minor Victory --- Route A1D
Route A1 -- Major Victory --- Route A1E

Route A2 -- Major Defeat --- Route A2A
Route A2 -- Minor Defeat --- Route A2B
Route A2 -- Draw --- Route A2C
Route A2 -- Minor Victory --- Route A2D
Route A2 -- Major Victory --- Route A2E

...and so on.

This is dependent completely on the amount of efforts of the campaign designer.

Following the above, there really is no reason for following the same path over and over as there is the potential for huge variations within the campaign framework; starting with the first scenario.

Jason Petho




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Post #: 44
RE: Modding Units - 9/20/2008 6:39:09 PM   
Borst50

 

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So then I am to assume, that dependent on victory levels, the path will go to the next senario....ok...then does that mean as the campaign designer, I would then have to come up with 5 more senarios for the next level, and progressing at a geometrical rate? Tahts a LOT of senarios to design for a single campaign.

thats another reason why I prefer DCG's. But I get your point.

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Post #: 45
RE: Modding Units - 9/20/2008 6:42:31 PM   
Jason Petho


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quote:

ORIGINAL: Borst50

So then I am to assume, that dependent on victory levels, the path will go to the next senario....ok...then does that mean as the campaign designer, I would then have to come up with 5 more senarios for the next level, and progressing at a geometrical rate? Tahts a LOT of senarios to design for a single campaign.

thats another reason why I prefer DCG's. But I get your point.


To date, most LCG designers only create a new path for a victory or loss, even then, they may not. That is the most extreme example, of course, just saying it is not that scripted if one doesn't want to it be, there are elements of randomness available.

Few things in life are easy and designing a good, well designed LCG is far from easy.

But the reward is overwhelming.

Jason Petho


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Post #: 46
RE: Modding Units - 9/20/2008 7:08:09 PM   
Borst50

 

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and I agree with you...if you want something done well, one has to put the work into it. But....again I must say, I prefer DCG's. Winning the medals, recieving promotions, commanding larger and larger units as a reward for a job well done...all those things is what makes a DCG a lot more interesting than an LCG. At least to me. And I have gotten the hang of tweeking the OOB's, changing encounter tables, and small things like that. (Oh, BTW, I did fix the WF HQ platoon glitch for the German Panzer units, I believe I sent you a CC to that effect via email.)

I still maintain that DCG's have the potential to become the "bread and butter" of the franchise, if we can give them the same attention as stand alone senarios and LCG's. I know not everyone feels that way, but I have hopes...

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Post #: 47
RE: Modding Units - 9/20/2008 10:45:24 PM   
Jason Petho


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quote:

ORIGINAL: Borst50
But....again I must say, I prefer DCG's. Winning the medals, recieving promotions, commanding larger and larger units as a reward for a job well done...all those things is what makes a DCG a lot more interesting than an LCG.


You can command larger and larger units in an LCG if it is designed to be done (starting with a battalion and eventually commanding a corps if one wished), thereby being promoted, in a way.

Medals are trickier.. although you could have a wine tour (R&R?) of a region in France as a scenario after a victorious campaign.

Using the same idea, I am creating an LCG that has a "decision" scenario allowing you to decide the next series of actions. Basically, you move a unit to one VP or another in two turns to make your decision (or up to five options if one wanted to go all out).

Just a matter of thinking outside the box.

Jason Petho





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Post #: 48
RE: Modding Units - 9/20/2008 10:54:50 PM   
junk2drive


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quote:

Using the same idea, I am creating an LCG that has a "decision" scenario allowing you to decide the next series of actions. Basically, you move a unit to one VP or another in two turns to make your decision (or up to five options if one wanted to go all out).


Steel Panthers has this.

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Post #: 49
RE: Modding Units - 9/20/2008 11:10:37 PM   
Jason Petho


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quote:

ORIGINAL: junk2drive

quote:

Using the same idea, I am creating an LCG that has a "decision" scenario allowing you to decide the next series of actions. Basically, you move a unit to one VP or another in two turns to make your decision (or up to five options if one wanted to go all out).


Steel Panthers has this.


Well crap, so much for being original. *laughs*

Sheesh.

Jason Petho

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Post #: 50
RE: Modding Units - 9/20/2008 11:27:52 PM   
junk2drive


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Great idea for JTCS though.

Here's an example by Wild Bill Wilder for SPMBT





Attachment (1)

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Post #: 51
RE: Modding Units - 9/21/2008 12:40:42 AM   
Jason Petho


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Duly noted, duly noted.

Thank you.

Jason Petho

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Post #: 52
RE: Modding Units - 9/21/2008 2:27:21 AM   
Borst50

 

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LOL...I suppose I asked for this....ahhh, well. Those ideas are very good...but...in a DCG, if the capability was already hardwired into the game, then all I would have to do as a designer, is to come up with a camapign OOB, (for both sides), set the parameters for engagement types, the frequency of engagements in a single game week, replacements, and a few other various sundry items, and not have to worry about the minutia. The random map generator could take care of the battlefield, and I wouldnt have to actually sit down and do the maps myself....what with time constraints, a real life job....and my basic laziness.

But I understand your point. And if it never comes to pass...C'est la Guerre...but I still think it would be a hell of an addition to the franchise if we could somehow have this option for DCG's.

In any event, I appreciate the discourse.

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Post #: 53
RE: Modding Units - 9/21/2008 5:03:45 AM   
Jason Petho


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quote:

ORIGINAL: Borst50

...what with time constraints, a real life job....



Oh, I hear you.

Yes indeed.

Jason Petho

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Post #: 54
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