Editor Clarifications (needed)
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
Editor Clarifications (needed)
Opening this thread to ask and get clarifications on things in the game editor.
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
Terrain/Resource Defense Bonuses
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.
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
- Posts: 6537
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Terrain/Resource Defense Bonuses
It's B, as the terrain provides a bonus against attacks by the relevant unit type.
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
Thx Bill
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
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.
Can the research techs be renamed via the localization.txt file?
I see that unit types of country names can be changed. Just curious.
RE: Terrain/Resource Defense Bonuses
Yes, most certainly.
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
Thx. Any idea how to do that? I am unable to source the ID, per se, of the techs.
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
Hard vs Soft units?
What is the differentiation?
Let's say:
1) by military concept
2) by how the engine utilizes or sees them
What is the differentiation?
Let's say:
1) by military concept
2) by how the engine utilizes or sees them
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
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).
But I'm not sure if the engine would really dig that (and ofc, I'd have to recode a lot of scripts).
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
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...
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...
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
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).
RE: Terrain/Resource Defense Bonuses
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).
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
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...
So I went:
OLD >>> NEW
Division >>> Marines (HARD)
Cavalry Corps >>> Division (SOFT)
Works...
- BillRunacre
- Posts: 6537
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Terrain/Resource Defense Bonuses
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.
If you search for Localization in the Manual there is a section on this, though please post further if you need help with anything.
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
-
- Posts: 1186
- Joined: Sat Aug 31, 2002 9:08 pm
RE: Terrain/Resource Defense Bonuses
Got it, thanks guys.
Any way to change tech names?
Any way to change tech names?
- BillRunacre
- Posts: 6537
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Terrain/Resource Defense Bonuses
Yes, that can also be changed in the Localization. [:)]
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
-
- Posts: 41
- Joined: Sat Jan 18, 2020 2:53 pm
RE: Terrain/Resource Defense Bonuses
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?
RE: Terrain/Resource Defense Bonuses
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
- Posts: 6537
- Joined: Mon Jul 22, 2013 2:57 pm
- Contact:
RE: Terrain/Resource Defense Bonuses
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.
Follow us on Twitter: https://twitter.com/FurySoftware
We're also on Facebook! https://www.facebook.com/FurySoftware/
We're also on Facebook! https://www.facebook.com/FurySoftware/
RE: Terrain/Resource Defense Bonuses
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.
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.