Editor Clarifications (needed)

SittingDuck
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Editor Clarifications (needed)

Post by SittingDuck »

Opening this thread to ask and get clarifications on things in the game editor.
SittingDuck
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Terrain/Resource Defense Bonuses

Post by SittingDuck »

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.

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BillRunacre
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RE: Terrain/Resource Defense Bonuses

Post by BillRunacre »

It's B, as the terrain provides a bonus against attacks by the relevant unit type.
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SittingDuck
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

Thx Bill
SittingDuck
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

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.
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Elessar2
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RE: Terrain/Resource Defense Bonuses

Post by Elessar2 »

Yes, most certainly.
SittingDuck
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

Thx. Any idea how to do that? I am unable to source the ID, per se, of the techs.
SittingDuck
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

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
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

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
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

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
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

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).
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Elessar2
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RE: Terrain/Resource Defense Bonuses

Post by Elessar2 »

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
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

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...
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BillRunacre
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RE: Terrain/Resource Defense Bonuses

Post by BillRunacre »

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.
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SittingDuck
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RE: Terrain/Resource Defense Bonuses

Post by SittingDuck »

Got it, thanks guys.

Any way to change tech names?
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BillRunacre
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RE: Terrain/Resource Defense Bonuses

Post by BillRunacre »

Yes, that can also be changed in the Localization. [:)]
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commandergren
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RE: Terrain/Resource Defense Bonuses

Post by 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?
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bortutoth
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RE: Terrain/Resource Defense Bonuses

Post by bortutoth »

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
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BillRunacre
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RE: Terrain/Resource Defense Bonuses

Post by BillRunacre »

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.
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Chernobyl
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RE: Terrain/Resource Defense Bonuses

Post by Chernobyl »

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.
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