Modding tutorial project

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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doomtrader
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Modding tutorial project

Post by doomtrader »

If you might know (and if not, now you do), World War 2: Time of Wrath has got high level of moddability.

To ease your life and to give you more joy from playing this game I'm planning to publish modding tutorials, where I'll describe what specific values in files means, how to change them, and what kind of effect you might come with.

Of course I've my own schedule, but if you have got any specific questions, please go ahead and ask, I can change the priority and order of the issues.

I'm planning to start on Monday, so there are few days for you to ask.
gwgardner
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RE: Modding tutorial project

Post by gwgardner »

how to modify:

air-to-air combat damage, both attacker and interceptor
air-to-ground damage (including damage to attacker)
air-recon interceptor damage, both interceptor and recon unit

anything else I've forgotten relevant to air combat damage levels

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Uxbridge
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RE: Modding tutorial project

Post by Uxbridge »

Haven't really looked at the game mechanics yet, but I'm already at it, modding counters and map (I must be sick, mustn't I?). Let you know if I run into something strange. [:)]
Plainian
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RE: Modding tutorial project

Post by Plainian »

ORIGINAL: Uxbridge

Haven't really looked at the game mechanics yet, but I'm already at it, modding counters and map (I must be sick, mustn't I?). Let you know if I run into something strange. [:)]

Good man. I'd say modding the 2D units and map terrain is No 1 priority.

Unfortunately you won't be able to cange the way unit ID and strength is displayed. I wish they had come up with a better system than this. Unit size should be displayed at top above the unit, unit name near the bottom and strength and the flag kept where it is.

I hope there is an option to revert back to the original RTV where unit strength is displayed rounded to the nearest WHOLE number. I'm afraid I find mixing decimal numbers and whole numbers pretty jarring to the senses.
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RE: Modding tutorial project

Post by doomtrader »

Unfortunately you won't be able to cange the way unit ID and strength is displayed. I wish they had come up with a better system than this. Unit size should be displayed at top above the unit, unit name near the bottom and strength and the flag kept where it is.
Actually it is easy moddable in csv files, you can even set up different display in different zoom level.

I hope there is an option to revert back to the original RTV where unit strength is displayed rounded to the nearest WHOLE number. I'm afraid I find mixing decimal numbers and whole numbers pretty jarring to the senses.
Actually not, but I think it's not a big issue to add such possibility in a patch
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Uxbridge
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RE: Modding tutorial project

Post by Uxbridge »

How do one change the colour of the hex sides to black?
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Kurak
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RE: Modding tutorial project

Post by Kurak »

AFAIR it can be done by modifying others.png in used skin directory (data/gfx/[MapSkin]Classic or data/gfx/[MapSkin]Normal)
Image
Image
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Uxbridge
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RE: Modding tutorial project

Post by Uxbridge »

Right, I have a look!

Oh, yes! A bit odd, but better. [8D]
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RE: Modding tutorial project

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Magpius
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RE: Modding tutorial project

Post by Magpius »

Doom, should this thread be in the modding section?
also...which forum will you guys be focused on?
Is this going to be like CEAW, where we bounced from the matrix to slitherine forums for information on the game?

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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RE: Modding tutorial project

Post by doomtrader »

After the summertime we are planning to start up WIKI (together with a little more infrastructure renowation), so then it should be a little bit easier to navigate.
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RE: Modding tutorial project

Post by doomtrader »

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RE: Modding tutorial project

Post by doomtrader »

Two more parts add:
3. Scenario files
4. Land units
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

Long time quiet

Part 5 - Air units
Part 6 - Naval units
http://forum.wastelands-interactive.com ... php?t=1865
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RE: Modding tutorial project

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RE: Modding tutorial project

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Magpius
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RE: Modding tutorial project

Post by Magpius »

Doom these are a great read.
and very helpful.
I hope the more programming minded on these threads are inspired enough to have a go.


"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

You don't have to be programming minded.
I'm sociologist, with no computer related education
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Magpius
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RE: Modding tutorial project

Post by Magpius »

@Doom, that's probably why this game has such great potential [:D]

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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RE: Modding tutorial project

Post by doomtrader »

And here is next part.
http://forum.wastelands-interactive.com ... php?t=2028
This time about the weather.

If you need something let me know, I think I'll be able to write one part a week if some of you would like to make use of it.
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