23/04/2012 : questions for Doom (basic modding guide in work)
Moderator: doomtrader
23/04/2012 : questions for Doom (basic modding guide in work)
Doom, please : I noticed that only 5 level are given in this kind formule : but there are 6 techn levels in game. How does it work ?
[MaxStrengthOfLandUnitsOnLevels]
UnitType0 = 1.0;1.5;2.0;2.5;3.0
UnitType1 = 3.0;4.5;6.0;7.5;9.0
UnitType2 = 0.5;1.5;2.5;3.5;4.5
UnitType3 = 1.5;4.5;7.5;10.5;13.5
UnitType4 = 2.0;3.0;4.0;5.0;6.0
UnitType5 = 6.0;9.0;12.0;15.0;18.0
UnitType6 = 0.5;1.0;1.5;2.0;2.5
[MaxStrengthOfLandUnitsOnLevels]
UnitType0 = 1.0;1.5;2.0;2.5;3.0
UnitType1 = 3.0;4.5;6.0;7.5;9.0
UnitType2 = 0.5;1.5;2.5;3.5;4.5
UnitType3 = 1.5;4.5;7.5;10.5;13.5
UnitType4 = 2.0;3.0;4.0;5.0;6.0
UnitType5 = 6.0;9.0;12.0;15.0;18.0
UnitType6 = 0.5;1.0;1.5;2.0;2.5
- doomtrader
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RE: Questions for Doom( basic modding guide in work)
AFAIK, there are only 5 levels
RE: Questions for Doom( basic modding guide in work)
Yes, I saw that. But in the editor, there are 6 possible settings (please, see the attached jpg)


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RE: Questions for Doom( basic modding guide in work)
then for 0 you are not able to build those kind of units
RE: Questions for Doom( basic modding guide in work)
Ok, thanks. Very interessant info.
So, if I want to block research for a country (Ia or human), am I right if i do that ?
1°/ Setting all tech level to 0 for Athe concerned country
2° In IA DATE CSV file :
DesiredTechnLevels = (0,0,0,0,0,0,0)
3°/Adding a "house rule for human player :"Interdiction to use research for the XXX country"
So, if I want to block research for a country (Ia or human), am I right if i do that ?
1°/ Setting all tech level to 0 for Athe concerned country
2° In IA DATE CSV file :
DesiredTechnLevels = (0,0,0,0,0,0,0)
3°/Adding a "house rule for human player :"Interdiction to use research for the XXX country"
RE: Questions for Doom( basic modding guide in work)
The general "means" for these codes is approx. ok, but would nedd some precision when is ???????????? mention
(note : some formules are no complete, pb of "copy-past")
The precision are needed, because I am worry to do any error or mistake of interpretation in the guide, after translation
1°/--------------------------------------
[ImpulsesPerMonth]
January = 4
February = 4
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 4
October = 4
November = 4
December = 4
May I have, by sample :
January = 2
February = 2
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 2
October = 2
November = 2
December = 2
2°-------------------------
MaximumSupply]
AfterNavalInvasionForAICountries = 1 ????????????
3°---------------------------
[CostOfAdditionalOperationalPoint] ????????????
SMP = 1
STP = 0
AIP = 1
4°---------------------------------
ShipRetreats]
RetreatWithStrengthPercentageLowerThan=40 ????????????
RetreatWithEnemyAdvantage = 3 ????????????
5°-------------------
[CitySiege]
BaseValue = 0.2
OddsWeight = 1 ????????????
CommanderInfluenceForEachSkillPoint
CitySupplyModifier ????????????
AirSuperiorityWeight ????????????
MaxAirSuperiorityOdds ????????????
MaxOdds = 10 ????????????
6°-------------------------------
AiShipRepair]
MinStrengthPercentageToRepair = 35 ????????????
7°----------------------------------
[DiplomaticStrength]
AdvantageNeededToTakeOwnershipWhenAtackingFromAlliedTerritory ????????????
8°--------------------------
DetectingEnemyFleets]
BasicChanceInCurrentSeaZone
OwnMinimumSizeBonus = ????????????
OwnOversizeBonus = 5????????????
OwnBonusValue = 2????????????
OwnCarrierBonus = 1????????????
EnemyMinimumSizeBonus????????????
EnemyOversizeBonus = 10?????????????????????
EnemyBonusValue = 1????????????
9°-----------------------
[AmphibiousInvasion]
StrengthLostPercentageForDiceRolls = 0;0;0;5;10;33
EffectivenessModifier = 0.1 means that units attack with only 10% of strengh ????
AttackersAdvantageModifier = 1.0 may I set something under 1, like : 0.5 ?
AmphibiousAssaultAfterMovement = 0
10°----------------------------------
StrategicBombardment]
IndustryDamageOfPPForDiceRolls = 1;2;3;4;5;6
BomberModifierOnLevels = 100;125;150;175;200
StrengthLostPercentageForDiceRolls = 1;2;3;5;6;7 ????? losses inflicted by bombers or damages inflicted to he bombers by anti-air weapons
?
11°-----------------------------------------
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5 ?????????
12°-------------------------------------
[ShoreBombardment]
StrengthLossesByUnitType41ForDiceRolls = 0.2;0.35;0.5;0.65;0.80;0.95?????????? (losses inflicted by naval unit or damages to naval unit ?)
StrengthLossesByUnitType42ForDiceRolls = 0.1;0.175;0.25;0.325;0.4;0.475 ??????????? (losses inflicted by naval unit or damages to naval
unit ?)
EffectivenessReduction = 5 ??????????????????
EffectivityModifierOnLevels = 40;55;70;90;115
13°-------------------------------------------
AirstrikeConsideredEffective] ???????????????
StrengthAndLevel = 0.7
14°------------------------------------
AdditionalOperationalStageForAI] ????????????
MaximumDistanceOfCity = 5
15°--------------------------
No object - already solved, sorry
16°-------------------------------------
[Diplomacy]???????????
DelayWarEntryModifierForDemoCrasiesAndProallies
DelayWarEntryModifierForProaxisAndProcommies
DelayWarEntryModifierForRegimes
DelayWarEntryNumberOfDices = ??????????????
DelayWarEntrySidesOfDice = 30????????????
DelayWarEntryAdd = 10?????????????
HasteWarEntryModifierForDemoCrasiesAndProallies
HasteWarEntryModifierForProaxisAndProcommies
HasteWarEntryModifierForRegimes
HasteWarEntryNumberOfDices =
HasteWarEntrySidesOfDice = 30?????????????
HasteWarEntryAdd = 10?????????????
ElectionsNumberOfDices = 5 ???????????????
ElectionsSidesOfDice = 6???????????????
ElectionsAdd = 10?????????????
OrientationChangeEntryDropdownNumberOfDices = 5?????????
OrientationChangeEntryDropdownSidesOfDice = 6???????????
OrientationChangeEntryDropdownAdd = 20????????????
OrientationChangeSocialUnrestNumberOfDices = 5???????????
OrientationChangeSocialUnrestSidesOfDice = 6?????????????
OrientationChangeSocialUnrestAdd = 0??????????????
OrientationNotChangeSocialUnrestNumberOfDices = 2???????????
OrientationNotChangeSocialUnrestSidesOfDice = 6??????????????
OrientationNotChangeSocialUnrestAdd = 0????????????
17°----------------------------
[RiseOfSocialUnrestAfterWarDeclaration]
CominternLeaderOnLeaderOfComintern = -1
CominternLeaderOnLeaderOfAxis = 20
CominternLeaderOnLeaderOfAllies = 50
CominternLeaderOnNeutralWithCommieOrProcommie
etc
Ok : the means is the rise of social unrest after DoW. But please, for wich country ? country that have made Dow ? Country that have received
DoW ? The both countries?
18°-------------------------------------------------------
[ExertPressure]
NumberOfDices = 1
SidesOfDice = 30
Add = 20 ?????????????????
SuccessModifierForNonFirm = 1??????????
SuccessModifierForFirm = 0.5???????????????
SuccessModifierForDifferent = 1.5???????????????
19°----------------------
[CoupDEtat]
ModifierForTargetWithFirm = ???????????????
ModifierForTargetWithNonFirm = 0.8??????????????
CostModifier = 2.5??????????????
PoliticalStrenghtInTargetGrowthInCaseOfFail = 10?????????????
PoliticalStrenghtInInitiatorInCaseOfFail = 5????????????
GrowthOfAlianceEntryInCaseOfFailNumberOfDices = 5??????????????
GrowthOfAlianceEntryInCaseOfFailSidesOfDice = 6??????????????
GrowthOfAlianceEntryInCaseOfFailAdd = 0??????????????
LossOfAlianceEntryInCaseOfFailNumberOfDices = 6??????????????
LossOfAlianceEntryInCaseOfFailSidesOfDice = 8?????????????
LossOfAlianceEntryInCaseOfFailAdd = 0????????
20°---------------------------
[SpecialNavalUnitTypes]
HP_Light_carrier = 6
HP_Escort_carrier = 4
HP_Fleet_carrier = 12
HP_Small_battleship = 4
HP_Battlecruiser = 6
HP_Super_battleship = 10
HP_Heavy_cruiser = 6
HP_Light_cruiser = 3
HP_Auxiliary_cruiser = 2
HP_Coastal_submarine = 1
HP_Long_range_submarine = 3 = all is ok for that
CostMod_Light_carrier = 0.6 ??? Is it the cost modifier to build this unit (in regard of basic cost for normal unit) or th cost modifier to modify it
to have "normal unit" ?
CostMod_Escort_carrier = 0.3
CostMod_Fleet_carrier = 1.5
CostMod_Small_battleship = 0.5
CostMod_Battlecruiser = 0.75
CostMod_Super_battleship = 1.5
CostMod_Heavy_cruiser = 1.5
CostMod_Light_cruiser = 0.5
CostMod_Auxiliary_cruiser = 0.4
CostMod_Coastal_submarine = 0.4
CostMod_Long_range_submarine = 2
21°------------------------
[UnitComposition]
UnitType0_Level1 = 17000;0;70;0;0
UnitType0_Level2 = 17500;0;75;0;0
UnitType0_Level3 = 16000;0;94;4;0
etc
1= soldiers
2= tanks
3= Arty
4= ????? (anti aircraft weapons ?)
5= planes
22°-------------------
KilledPartOnStrengthDecrease=0.3;0.5;0.5;0.5;0.5 ??????????????
23°-----------------------------
[Interception]
AirFighterInterceptionThreshold = 5 ?????????
Lot of question, sorry, but if will be the definite work about that : all new gamers in the future would have just to download and to read the document[;)]
(note : some formules are no complete, pb of "copy-past")
The precision are needed, because I am worry to do any error or mistake of interpretation in the guide, after translation
1°/--------------------------------------
[ImpulsesPerMonth]
January = 4
February = 4
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 4
October = 4
November = 4
December = 4
May I have, by sample :
January = 2
February = 2
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 2
October = 2
November = 2
December = 2
2°-------------------------
MaximumSupply]
AfterNavalInvasionForAICountries = 1 ????????????
3°---------------------------
[CostOfAdditionalOperationalPoint] ????????????
SMP = 1
STP = 0
AIP = 1
4°---------------------------------
ShipRetreats]
RetreatWithStrengthPercentageLowerThan=40 ????????????
RetreatWithEnemyAdvantage = 3 ????????????
5°-------------------
[CitySiege]
BaseValue = 0.2
OddsWeight = 1 ????????????
CommanderInfluenceForEachSkillPoint
CitySupplyModifier ????????????
AirSuperiorityWeight ????????????
MaxAirSuperiorityOdds ????????????
MaxOdds = 10 ????????????
6°-------------------------------
AiShipRepair]
MinStrengthPercentageToRepair = 35 ????????????
7°----------------------------------
[DiplomaticStrength]
AdvantageNeededToTakeOwnershipWhenAtackingFromAlliedTerritory ????????????
8°--------------------------
DetectingEnemyFleets]
BasicChanceInCurrentSeaZone
OwnMinimumSizeBonus = ????????????
OwnOversizeBonus = 5????????????
OwnBonusValue = 2????????????
OwnCarrierBonus = 1????????????
EnemyMinimumSizeBonus????????????
EnemyOversizeBonus = 10?????????????????????
EnemyBonusValue = 1????????????
9°-----------------------
[AmphibiousInvasion]
StrengthLostPercentageForDiceRolls = 0;0;0;5;10;33
EffectivenessModifier = 0.1 means that units attack with only 10% of strengh ????
AttackersAdvantageModifier = 1.0 may I set something under 1, like : 0.5 ?
AmphibiousAssaultAfterMovement = 0
10°----------------------------------
StrategicBombardment]
IndustryDamageOfPPForDiceRolls = 1;2;3;4;5;6
BomberModifierOnLevels = 100;125;150;175;200
StrengthLostPercentageForDiceRolls = 1;2;3;5;6;7 ????? losses inflicted by bombers or damages inflicted to he bombers by anti-air weapons
?
11°-----------------------------------------
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5 ?????????
12°-------------------------------------
[ShoreBombardment]
StrengthLossesByUnitType41ForDiceRolls = 0.2;0.35;0.5;0.65;0.80;0.95?????????? (losses inflicted by naval unit or damages to naval unit ?)
StrengthLossesByUnitType42ForDiceRolls = 0.1;0.175;0.25;0.325;0.4;0.475 ??????????? (losses inflicted by naval unit or damages to naval
unit ?)
EffectivenessReduction = 5 ??????????????????
EffectivityModifierOnLevels = 40;55;70;90;115
13°-------------------------------------------
AirstrikeConsideredEffective] ???????????????
StrengthAndLevel = 0.7
14°------------------------------------
AdditionalOperationalStageForAI] ????????????
MaximumDistanceOfCity = 5
15°--------------------------
No object - already solved, sorry
16°-------------------------------------
[Diplomacy]???????????
DelayWarEntryModifierForDemoCrasiesAndProallies
DelayWarEntryModifierForProaxisAndProcommies
DelayWarEntryModifierForRegimes
DelayWarEntryNumberOfDices = ??????????????
DelayWarEntrySidesOfDice = 30????????????
DelayWarEntryAdd = 10?????????????
HasteWarEntryModifierForDemoCrasiesAndProallies
HasteWarEntryModifierForProaxisAndProcommies
HasteWarEntryModifierForRegimes
HasteWarEntryNumberOfDices =
HasteWarEntrySidesOfDice = 30?????????????
HasteWarEntryAdd = 10?????????????
ElectionsNumberOfDices = 5 ???????????????
ElectionsSidesOfDice = 6???????????????
ElectionsAdd = 10?????????????
OrientationChangeEntryDropdownNumberOfDices = 5?????????
OrientationChangeEntryDropdownSidesOfDice = 6???????????
OrientationChangeEntryDropdownAdd = 20????????????
OrientationChangeSocialUnrestNumberOfDices = 5???????????
OrientationChangeSocialUnrestSidesOfDice = 6?????????????
OrientationChangeSocialUnrestAdd = 0??????????????
OrientationNotChangeSocialUnrestNumberOfDices = 2???????????
OrientationNotChangeSocialUnrestSidesOfDice = 6??????????????
OrientationNotChangeSocialUnrestAdd = 0????????????
17°----------------------------
[RiseOfSocialUnrestAfterWarDeclaration]
CominternLeaderOnLeaderOfComintern = -1
CominternLeaderOnLeaderOfAxis = 20
CominternLeaderOnLeaderOfAllies = 50
CominternLeaderOnNeutralWithCommieOrProcommie
etc
Ok : the means is the rise of social unrest after DoW. But please, for wich country ? country that have made Dow ? Country that have received
DoW ? The both countries?
18°-------------------------------------------------------
[ExertPressure]
NumberOfDices = 1
SidesOfDice = 30
Add = 20 ?????????????????
SuccessModifierForNonFirm = 1??????????
SuccessModifierForFirm = 0.5???????????????
SuccessModifierForDifferent = 1.5???????????????
19°----------------------
[CoupDEtat]
ModifierForTargetWithFirm = ???????????????
ModifierForTargetWithNonFirm = 0.8??????????????
CostModifier = 2.5??????????????
PoliticalStrenghtInTargetGrowthInCaseOfFail = 10?????????????
PoliticalStrenghtInInitiatorInCaseOfFail = 5????????????
GrowthOfAlianceEntryInCaseOfFailNumberOfDices = 5??????????????
GrowthOfAlianceEntryInCaseOfFailSidesOfDice = 6??????????????
GrowthOfAlianceEntryInCaseOfFailAdd = 0??????????????
LossOfAlianceEntryInCaseOfFailNumberOfDices = 6??????????????
LossOfAlianceEntryInCaseOfFailSidesOfDice = 8?????????????
LossOfAlianceEntryInCaseOfFailAdd = 0????????
20°---------------------------
[SpecialNavalUnitTypes]
HP_Light_carrier = 6
HP_Escort_carrier = 4
HP_Fleet_carrier = 12
HP_Small_battleship = 4
HP_Battlecruiser = 6
HP_Super_battleship = 10
HP_Heavy_cruiser = 6
HP_Light_cruiser = 3
HP_Auxiliary_cruiser = 2
HP_Coastal_submarine = 1
HP_Long_range_submarine = 3 = all is ok for that
CostMod_Light_carrier = 0.6 ??? Is it the cost modifier to build this unit (in regard of basic cost for normal unit) or th cost modifier to modify it
to have "normal unit" ?
CostMod_Escort_carrier = 0.3
CostMod_Fleet_carrier = 1.5
CostMod_Small_battleship = 0.5
CostMod_Battlecruiser = 0.75
CostMod_Super_battleship = 1.5
CostMod_Heavy_cruiser = 1.5
CostMod_Light_cruiser = 0.5
CostMod_Auxiliary_cruiser = 0.4
CostMod_Coastal_submarine = 0.4
CostMod_Long_range_submarine = 2
21°------------------------
[UnitComposition]
UnitType0_Level1 = 17000;0;70;0;0
UnitType0_Level2 = 17500;0;75;0;0
UnitType0_Level3 = 16000;0;94;4;0
etc
1= soldiers
2= tanks
3= Arty
4= ????? (anti aircraft weapons ?)
5= planes
22°-------------------
KilledPartOnStrengthDecrease=0.3;0.5;0.5;0.5;0.5 ??????????????
23°-----------------------------
[Interception]
AirFighterInterceptionThreshold = 5 ?????????
Lot of question, sorry, but if will be the definite work about that : all new gamers in the future would have just to download and to read the document[;)]
RE: Questions for Doom( basic modding guide in work)
Please, Doom : could you complete this image ?
in particular : part with blue bordures : nothing is very clear with
Spec : this src and dst distinction : please, better would be to give a simple exemple : it would be more efficient than all theorical explanations, I think.Nothing is explained in this appearance;csv file and things should be more clear.
I founded some doc on forum (master thread modding) and used it. But I have to say it's unorganized doc, nobody has made a real cartesian an logical explanation work : reading that, I have sometimes the impression you are supposed to know what you are supposed to learn and to understand [:D] : not really usefull documentation, some important infos are missing
The essential missing infos are :
Ok, there are coordinates . But coordinate for what and where to be applied ? On the map ? in the png file ? No sense to miss the precision
Please, give precise infos and sample concerning scr and dst. Ok, scr = to be displayed, dst = where to be displayed. But with that, the new player can not do anything : he needs some detailled and logical explanations

in particular : part with blue bordures : nothing is very clear with
Spec : this src and dst distinction : please, better would be to give a simple exemple : it would be more efficient than all theorical explanations, I think.Nothing is explained in this appearance;csv file and things should be more clear.
I founded some doc on forum (master thread modding) and used it. But I have to say it's unorganized doc, nobody has made a real cartesian an logical explanation work : reading that, I have sometimes the impression you are supposed to know what you are supposed to learn and to understand [:D] : not really usefull documentation, some important infos are missing
The essential missing infos are :
Ok, there are coordinates . But coordinate for what and where to be applied ? On the map ? in the png file ? No sense to miss the precision
Please, give precise infos and sample concerning scr and dst. Ok, scr = to be displayed, dst = where to be displayed. But with that, the new player can not do anything : he needs some detailled and logical explanations

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RE: Questions for Doom( basic modding guide in work)
Hre are samples of what I want to build for new players


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RE: Questions for Doom( basic modding guide in work)
Other sample for Depth file explanations : explanations with images are always better for newgamers : more visual


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RE: Questions for Doom( basic modding guide in work)
I think this game will be 100% moddable when 100% of players will be able to customize their game immediatly with needed information, without having to search during some hours in some disparate threads a incomplete documentation [:D] : there is a real effort of documentation that must be done in this way (the basic modding guide could be a good starter point). If no effort is made, a few players will be interrested by this aspect of the game (customization), wich is really great : too bad for the game. Just my opinion.
RE: Questions for Doom( basic modding guide in work)
Damn Welk,
YOU DA MAN
[&o]
I hope you can pull apart the fleet and sea zone tables in a similar way.
YOU DA MAN
[&o]
I hope you can pull apart the fleet and sea zone tables in a similar way.
"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
RE: Questions for Doom( basic modding guide in work)
you may build and modify sea nod as you want with CSV file, without any pb (but not in the editor) : I did it for my 1939 improved mod (modified some sea node "territory"
The tip is that : do not use the editor in any way, except to place hex of the sea node (but not other work). Then, in the CSV file, you have just to definite the coordinates of the "center point" of sea node and the coordinates whre images of your fleet and ennemy fleet will appears : and that's all.
You can also place new ports using this way, but the pb is they will no be recognized by the program, because you need to do a connexion between the port and the sea node in neighbour. This work must be done in editor and... this part of the editor is bugged.
The tip is that : do not use the editor in any way, except to place hex of the sea node (but not other work). Then, in the CSV file, you have just to definite the coordinates of the "center point" of sea node and the coordinates whre images of your fleet and ennemy fleet will appears : and that's all.
You can also place new ports using this way, but the pb is they will no be recognized by the program, because you need to do a connexion between the port and the sea node in neighbour. This work must be done in editor and... this part of the editor is bugged.
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RE: Questions for Doom( basic modding guide in work)
no problem1°/--------------------------------------
[ImpulsesPerMonth]
January = 4
February = 4
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 4
October = 4
November = 4
December = 4
May I have, by sample :
January = 2
February = 2
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 2
October = 2
November = 2
December = 2
if set to 1, then AI units after invasion will get full supply2°-------------------------
MaximumSupply]
AfterNavalInvasionForAICountries = 1 ????????????
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RE: Questions for Doom( basic modding guide in work)
this means how expensive the consecutive purchase will be, so for example, first SMP cost 10, second 11, third 12 and so on.3°---------------------------
[CostOfAdditionalOperationalPoint] ????????????
SMP = 1
STP = 0
AIP = 1
First one describes when the AI naval unit will try to retreat from the battle.4°---------------------------------
ShipRetreats]
RetreatWithStrengthPercentageLowerThan=40 ????????????
RetreatWithEnemyAdvantage = 3 ????????????
second one describes when all the units will try to retreat from the battle. In this case when the enemy fleet will be three times larger
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RE: Questions for Doom( basic modding guide in work)
when the AI ship will have the chance to get free repair6°-------------------------------
AiShipRepair]
MinStrengthPercentageToRepair = 35 ????????????
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RE: Questions for Doom( basic modding guide in work)
Example 1:7°----------------------------------
[DiplomaticStrength]
AdvantageNeededToTakeOwnershipWhenAtackingFromAlliedTerritory ????????????
German DS: 100
Romanian DS: 50
Advantage...: 20
If the German unit will attack soviets from Romanian territory, in this case the hexes will go for Germans
Example 2:
German DS: 100
Romanian DS: 90
Advantage...: 20
Now if German unit will attack soviets from Romanian territory, conquered hexes will go for Romanians
I think I was answered some of those questions already [:'(]
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RE: Questions for Doom( basic modding guide in work)
Example for the values below:8°--------------------------
DetectingEnemyFleets]
BasicChanceInCurrentSeaZone
OwnMinimumSizeBonus = ????????????
OwnOversizeBonus = 5????????????
OwnBonusValue = 2????????????
OwnCarrierBonus = 1????????????
EnemyMinimumSizeBonus????????????
EnemyOversizeBonus = 10?????????????????????
EnemyBonusValue = 1????????????
[DetectingEnemyFleets]
BasicChanceInCurrentSeaZone = 30
OwnMinimumSizeBonus = 20
OwnOversizeBonus = 5
OwnBonusValue = 2
OwnCarrierBonus = 1
EnemyMinimumSizeBonus = 10
EnemyOversizeBonus = 10
EnemyBonusValue = 1
Basic chance to detect enemy is 30%, if we have got at least 20 ships, we can get bonus which is 2% for each 5 ships over 20, also we get 1% bonus for each carrier.
Also for every 10 enemy vessels over 10 ships we are getting additional 1% bonus.
so if we have got 36 ships with 3 carriers included and enemy has got 22 ships, then the chance is:
30 (base) + 6 (3 times 5 ships bonus) + 3 (for three carriers) + 1 (additional 12 enemy ships) = 40%
RE: Questions for Doom( basic modding guide in work)
Ok, thanks[;)]
Now, the last run : 9° to 22 ° question, please ?[:'(]
There are for me new questions : I have registered archives of all modding threads I opened and I had not asked that exact infos before (perhaps was it about other subjects (*), in other perspective, but better is to be sure because all this will go in the basic modding guide for community of new players = better is to avoid errors and mistakes
(*)I have also registered some modding threads and not founded the answers in. I have to say that, as new player in ToF, I spent lot of hours to be in order to undertand the entire modding sysrtem of this game, from A to Z, and my goal is to avoid that sort of heavy work to others new futur players who would want to customize their game : they would have just to open the global guide to getthe exact infos, spec. in const.ini files
Now, the last run : 9° to 22 ° question, please ?[:'(]
There are for me new questions : I have registered archives of all modding threads I opened and I had not asked that exact infos before (perhaps was it about other subjects (*), in other perspective, but better is to be sure because all this will go in the basic modding guide for community of new players = better is to avoid errors and mistakes
(*)I have also registered some modding threads and not founded the answers in. I have to say that, as new player in ToF, I spent lot of hours to be in order to undertand the entire modding sysrtem of this game, from A to Z, and my goal is to avoid that sort of heavy work to others new futur players who would want to customize their game : they would have just to open the global guide to getthe exact infos, spec. in const.ini files
RE: Questions for Doom( basic modding guide in work)
Concerning the difficulty to undertsand, please, do not forget that here, a french translate from english text writtent by a polish[:D] : all is not so easy. I am familiarized with modding, so, it would be more and more difficult for a player who is not. With the basivc modding guide, they will not have any difficulty to learn how to customize their game as they want exactly.
For example :
1/src an dst (appearance file) : better would to say that :
src = coordinates and dimensions of image in the png source file (src = source)
dst : coordinates and dimensions of the image as displayed on screen in game (dst= destination)
More clear than to write :
Src = to be displayed
dst = where to be displayed
French is a langage that like precision [:'(]
2/ Some french players said, concerning the game : " too bad, units that are encircled may fly, not realistic = bad wargame". But if they had infos to customize the game, they could solve that with the "numberturn no supply" parameter and with the "auto supply" cities parameters : with low values for the both, encirclements have immediate and heavy effect for units.
Modding is the key to improve a game. But clear and awailable infos are the needed key to customize a game : it's the reason for what I adress you all these questions.
And in addition, last questions
23°
I saw that in const ini :
[SupplyFromShipsValue]
FriendlyUnitType40 = 1
FriendlyUnitType41 = 1
FriendlyUnitType42 = 2
FriendlyUnitType43 = 0
FriendlyUnitType44 = 0
FriendlyUnitType45 = 0 That's ok, but :
Why ennemy units provide supply ?
EnemyUnitType40 = 1
EnemyUnitType41 = 1
EnemyUnitType42 = 1
EnemyUnitType43 = 1
EnemyUnitType44 = 0
EnemyUnitType45 = 0
24°/ May I have a 100% empty alliance ?
(For exemple : all contries as firm democracy or nationalism, and no any country as Commintern ?
I think yes, but better to be sure
25°/
I have seen that in const ini :
[UnitsBuildTime]
UnitType0 = 4
UnitType1 = 10
UnitType2 = 9
UnitType3 = 14
UnitType4 = 8
UnitType5 = 18
UnitType6 = 8
UnitType20 = 6
UnitType21 = 8
UnitType22 = 10
UnitType40 = 72
UnitType41 = 96
UnitType42 = 48
UnitType43 = 24
UpgradeCostModifier = 2.0
and that, in other place in const ini :
[UnitUpgrade]
CostModifierOfTypeUpgrade=0.6
Could you explain the 2 in red, please ? I have difficulty to see the difference (there is probably one, but I do not see exactly)
For example :
1/src an dst (appearance file) : better would to say that :
src = coordinates and dimensions of image in the png source file (src = source)
dst : coordinates and dimensions of the image as displayed on screen in game (dst= destination)
More clear than to write :
Src = to be displayed
dst = where to be displayed
French is a langage that like precision [:'(]
2/ Some french players said, concerning the game : " too bad, units that are encircled may fly, not realistic = bad wargame". But if they had infos to customize the game, they could solve that with the "numberturn no supply" parameter and with the "auto supply" cities parameters : with low values for the both, encirclements have immediate and heavy effect for units.
Modding is the key to improve a game. But clear and awailable infos are the needed key to customize a game : it's the reason for what I adress you all these questions.
And in addition, last questions
23°
I saw that in const ini :
[SupplyFromShipsValue]
FriendlyUnitType40 = 1
FriendlyUnitType41 = 1
FriendlyUnitType42 = 2
FriendlyUnitType43 = 0
FriendlyUnitType44 = 0
FriendlyUnitType45 = 0 That's ok, but :
Why ennemy units provide supply ?
EnemyUnitType40 = 1
EnemyUnitType41 = 1
EnemyUnitType42 = 1
EnemyUnitType43 = 1
EnemyUnitType44 = 0
EnemyUnitType45 = 0
24°/ May I have a 100% empty alliance ?
(For exemple : all contries as firm democracy or nationalism, and no any country as Commintern ?
I think yes, but better to be sure
25°/
I have seen that in const ini :
[UnitsBuildTime]
UnitType0 = 4
UnitType1 = 10
UnitType2 = 9
UnitType3 = 14
UnitType4 = 8
UnitType5 = 18
UnitType6 = 8
UnitType20 = 6
UnitType21 = 8
UnitType22 = 10
UnitType40 = 72
UnitType41 = 96
UnitType42 = 48
UnitType43 = 24
UpgradeCostModifier = 2.0
and that, in other place in const ini :
[UnitUpgrade]
CostModifierOfTypeUpgrade=0.6
Could you explain the 2 in red, please ? I have difficulty to see the difference (there is probably one, but I do not see exactly)
- doomtrader
- Posts: 5319
- Joined: Tue Jul 22, 2008 5:21 am
- Location: Poland
- Contact:
RE: Questions for Doom( basic modding guide in work)
enemy units are not providing supply, they are reducing it, so this is the amount of supply reduced23°
I saw that in const ini :
[SupplyFromShipsValue]
FriendlyUnitType40 = 1
FriendlyUnitType41 = 1
FriendlyUnitType42 = 2
FriendlyUnitType43 = 0
FriendlyUnitType44 = 0
FriendlyUnitType45 = 0 That's ok, but :
Why ennemy units provide supply ?
EnemyUnitType40 = 1
EnemyUnitType41 = 1
EnemyUnitType42 = 1
EnemyUnitType43 = 1
EnemyUnitType44 = 0
EnemyUnitType45 = 0
yes, two alliances are enough24°/ May I have a 100% empty alliance ?
(For exemple : all contries as firm democracy or nationalism, and no any country as Commintern ?
