Modding Units

This exciting new release is a faithful adaptation of the renowned Conflict of Heroes board game that won the Origins Historical Game of the Year, Charles Roberts Wargame of the Year and the James F. Dunnigan Design Elegance Award, as well as many others!

Designed and developed in cooperation with Uwe Eickert, the original designer of Conflict of Heroes, and Western Civlization Software, the award-winning computer wargame studio, no effort has been spared to bring the outstanding Conflict of Heroes gameplay to the computer. Conflict of Heroes includes an AI opponent as well as full multiplayer support with an integrated forum and game lobby. To remain true to the core gameplay of the board game, the PC version is designed to be fun, fast and easy to play, though hard to master. The game design is also historically accurate and teaches and rewards platoon and company-level combined arms tactics without overwhelming the player with rules.

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z1812
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Modding Units

Post by z1812 »

What program is recommended for unpacking and repacking xnb files?
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Blond_Knight
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RE: Modding Units

Post by Blond_Knight »

I dont think the developer wants users doing any modding:
http://www.matrixgames.com/forums/tm.asp?m=3107052
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z1812
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RE: Modding Units

Post by z1812 »

ORIGINAL: Blond_Knight

I dont think the developer wants users doing any modding:
http://www.matrixgames.com/forums/tm.asp?m=3107052

Thanks for your reply. Too bad. I was going to try some graphics work but it sounds too complicated for the time I would have to put into it.

It"s a shame. I wonder why the complexity? It seems to me that traditionally the games that have done best have more open systems where scenarios are easily created and image files modded..............oh well.
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DoubleDeuce
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RE: Modding Units

Post by DoubleDeuce »

Not sure about the units but I do think that the roads graphics need some work.
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ericbabe
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RE: Modding Units

Post by ericbabe »

We didn't use XNB format to prevent users from modding the 3D graphics files. We use XNB because I couldn't find an alternate format that worked easily with the Microsoft XNA libraries, and we didn't have any budget/schedule allocated for writing our own model and animation import routines.

If you're interested in trying to mod the models, I would be happy to help you with the file formats and with the conversion to XNB format.
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Ratzki
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RE: Modding Units

Post by Ratzki »

With the addition of several units in the 2nd edition board game release, what are the odds of those units appearing in a patch here in the not to distant future?
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ericbabe
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RE: Modding Units

Post by ericbabe »

I don't have anything like this scheduled at the moment, and the artwork for SOS isn't finished yet. We're mainly focused on getting this patch finalized right now.
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Jamm
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RE: Modding Units

Post by Jamm »

Eric, what program do you use to convert the graphic files back into the xnb format.

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Jamm
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RE: Modding Units

Post by Jamm »

I've been able to open and modify some graphics but no luck getting any mods back into the game.
So aside from diving headfirst into XNA, I think I'll just stick to designing some scenarios.
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ericbabe
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RE: Modding Units

Post by ericbabe »

I use Visual Studio 2008. For the 3D models you'd have to convert them to XNB using the custom import libraries I wrote and most of our import settings.

I have the original FBX files. If you'd like to try modifying one those, I could help out with the import process.
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