
Strange defensive modifier
Moderator: AlvaroSousa
Strange defensive modifier
Could anyone, preferebly Alvaro, tell me what the defensive modifier "empty" is in this situation?


- Attachments
-
- Empty.jpg (191.58 KiB) Viewed 873 times
-
AstroBlues
- Posts: 405
- Joined: Fri Aug 10, 2007 5:24 am
RE: Strange defensive modifier
Those counters are awesome. How did you get them?
Ron
Ron
RE: Strange defensive modifier
Made them. See Uxbridge counters in the modding section.
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: Strange defensive modifier
That's a very good question. Even I don't know what that means.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: Strange defensive modifier
Could it be related to that last line in the campaign section of the editor, that I made you put there, where one can change or raise the fire power of the attacker? The figure in the report doesn't really comply with the change I made, and I haven't noticed this in any other report, but it's the only thing changed I can think of.
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: Strange defensive modifier
Is this a modded scenario?
If so then the Empty refers to a terrain or resource he hasn't labeled.
If so then the Empty refers to a terrain or resource he hasn't labeled.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: Strange defensive modifier
He is me, and yes.
That could be it. Then why the modifier? I'll have a look in aminute.
That could be it. Then why the modifier? I'll have a look in aminute.
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: Strange defensive modifier
Go to resource and right click the hex. It should take you to the tile on the list.
Change the resource OR correct it under the UserSavedData\resourceNames file name. The names are in tile# order.
Also change the defense modifier
Change the resource OR correct it under the UserSavedData\resourceNames file name. The names are in tile# order.
Also change the defense modifier
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: Strange defensive modifier
Still haven't got a clue regarding the modifier, but you're right about the text. I found the resource text file in the current scenario, and wrote the names of new resources in what I deemed to be the proper places, but it doesn't show up in the scenario. I save, load scripts and then save again. Anything more I have to do?
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: Strange defensive modifier
You need to load the text file into the game.... Data -> Load Resource Names I believe it is. Not at PC ATM
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: Strange defensive modifier
Yes, very nice counters indeed.
RE: Strange defensive modifier
Thanks.
I figured it out, Alvaro. The text file should be in the data folder, not the scenario folder.
I figured it out, Alvaro. The text file should be in the data folder, not the scenario folder.
RE: Strange defensive modifier
With some of the issues above solved, I'm still concerned about something. Why aren't the combat modifier from the resources shown in the report, in this case the huge fort that should have a bonus of 75%. No resource modifiers are shown, except the occasional statment " 4x" (or "x4", can't remember now) at some occasions. In the latter cases it's often a clear hex.
All the info above this line seem reasonable to me, and so does the actual combat results. Is it just that the system shows that there's a resource in the hex, but are unable to state the modifier? It's the same in the vanilla game, so it shouldn't be my modding.

All the info above this line seem reasonable to me, and so does the actual combat results. Is it just that the system shows that there's a resource in the hex, but are unable to state the modifier? It's the same in the vanilla game, so it shouldn't be my modding.

- Attachments
-
- Maginot.jpg (189.01 KiB) Viewed 877 times
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: Strange defensive modifier
Yes the data folder.
Check the resource image placement for that resource.

Check the resource image placement for that resource.

- Attachments
-
- res.jpg (54.45 KiB) Viewed 877 times
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: Strange defensive modifier
I did, and it wasn't +0.
Here's an example from the vanilla 1939 scenario. I had the Tripoli garrison somewhat unwisely attack the French unit in the Gabon fort–the hex in your example above. Since the modifier for the hex is 66%, in my world the text should also show that, not x1,00. Looking at the basic values for attacker and defender above (0,1 and x3,68), it seems that the fort modifier is duly taken into account, which is also apparent from the outcome of the attack. But as I see it, the information regarding the fort modifier doesn't come through to the report.

Here's an example from the vanilla 1939 scenario. I had the Tripoli garrison somewhat unwisely attack the French unit in the Gabon fort–the hex in your example above. Since the modifier for the hex is 66%, in my world the text should also show that, not x1,00. Looking at the basic values for attacker and defender above (0,1 and x3,68), it seems that the fort modifier is duly taken into account, which is also apparent from the outcome of the attack. But as I see it, the information regarding the fort modifier doesn't come through to the report.

- Attachments
-
- Gabes.jpg (173.07 KiB) Viewed 877 times
- AlvaroSousa
- Posts: 12127
- Joined: Mon Jul 29, 2013 7:13 pm
- Contact:
RE: Strange defensive modifier
Hmmmm. Ok I will take a look at it.
It does the same thing on the Maginot. So clearly this is on me.
Thanks.
It does the same thing on the Maginot. So clearly this is on me.
Thanks.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: Strange defensive modifier
Uxbridge, when you made that change in the editor...
Did you change update the map location?
I noticed that if you change things within the resource image it does NOT update all those images on the map. They stay the "old" setting.
BUT if you overlay the same fort on top of the old it will update.
Just a guess...as I have added things and this happened to me in the past.
For example if you change all Swamp hexes in the resource image then all "new" swamp hexes created will have the change but all swamp hexes already on the map will remain the previous values.
Did you change update the map location?
I noticed that if you change things within the resource image it does NOT update all those images on the map. They stay the "old" setting.
BUT if you overlay the same fort on top of the old it will update.
Just a guess...as I have added things and this happened to me in the past.
For example if you change all Swamp hexes in the resource image then all "new" swamp hexes created will have the change but all swamp hexes already on the map will remain the previous values.
RE: Strange defensive modifier
No, I haven't replaced the resources, at least not intentionally. But I haven't seen any problem there either. If I understand you correctly, you mean that one should replace resources in all hexes that has been subject to a change in the hex type settings? If I change the defence modifier in a fort hex, I should also overwrite all those hexes on the map? And that goes for terrain as well?
RE: Strange defensive modifier
That was what seemed to happen in my testing when I was working on my WPP scenario. NOW WPE could be different.
I changed a port to be a supply source, outside port supply...but it did not change the all the ports on the map using that resource until I actually overwrote the port on the map with the "new" version.
I suspect this is a way that you could make more different terrain to start.
I changed a port to be a supply source, outside port supply...but it did not change the all the ports on the map using that resource until I actually overwrote the port on the map with the "new" version.
I suspect this is a way that you could make more different terrain to start.
RE: Strange defensive modifier
I did farmland this way, but there's very little effects one may add. I'm mostly doing it to give more tactical and graphic variety.


