Some modding questions

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prjw73
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Some modding questions

Post by prjw73 »

Hi Steve,

I have a few long overdue questions for you:
1) is it possible to activate static battle groups in GtC?
2) In GtC, what is the minimum space required for a gun to be deployed in a building? I can not deploy small guns in buildings unless I have 3x3 elements to deploy them on, or so it seems. In the vehicles file I have changed columns 'vehicular size' and 'object size' (columns 121 and 122) to 0 but that does not seem to have made a difference.
3) How is 'victory' calculated? In the campaign.txt file I find a number of percentages per day for each turn but how is victory actually calculated?
4) In GtC, is there a way to make more unit slots available without adding more companies to the forcepool?

Thanks in advance!

Pete
CC hobbyist, creator of mods.
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SteveMcClaire
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Re: Some modding questions

Post by SteveMcClaire »

Hi Pete,

1) In theory yes, static battlegroups should work fine. However Gateway to Caen wasn't testing with this feature so there may be issues.

2) You need a 3x3 element area of passable terrain to place any vehicle durint setup, regardless of the size.

3) Overall campaign or operation victory level is determined by finding the percentage of all available victory location points (major VL counts as 3, minor VL as 2, exit VLs as 1) held by each side. The side holding the highest percentage is consider to be currently 'winning' the campaign/operation. An advantage of < 26% is a minor victory, 26-75% is a major victory, > 75% is a decisive victory. The percentages in the campaign file are the 'historical' progress that the player's progress is measured against. So the game will say if the player is are currently winning / losing based on total victory location control and also whether you're doing better or worse than the historical situation.

4) No, the number of slots available is based on the number of men and vehicles in the force pool.
prjw73
Posts: 102
Joined: Sat Feb 17, 2007 12:36 pm
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Re: Some modding questions

Post by prjw73 »

Thanks ever so much for your replies, Steve!

Pete
CC hobbyist, creator of mods.
https://www.facebook.com/buckandpete/
https://themodsection.net
Mod repository on pCloud: https://filedn.com/lgfBH2TMCHxYbUlxpDB3 ... Downloads/
Mod repository on Google Drive: CCModRepository
prjw73
Posts: 102
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Location: The Netherlands
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Re: Some modding questions

Post by prjw73 »

Been wanting to ask about this section in the Campaign.txt for ages:
"
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak ? strong = 5 lines)
1,1,2,2,3,4
1,2,3,4,4,5
2,4,4,6,7,8
3,5,5,7,7,8
4,5,6,7,8,9
"
My questions:
What does "diff-base" mean?
Assuming that these numbers are the quantity barrages / airstrikes etc, what is the range (0-9?)

Thanks again!
CC hobbyist, creator of mods.
https://www.facebook.com/buckandpete/
https://themodsection.net
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Mod repository on Google Drive: CCModRepository
prjw73
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Re: Some modding questions

Post by prjw73 »

Answering my own question, with a little help from a friend, I now suspect "Diff" stands for difficulty :oops:
CC hobbyist, creator of mods.
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SteveMcClaire
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Re: Some modding questions

Post by SteveMcClaire »

Hi prjw73 -- you are correct. This is the difficulty-based quantity of support available. In older versions of CC the quantity of mortar/artillery/air support was not influenced by the player's chosen difficulty level, but with the introduction of this section of the campaign.txt file the difficulty-based quantity overrides the flat quantities that are further up in the file (for backward compatibility.)
prjw73
Posts: 102
Joined: Sat Feb 17, 2007 12:36 pm
Location: The Netherlands
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Re: Some modding questions

Post by prjw73 »

Hi Steve,

I have another question as I am about to finish a mod but I am not quite happy with battle group behaviour on the strategic map.
What affects battle group behaviour on the strategic map more, the settings in the campaign file or in the battle groups file?
I set German bg's quite aggresively in the campaign file but I don't want certain battle groups to be aggressive but to be defensive. How do I accomplish that?

Thanks,

Pete
CC hobbyist, creator of mods.
https://www.facebook.com/buckandpete/
https://themodsection.net
Mod repository on pCloud: https://filedn.com/lgfBH2TMCHxYbUlxpDB3 ... Downloads/
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SteveMcClaire
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Re: Some modding questions

Post by SteveMcClaire »

Hi Pete,

There aren't many things you can do to influence how an inidivdual battlegroup behaves at the strategic map AI level.

The BG commander ratings only apply to how the AI uses units within a tactical battle.

Battlegroup type is probably the best tool for what you want to do. The decision on whether to have a BG attack is weighted by the type -- from most-likely-to-attack to least likely: Armored, Armored Infantry, Airborne, Infantry, Recon, Engineer. So if you want a BG to remain defensive as much as possible, try setting its type as 'Engineer.'

You can also make a BG weaker (in terms of total number of teams in the force pool) to make it less likely to attack.
prjw73
Posts: 102
Joined: Sat Feb 17, 2007 12:36 pm
Location: The Netherlands
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Re: Some modding questions

Post by prjw73 »

Thanks Steve, I aprreciate your continued support.
CC hobbyist, creator of mods.
https://www.facebook.com/buckandpete/
https://themodsection.net
Mod repository on pCloud: https://filedn.com/lgfBH2TMCHxYbUlxpDB3 ... Downloads/
Mod repository on Google Drive: CCModRepository
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