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RE: Summary of available mods please

Posted: Sat Dec 24, 2011 12:06 am
by jwilkerson
ORIGINAL: inqistor

It is hard to make real MOD, if you are going to play against AI. Well, maybe not that hard, if MODder wants to write his own AI [:D]

So your only option is some simple modifications only.

We spent a LOT of time (an extra year) pulling the AI "out of the code" and putting it "into the editor". So now everyone has access to the same tools we used to build the official scenarios. There are no "hidden editors" in this game. It might be "hard" but not any harder for the Modder than it is for the development team. Equally as hard! [:)]

RE: Summary of available mods please

Posted: Sat Dec 24, 2011 1:09 am
by n01487477
ORIGINAL: jwilkerson

ORIGINAL: inqistor

It is hard to make real MOD, if you are going to play against AI. Well, maybe not that hard, if MODder wants to write his own AI [:D]

So your only option is some simple modifications only.

We spent a LOT of time (an extra year) pulling the AI "out of the code" and putting it "into the editor". So now everyone has access to the same tools we used to build the official scenarios. There are no "hidden editors" in this game. It might be "hard" but not any harder for the Modder than it is for the development team. Equally as hard! [:)]
Yes all good work but I for one would like the editor to evolve more too ... Beta changes are great but improving modding ability would be a dream too...

EDITOR /GAME MECH
[*]Get the editor opened up to changing the multiplier variables for airframe,engines,Arm, Veh, Naval and Merchants.
[*]Pilot training HI cost variable should be available too.
[*]Access to repair variable (1000 supply / repair).
[*]Allow fractions to be recognised for existing multipliers(editor). (might be hard without converting to float or double)
[*]Maybe PP's to be made variable on date (editor controlled) or linked by percent to VP's. In the former a variability to play and the later option suggesting political will. An allied player bunkering down and waiting until '43 would have less to spend.
[*]The ability to setup auto-convoys (CS) in the editor.(minor req) Japan didn't start the war devoid of raw material convoys.
[*]Supply requirements (like the beta)

These are just some suggestions as I'm a part-time modder... the real "hard core modder" guys I hope will list a few more they'd like here ...

PS. I'll do the work / coding in conjunction with MichaelM. I have an NDA with Matrix and can code.

RE: Summary of available mods please

Posted: Sat Dec 24, 2011 10:54 am
by JuanG
ORIGINAL: n01487477
Access to repair variable (1000 supply / repair).
This is actually already moddable; set the Load Cost of an industry device to something non-zero, and repair of it will use that much supplies. Only thing I havent tested it on is Engines.


Other ideas, related to industry;
-Ability to define expansion costs for industry.
-More engine slots.
-Option to add the 'Engineer Vehicle' flag to things other than the device itself, like what was done with Engineers and Shore Parties.

And unrelated;
-Separation of flight deck and hangar deck armour for carriers.
-'Torpedo resistance' value for ships to reflect TDS, could be worked as simply as being an addition to Durability vs Torpedo hits.

RE: Summary of available mods please

Posted: Sun Dec 25, 2011 9:58 am
by n01487477
ORIGINAL: JuanG
ORIGINAL: n01487477
Access to repair variable (1000 supply / repair).
This is actually already moddable; set the Load Cost of an industry device to something non-zero, and repair of it will use that much supplies. Only thing I havent tested it on is Engines.
I have and it works ... Thanks - that's going to make a big difference to my mod.

Cheers

RE: Summary of available mods please

Posted: Wed Jan 04, 2012 11:15 pm
by n01487477
Bump

RE: Summary of available mods please

Posted: Thu Jan 05, 2012 12:22 pm
by HansBolter
ORIGINAL: 1EyedJacks

ORIGINAL: Andy Mac

Most of mine are ahistoric so may not be of interest

Scen 10 Ironman v Jap AI
Scen 23 Ironman v Allied AI

Not what you would call in any way historic and in all honesty do not have the academic rigour of some of the other mods mentioned by JWE they are desinged to make the AI more competitive and not make a player pull his punches without playing on VHard which messes with unit by unit supply.

Andy


Can someone point me to where I can download scenario 23 - Ironman Vs Allied AI?

TTFN,

Mike


Here:

tm.asp?m=2920168