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RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 9:34 am
by welk
Ok, thanks

Sorry, you missed this question above :

"Please : what is Starting AP in land units ?
I suppose this parameter is = starting action point of the concerned unit. But why 0 ? "


RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 3:34 pm
by welk
And this other question, above, was missed :

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

In addition : when I want to erase elements from a existing scenario (units, in particular), what is the exact process (I want to avoid to corrupt scenario file with techn incident) :

Is that good or false :
1/First to erase elements (units,etc) in data base (or better and more easy : in csv files)
2/ Second, open the scenario and to erase them from the map

Or the inverse process ? (2/ before 1/ ?)

Soryy, I have lot of question, and I will have others probably in the future, but they are needed by the total lack of modding/desig documentation in the game, and to know what you may do or what you may not do save modding time

RE: Modding clarifications for Doo and specialists

Posted: Sun Apr 08, 2012 3:33 pm
by welk
Please, Doom : any infos about the missed modding questions in the 2 threads above ? [:D]

1°/ "Please : what is Starting AP in land units ? I suppose this parameter is = starting action point of the concerned unit. But why 0 ? "

2°/ What means : that

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

3°/ When I want to erase elements from a existing scenario (units, in particular), what is the exact process (I want to avoid to corrupt scenario file with techn incident) :

Is that good or false :
1/First to erase elements (units,etc) in data base (or better and more easy : in csv files)
2/ Second, open the scenario and to erase them from the map

Or the inverse process ? (2/ before 1/ ?)


RE: Modding clarifications for Doo and specialists

Posted: Sun Apr 08, 2012 4:23 pm
by doomtrader
ORIGINAL: welk

And this other question, above, was missed :

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

In addition : when I want to erase elements from a existing scenario (units, in particular), what is the exact process (I want to avoid to corrupt scenario file with techn incident) :

Is that good or false :
1/First to erase elements (units,etc) in data base (or better and more easy : in csv files)
2/ Second, open the scenario and to erase them from the map

Or the inverse process ? (2/ before 1/ ?)

Soryy, I have lot of question, and I will have others probably in the future, but they are needed by the total lack of modding/desig documentation in the game, and to know what you may do or what you may not do save modding time

The fastest way is to just open land_units.csv file, find the line with unit, and just delete it.

RE: Modding clarifications for Doo and specialists

Posted: Sun Apr 08, 2012 4:25 pm
by doomtrader
1°/ "Please : what is Starting AP in land units ? I suppose this parameter is = starting action point of the concerned unit. But why 0 ? "

there is a zero because it does not matter what will be there, the game will just overwrite it.

RE: Modding clarifications for Doo and specialists

Posted: Sun Apr 08, 2012 4:26 pm
by doomtrader
2°/ What means : that

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10
This describes how the values for city siege are calculated.

RE: Modding clarifications for Doo and specialists

Posted: Sun Apr 08, 2012 5:44 pm
by welk
CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10
This describes how the values for city siege are calculated.


Yes, but some details for each line, please ?[:'(]

Concerning WW1 : check your mail


RE: Modding clarifications for Doo and specialists

Posted: Tue Apr 10, 2012 5:54 pm
by welk
Some precisions, please :

1°/
NoSupplyEffectivityModifierPercentage = 10

Is it 10% in soustraction ? (initial effectivity x 0.90) or Is it initial effectivity x 0.10 ? I think it is 10% in soustraction, but better is to ask to be sure

2°/ WinterBattleEffectivityDecreaseModifier = 20

is it 20% in soustraction (initial effectivity x.80) or Initial effectivity x 0.20 ?

3°/ WinterMoveCostModifier = 80

Means cost move x 180 % ?

4°/MudBattleEffectivityDecreaseModifier = 10

Means soustraction of 10% ?

5°/MudMoveCostModifier = 100

Means cost move X 2, I suppose

RE: Modding clarifications for Doo and specialists

Posted: Thu Apr 12, 2012 6:00 am
by welk
Please, could you give me some precisions about the question that are in the post above ? You have given the general meaning of these parameters, thanks, but without more precise indications and the formulation to be employed is unknow. This great game has no secret for you, who have made it in all aspects, included math. formules, so all is easy to understand. But for simply users, it's not [:D]

RE: Modding clarifications for Doo and specialists

Posted: Fri Apr 13, 2012 7:53 pm
by doomtrader
1°/
NoSupplyEffectivityModifierPercentage = 10

Is it 10% in soustraction ? (initial effectivity x 0.90)
yes
2°/ WinterBattleEffectivityDecreaseModifier = 20

is it 20% in soustraction (initial effectivity x.80)
yes
3°/ WinterMoveCostModifier = 80

Means cost move x 180 % ?
no, it means that the move cost will be 80%

4°/MudBattleEffectivityDecreaseModifier = 10

Means soustraction of 10% ?
yes
5°/MudMoveCostModifier = 100

Means cost move X 2, I suppose
no it means it will be equal to 100%


also, please be aware there is another modifier in countries.csv that multiplies the effects of the weather.

RE: Modding clarifications for Doo and specialists

Posted: Fri Apr 13, 2012 8:04 pm
by welk
Ok, thanks a lot.

And that, please ?

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10


It concerns the siege of cities, yes, but please, what is the exact signification of each line (impossible to modify that if not precision, I suppose all these parameters apply in a math formule, right ?)