Page 1 of 1
Some questions about modding
Posted: Tue Jul 13, 2010 1:38 pm
by traskott
Hello to everybody. I have been playing with the editor and some doubts come to my mind:
1) I've always played as allied, and, in order to free slots, I'm playing to remove support units to the japanese side. Those units will be the ones which appear late 1945. This is a drawback to the japanese or he has enough and the lose of some of them is "irrelevant".
2) Asuming production is ON, is there anyway to make off-map planes to Japan?
3) Can Japon get Convoys (the special CD unit allies got) ?
4) I'm playing with the idea of an scenario with some changes on the resources/oils centers. IE: Palembang less important, some islands at CENPAC very rich at oil, and so...AI should be "reprogramed" to attack those targets, isn't? It wasn't attack the island "just because is oil rich", no?.
5) I've read some TOES are not currently in use. I'm about to check and delete the unused ( I hope don't crash anything!!!) . I'll post the results if anyone needs them.
6) To change the whole opening strategy I have planning delete all Dutch forces and put, at DEI, British and Commonwealth forces. Reinforcements would be placed at Java and Sumatra, so there will be more Imperial Troops from the beggining, and less reinforcements. I'm open to suggestions. I think it could do the game different, but...I'm not sure.
thanks in advance !!
RE: Some questions about modding
Posted: Sat Jul 17, 2010 11:19 pm
by topeverest
1. Not sure your point, there are enough expansion slots...if you mean extra rows in the databases to add units of all types without the need to delete any. If you dont know, you can just set the entry date to 9999 and the unit will not be used in the mod.
2. My first thought about getting 'free' planes to Japan would be to create reinforcement air units with the number of planes of the airframe you want. Set the squadron size to 1. They will appear on the date you want and airframes can be moved out of unit reserve to the pool.
3. Dont know, but I think this issue was discussed in the forum some time back. IIRC Empire cannot get convoys.
4. Sounds like a multi step process. First, you need to edit the resources, oil, factories, and/or bases for the map. Second, you would need to get into the AI and reprog the AI commands. Take a close look at the total ROF you are putting out and if it changes the naval requirements for Japan...and make changes if you so desire.
5. No need to delete unused TOE's. If they as per above, you can invalidate them with the '9999'. Any not in use for the scenario are already in this state. Merely change the determinates of the TOE or select 9999 to remove from use for the scenario. I would advise against deleting and unit or TOE.
6. Dont really understand the scenario you are working to build. perhaps the easyiest thing to do is to accelerate existing reinforcements.
Hope this helps.
RE: Some questions about modding
Posted: Sat Jul 17, 2010 11:39 pm
by traskott
ORIGINAL: topeverest
1. Not sure your point, there are enough expansion slots...if you mean extra rows in the databases to add units of all types without the need to delete any. If you dont know, you can just set the entry date to 9999 and the unit will not be used in the mod.
2. My first thought about getting 'free' planes to Japan would be to create reinforcement air units with the number of planes of the airframe you want. Set the squadron size to 1. They will appear on the date you want and airframes can be moved out of unit reserve to the pool.
3. Dont know, but I think this issue was discussed in the forum some time back. IIRC Empire cannot get convoys.
4. Sounds like a multi step process. First, you need to edit the resources, oil, factories, and/or bases for the map. Second, you would need to get into the AI and reprog the AI commands. Take a close look at the total ROF you are putting out and if it changes the naval requirements for Japan...and make changes if you so desire.
5. No need to delete unused TOE's. If they as per above, you can invalidate them with the '9999'. Any not in use for the scenario are already in this state. Merely change the determinates of the TOE or select 9999 to remove from use for the scenario. I would advise against deleting and unit or TOE.
6. Dont really understand the scenario you are working to build. perhaps the easyiest thing to do is to accelerate existing reinforcements.
Hope this helps.
At first, thank you for the answers...
1.- I'm not sure there is enough expansion slots. If I want to keep me restrited to the slots reserved to japanese side, acording to the manual, I've found there is no more than about 20.
2.- Amazing idea. Thank you !![&o]
3.- Ok, thanks. I'll asume it's not possible.
4.- Acording to your post, the answer is yes, AI needs to be reprogrammed to act accordly to the new resources.
Perhaps I wasn't be clear enough with the question: The AI "automatically" go to resource/oil sources or it needs be directed ?
5.- Well, if I'm out of slots to made new TOES, I would have to delete anyone. Thanks for the info, afterall.
6.- The idea at my scenario:
DEI: Dutch forces do not exist, but british forces holding Java and Sumatra (ie: DEI are now a colony of Great Britain). More AF, more troops, more difficult to take for Japan.
Philipinnes: No american forces here (the background is 100% new), but a new army, ready to put a good fight to the IJA. My idea is make Japanese player take a whole new approach to the attack of PHI. Currently working on it.
USA: They
know Japan is about to attack so P.H., Guam and some islands are reinforced. On the other side, they are not able to deploy troops at PHI til the beginning of the war.
I have to tweak several things, but it's the idea I have in mind.
RE: Some questions about modding
Posted: Sun Jul 18, 2010 1:13 am
by ckammp
Before you get started:
1. Unless you are planing on a lot of new units, there should be enough slots; if you need more, however, the "extra" Japanese 1945 unit slots are a good choice to replace.
2. To allow off-map planes for Japan with Production ON, simply put the desired monthly number in the "Build Rate" box for each plane type.
3. Yes, Japan can use the Convoy units. Instructions as follows:
a) Create the Convoy unit under "Locations".
b) For "Type" enter "11 - Coastal Defense Unit".
c) For "Suffix" enter "119 - " (Not sure if "00 - None" will work; all Allied ones use "119").
d) Set desired "Delay" date.
e) Set desired "Withdraw" date, and check box 2.
f) Set desired "Fuel" and "Supply" numbers.
g) Set desired "Devices" numbers. (Note - you must change devices 1067[Merchant Ship] and 1068[Tanker] from Allied to Both)
h) Set "Unit Type" to 02.
i) Check box labeled "Convoy Unit". (Located on right side of screen, next to box for "Restricted Permanent")
j) For "Near", I would recommend either Tokyo or Osaka.
4. To change amount of Oil, Resources, etc., simply edit the desired numbers at the location. To ensure the AI will attack, check the existing scripts and make additions/corrections as desired.
5. There are fewer TOES than other types of units, it is easier to simply use "9999" to make them inactive; again, if space is needed, they can be safely deleted. (Just check that they're not needed first)
6. Rather than delete the Dutch units, why not change their nationality to British or Commonwealth? That way, instead of deleting so many units, you can just change some of their devices; it would be much, much quicker.
Good luck, hope this helps.
RE: Some questions about modding
Posted: Sun Jul 18, 2010 11:24 am
by traskott
Thanks ckammp. I'll follow your advices (less point 6, I've deleted the dutch yet...