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Random Battle Generator Mod
Posted: Thu May 26, 2011 12:51 am
by dazoline II
I've created a mod for the RBG by adding some dropdowns that override the battle file parameters.
In extending the RBG battle files to include more options I found the amount of files was growing unmanagable and hard to find in the single battle dropdown. This mod allows you to change some of those parameters on the fly instead of in the XML files. Namely: increased unit buying modifiers, art of war, phases, and increased objective points.
Please take a look at the readme file for installation.
My next project while continuing to support this is to tackle the Random Campaign Generator by allowing an easier way to modify the core forces and including a few more (at this time) unspecified options.
I hope the mod eases some of the pain of creating a random battle by taking away some XML fiddling and I appreciate any feedback on it, especially if there are any HTML issues.
Thanks, have fun.
Edit:
Deleted the v0.1 verison in favour of the v0.2 version in this thread:
tm.asp?m=2832019
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 12:59 am
by junk2drive
Looking at it now.
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 1:07 am
by junk2drive
This is JSGME ready. Extract the folder from the zip into your MODS folder and install with JSGME.
Do you leave the Default 40:40 Battle Plan when using the other dropdowns? Can you still use the other battle plans without using the dropdowns?
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 1:09 am
by junk2drive
Ok cool. I picked a 40:40 x3 and read the desc. Then I used the dropdown to change it to x4. The text then changed to indicate modifications and what they are.
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 1:19 am
by junk2drive
The main program is able to tell what size map is in a Set Battle and displays it in the selection screen. If you could figure out a way to do this and put it in the hta that would be wonderful.
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 10:01 am
by dazoline II
ORIGINAL: junk2drive
This is JSGME ready. Extract the folder from the zip into your MODS folder and install with JSGME.
Do you leave the Default 40:40 Battle Plan when using the other dropdowns? Can you still use the other battle plans without using the dropdowns?
Thanks for looking at the JSGME angle, I don't use it but am glad it works with it.
Yes, you can use other battle plans with it, only the 4 parameters specified will be overridden.
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 10:02 am
by dazoline II
I'll put that on my wishlist, thanks.
ORIGINAL: junk2drive
The main program is able to tell what size map is in a Set Battle and displays it in the selection screen. If you could figure out a way to do this and put it in the hta that would be wonderful.
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 2:06 pm
by Erik Rutins
Great job, Dazoline! I'll take a look at this ASAP.
Regards,
- Erik
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 10:03 pm
by Erik Rutins
A very nice improvement! Great job, I'll be using this version for my own Random Battles from now on. [8D]
Regards,
- Erik
RE: Random Battle Generator Mod
Posted: Thu May 26, 2011 10:06 pm
by Erik Rutins
Is there any way with this version to have the RCG feed the RBG some of these new options for battle generation?
Regards,
- Erik
RE: Random Battle Generator Mod
Posted: Fri May 27, 2011 12:36 am
by dazoline II
That's one of my next steps for a more complete mod.
The RCG does pass values to the RBG right now so extending/modifing those calls should be fairly easy.
RE: Random Battle Generator Mod
Posted: Fri May 27, 2011 1:02 am
by junk2drive
In the media folder for a map, there are a few graphic files that are the same number of pixels as the map size. In the mapmaker xml is GM_SIZE= and the size of the map. But the legacy maps do not have a mapmaker xml so I suspect that the game uses the graphics file to get the info for the Set Battle screen. map.bmp is common to both types of map folders.
RE: Random Battle Generator Mod
Posted: Fri May 27, 2011 10:11 am
by dazoline II
Aye, thats the only reliable way to get map dimensions, I couldn't find anything in any XML file about dimensions.
The routine I've come up with is about 98% reliable ATM for showing the map dimensions in the RBG. I'm hoping to improve that before I release 0.2.
Thanks for the info!
RE: Random Battle Generator Mod
Posted: Thu Jun 02, 2011 12:26 pm
by junk2drive
I looked at the RBG code in notepad and see where the preplanned is added for German, Russian, Both, None but don't see those options in RBG. Only the AOW option. If you could get this on the RBG and RCG it would help with the first turn barrage complaints.
I think we need to remove the 203 and 300 from the presets to solve the problem completely.
RE: Random Battle Generator Mod
Posted: Thu Jun 02, 2011 1:34 pm
by dazoline II
ORIGINAL: junk2drive
I looked at the RBG code in notepad and see where the preplanned is added for German, Russian, Both, None but don't see those options in RBG. Only the AOW option. If you could get this on the RBG and RCG it would help with the first turn barrage complaints.
I think we need to remove the 203 and 300 from the presets to solve the problem completely.
I've put it on the wishlist, what does preplanned do exactly?
Does it enable the side or sides selected essentially get a turn one bombardment or is it to hurt some opposing units before the units are placed on the map? Or something else entirely?
RE: Random Battle Generator Mod
Posted: Thu Jun 02, 2011 6:09 pm
by junk2drive
It is the preplanned bombardment abilty. In other words the ability to plot artillery in orders 1 and have it arrive during that playback. I'm not sure if it effects the in contact ability. In theory it should.
RE: Random Battle Generator Mod
Posted: Sun Jul 24, 2011 5:25 pm
by junk2drive
I started a RCG with PZ Div short summer 41. I'm sure I clicked false for AOW. Second battle briefing states Soviets play with AOW.
Meanwhile the double flags really helps to get the battle over without hunting down all those Russkies hiding in the woods.
RE: Random Battle Generator Mod
Posted: Sun Jul 24, 2011 6:25 pm
by dazoline II
The descriptions may very well have references to AOW in the battles, as I didn't add a dynamic factor for that aspect. The battles should all have AOW set to false until summer 42 when set in the RCG. At least they did when I tested it last.
Note this is the old thread, the new thread is here for the combined RBG : RCG mod.
tm.asp?m=2832019
RE: Random Battle Generator Mod
Posted: Sun Jul 24, 2011 6:29 pm
by junk2drive
Dang me for picking the old thread. I am using the latest version.
[Deleted]
Posted: Thu Jul 28, 2011 11:22 pm
by Anonymous
[Deleted by Admins]