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Mods and the editor, a question for doomtrader

Posted: Thu Dec 15, 2011 9:03 pm
by Lascar
This a question that I suppose is something only doomtrader can fully answer.

The high degree of modability of ToF is one of its strong points from what I gather. Once the editor becomes available this should be more accessible to those who wish to do some modding. My question is to what extent will some of the issues and concerns that have been raised in the AARs and comments here be resolvable through use of the editor. For instance, the problems with lack of diplomatic choices in the multi-player version, the seeming unrealistic ease of the Germans successfully executing operation Sealion without aggressive intervention by the Royal Navy and other identified and yet to be found "problems." Will many, if not most, of these kinds of issues be resolvable through end-user mods via the editor or will they require hard coding by the developer to fix?

RE: Mods and the editor, a question for doomtrader

Posted: Fri Dec 16, 2011 8:19 am
by doomtrader
The Editor (I'm planning to release it for betas today for last stability checks) is going to allow you to modify or create new maps and scenarios and to customize existing ones.

The issues raised with lack of the events in PBEM, are only possible to be changed with hardcoding, however we are planning to do something about that. In other words to give challenger chance to display them or not.


As it was mentioned the editor will allow to create, change and modify maps and scenarios, but not events or AI switches. Those might be done in XML files with any text editor.


If this doesn't answers all your questions, please feel free to ask.

RE: Mods and the editor, a question for doomtrader

Posted: Fri Dec 16, 2011 1:24 pm
by Lascar
Thanks for your response doomtrader.

Does the editor allow for editing of units? For example, can you create a unit type such as mountain infantry or is it limited to just modding maps and scenario OOBs?

RE: Mods and the editor, a question for doomtrader

Posted: Fri Dec 16, 2011 6:33 pm
by doomtrader
You are able to modify units' parameters.

RE: Mods and the editor, a question for doomtrader

Posted: Fri Dec 16, 2011 6:38 pm
by doomtrader
There was too long delay before I started and finished to write the post above and not everything has been posted.

ANyway, as mentioned above, you are able to modify units parameters, like cost, strength, action points, build time, etc.

If you will fiddle with the files, there should be no problem with changing one of the units into mountain infantry, the only thing that will left to you is to change a name which should be done in the language file.

RE: Mods and the editor, a question for doomtrader

Posted: Fri Dec 16, 2011 8:44 pm
by Lascar
ORIGINAL: doomtrader

There was too long delay before I started and finished to write the post above and not everything has been posted.

ANyway, as mentioned above, you are able to modify units parameters, like cost, strength, action points, build time, etc.

If you will fiddle with the files, there should be no problem with changing one of the units into mountain infantry, the only thing that will left to you is to change a name which should be done in the language file.
Very interesting, it sounds like there are a lot of possibilities inherent in the design. I also recall that there was mention of even being able to modify the turn length so that it could represent a longer period of time: bi-monthly and monthly turns for example, if one wanted to create a version of the GC that had fewer turns but still covered the full time span of the war. If this is possible I imagine many other parameters would also have to be changed such as APs, production, supply etc.

RE: Mods and the editor, a question for doomtrader

Posted: Fri Dec 16, 2011 8:50 pm
by doomtrader
IIRC in Storm over the Pacific (which uses older version of the engine), there were scenarios where one turn lasts one day.
What you have to do is to set the number of turns per each month.

Just open the consts.ini file in any of the scenario folders, and you will be able to see how many factors can be changes in the game.