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Modding clarifications (questions for Doom-12/04/2012)

Posted: Tue Mar 27, 2012 4:15 pm
by welk
I have now finished my "modding ToF studies", after explored all files of the game, and explored SoP, ToF and ToW forums, and downloaded all needed informations about modding this game (I have a big bank of informations, now)

The are only some things that are unknow for me, or that I understand not good : in attached image is a screen of the concerned excel CSV files and their concerned content.

In addition : Here is a list of const I do not very goo understand in Const.ini :


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



[PossibleUnitUpgrade_Land]
UnitType0 = 0;1;1;0;0;0;1
UnitType1 = 0;0;0;1;0;0;0
UnitType2 = 0;0;0;1;1;0;0
UnitType3 = 0;0;0;0;0;1;0
UnitType4 = 0;0;0;0;0;1;0
UnitType5 = 0;0;0;0;0;0;0
UnitType6 = 0;1;1;0;0;0;0



[SpecialNavalUnitTypes]
HP_Light_carrier = 6
HP_Escort_carrier = 4
HP_Fleet_carrier = 12
HP_Small_battleship = 4
HP_Battlecruiser = 6
HP_Super_battleship = 10
HP_Heavy_cruiser = 6
HP_Light_cruiser = 3
HP_Auxiliary_cruiser = 2
HP_Coastal_submarine = 1
HP_Long_range_submarine = 3



[TurnsWithoustSupplyModifier]
NoSupply = 3


Help informations about all these elements (CSV files indicated contents above and const.INI above) by Doom or old specialists would be much appreciated [;)]

Image

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 4:18 pm
by welk
In addition, Doom, could you please see here my question about Minimap ?
tm.asp?m=3065699&mpage=2&#3068903

Thanks a lot for infos[;)]

After that, I think you will be free of question for some days[:D]

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 4:23 pm
by doomtrader
For the minimap, I will need to ask a programmer to take a look at that.

For th rest of the questions, I'll try to answer ASAP, however I'm out of office now.

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 4:26 pm
by welk
Ok, thanks. Do not forget to come back, we need you[:D]

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 5:41 pm
by doomtrader
This is easy:

[PossibleUnitUpgrade_Land]
UnitType0 = 0;1;1;0;0;0;1
UnitType1 = 0;0;0;1;0;0;0
UnitType2 = 0;0;0;1;1;0;0
UnitType3 = 0;0;0;0;0;1;0
UnitType4 = 0;0;0;0;0;1;0
UnitType5 = 0;0;0;0;0;0;0
UnitType6 = 0;1;1;0;0;0;0

desribe which land unit can be upgraded/changed into which, so inf div can be upgraded to inf corps, mot div and para div

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 5:43 pm
by doomtrader
This one is easy too:

[SpecialNavalUnitTypes]
HP_Light_carrier = 6
HP_Escort_carrier = 4
HP_Fleet_carrier = 12
HP_Small_battleship = 4
HP_Battlecruiser = 6
HP_Super_battleship = 10
HP_Heavy_cruiser = 6
HP_Light_cruiser = 3
HP_Auxiliary_cruiser = 2
HP_Coastal_submarine = 1
HP_Long_range_submarine = 3

This tells how much strength specific naval unit subtypes have

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 5:52 pm
by doomtrader
Another one:

[TurnsWithoustSupplyModifier]
NoSupply = 3

As soon as the unit is cut off from supply, it is starting to loose strength.
This value defines, after how many turns the fighting and moving abilities of the unit will be brought to zero (remember that unfrozen unit can always move at least one hex)

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 6:13 pm
by doomtrader
land units appearance description file:
src - coordinates of the image to be displayed
dst - coordinates of the image where to be displayed

naval units appearance description file:
this is used during the naval battles (you know there are naval battles, right?)


cities appearance...
src - coordinates of the image to be displayed
dst - coordinates of the image where to be displayed

cities.csv
Zaopatrzenie Wlasne means: Own Supply (of the city), which is used after the city is cut off from the MSS

countries.csv
This modifier tells how many times multiply the upkeep cost from the consts.ini file.

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 6:52 pm
by welk
Ok, thanks.

One precision, please :
src - coordinates of the image to be displayed
dst - coordinates of the image where to be displayed

is not clear after translation in french. Could you give me the answer with other words ?
(the difference between to be displayed and where to be displayed is not clear for my automatic translator)

Sorry if my modding questions seems to you a little "basic", I know that there are naval battle in the game, sure, not so bad. I have to say it is not easy to understand a complete system in short time, translated from foreign langage and without any synthetic documentation compiled in a manuel. By sample, I did myself a complete quick modding card for the newbe in game after exploration of all isolated informations on CEAW threads forum when I discovered Commander Europe at war, and in addition, I created also a complete modding pack file with all doc, images, threads forum, etc concerning modding to allow others players to avoid the searching work I had to do myself for learning to mod the game.


RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 7:17 pm
by doomtrader
src - the part of the source image you wish to display
dst - the place where this part will be displayed


not a problem with any of your questions. There are no stupid questions, only stupid answers.

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 7:32 pm
by welk
Ok, thanks. I suppose that coordinate values are the both exprimed in "pixels", right ?

RE: Modding clarifications for Doo and specialists

Posted: Tue Mar 27, 2012 8:04 pm
by doomtrader
yep

RE: Modding clarifications for Doo and specialists

Posted: Wed Mar 28, 2012 2:50 pm
by welk
ORIGINAL: doomtrader

Let me know if you would like to get any new event method.


Doom : I though that you want mean that you could create some one by one, but after reflexion, I think you have probbably a already complete list. If yes, it will great for me to have it : to have a global look of what may be made (or not) would be good. And to read content of this lit could give me some ideas for events.

So, if you have that sort of complementary list of method (method condition, method effects, list of expression like "and" "or,", etc (all usefull material for event engine, in fact), it interrests me (in txt format or other).

RE: Modding clarifications for Doo and specialists

Posted: Wed Mar 28, 2012 5:11 pm
by doomtrader
Nay, I don't have such list.
All the events I invent are made immediately between patches.


look for EVENT_ENGINE_MANUAL.txt in /data/events/ folder

RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 5:27 am
by welk
Some others questions for Doom,please :

1/In land countries CSV, what means :

*shore bomb
*Air strike

(alle these parameters are setto 0)


*current AP : for all units, this value is set to 0. What means this value and why 0 ?

2/Where can I found the ranfe fire and the range reco of air units ? May this value be moddable in the game ?

3/Concerning photos :

The Names of the files are :

sample :

40

or

40-1

or 40-1-15

I suppose that first number is the type of unit (here 40= Carrier)

Please, what are the 2° and 3° ?
some informations about that will save time for me, I could do research, comparing units, photos, etc to understand the system but time is limited

4/What is the singification of the file "flag", what is the use of this file and ho must it be setted for a new scenario (not to set it myself, just to be able to control it was correctly generated)


sample :
In grand campaign 1939, flas file content is :

# flag no;flag value
365;1
4113;2

In 1939 Fall Geb, the flag file content in :

# flag no;flag value
1;3
101;1
102;1
201;1
202;1
204;1
205;1
212;1
213;1
241;1
etc etc (long list)


RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 5:39 am
by welk
And in addition, a precedent question that was missed for reply


What please means that in const.ini ?

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


RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 5:45 am
by doomtrader
1/In land countries CSV, what means :

*shore bomb
*Air strike

(alle these parameters are setto 0)
I assume yo are reffering to land_units.csv

Those are for setting effects of shore bombardment and air strike loss of effectiveness.

*current AP : for all units, this value is set to 0. What means this value and why 0 ?
this means how many AP unit has left, and you should not bother, as it is recalculated every time a scenario is starting (only has got importance when you are loading the game)
2/Where can I found the ranfe fire and the range reco of air units ? May this value be moddable in the game ?

consts.ini files
3/Concerning photos :

The Names of the files are :

sample :

40

or

40-1

or 40-1-15

I suppose that first number is the type of unit (here 40= Carrier)

Please, what are the 2° and 3° ?
some informations about that will save time for me, I could do research, comparing units, photos, etc to understand the system but time is limited
type of unit, level of unit, country
you can miss country, so the image will be default for all countries without own photos
you can also miss country and level, then the image will be default for all countries at all levels without own photos

RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 5:47 am
by doomtrader
4/What is the singification of the file "flag", what is the use of this file and ho must it be setted for a new scenario (not to set it myself, just to be able to control it was correctly generated)


sample :
In grand campaign 1939, flas file content is :

# flag no;flag value
365;1
4113;2

In 1939 Fall Geb, the flag file content in :

# flag no;flag value
1;3
101;1
102;1
201;1
202;1
204;1
205;1
212;1
213;1
241;1
etc etc (long list)

this tells the game which events were fired, and what was the choice of that event, if you will go to the xml files with events, you will see that a result of most of the events there is a flag set, and also in most events, there must be not flag set to trigger it.

RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 6:09 am
by welk
Thanks

Please : what is Starting AP in land units ?

I suppose this parameter is = starting action point of the concerned unit. But why 0 ?


Concerning the range action of air units :

[RangesBasicValue]
FightersIntercept = 14
FightersRebase = 40
TacticalAttack = 18
TacticalRebase = 50
StrategicAttack = 40
StrategicRebase = 80
Paradrop = 12
ShipsAirAttack = 5
CarriersToLandAttack = 8
ShoreBombardment = 1

Do this "range action" have influence on their range reco ? (question asked for the purpose of a 14-18 project)

sample :

TacticalAttack = 18
If I set this parameter TacticalAttack = 2, will the reco range of this tacticalbombers be = 2 ?

RE: Modding clarifications for Doo and specialists

Posted: Sat Apr 07, 2012 8:34 am
by doomtrader
yes, but also please remember that the range is modified by the level modifier