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Modding?

Posted: Fri Nov 08, 2013 2:38 pm
by wodin
Is it possible to mod the look\visuals of the map??

Thanks

RE: Modding?

Posted: Sat Nov 09, 2013 8:28 pm
by Rosseau
Here's an easier question. I'm pretty good at guessing, but would some patient soul tell us what the comma separated values stand for? And if it's in the manuals already, please forgive me [:)]

2001,0,0,2nd Aus Inf,,1942,0,7,3,0,1,0,,0,,,

4030,39,11,Hornet,,1939,0,2,0,6,6,4,2,0,4,4,0,0,0,0,6,0,3,0,0,0,-1,24,10,1942

10,54,11,F4F-3 Wildcat,,1940,0,5,0,0,1,0,9,0,0,0,0,0,0,0,0,0,0,0,0,0,1890,0,1890,0,2,

RE: Modding?

Posted: Sun Nov 10, 2013 5:17 am
by Admiral Delabroglio
The 2nd Australian Infantry corps is available in 1942. Its strength is 7, its movement allowace 3, and it is a white print unit.
Hence, we can deduce that in the 1st comma separated list, it goes :
Unit number , ? , ? , Unit name , ? , Year , ? , Str , Move , ? , 1 = White print
for land units. Some values will designate grey artillery, pink or red anti tank, light or heavy AA... I haven't bought the game yet, but I suggest you compare the units in the game with the CSV list.
Maybe opening the CSV sheet with Excel would help, if there are column headings.
So if you want to turn the 2nd Autralian Corps into a 15-4 unit available from 1939 on (Harry's custom mod, I suppose) you should change it into 2001,0,0,2nd Aus Inf,,1939,0,15,4,0,1,0,,0,,,

Then, the Hornet is a 1939 US aicraft carrier. Its surface combat factor is 2, its defense is 6, its AA factor is 2, its size (or air factor if playing without CV planes) is 4, its speed is 6 and its range is 4. It requires 6 turns for each building phase (some US carriers are faster to build), and its 2nd building phase cost is 3. The 1st cost is fixed for CVs, the 2nd one changes.
Therefore, I guess the list means :
Unit number, ? , ? , Unit name , ? , Year , ? , Str or AA , ? , Defense or speed , Speed or defense , Range , AA or strength , ? , Size , Air factor , , , , Time , , cost

The wildcat is a 5 strength, 1 ground support, 9 range plane available in 1940

Good luck with further guesses

Best regards

RE: Modding?

Posted: Sun Nov 10, 2013 6:46 pm
by Rosseau
Thank you - especially on the naval and air unit values. I wonder if those zeros represent specialized attributes.

RE: Modding?

Posted: Sun Nov 10, 2013 7:59 pm
by paulderynck
ORIGINAL: rosseau

Here's an easier question. I'm pretty good at guessing, but would some patient soul tell us what the comma separated values stand for? And if it's in the manuals already, please forgive me [:)]

2001,0,0,2nd Aus Inf,,1942,0,7,3,0,1,0,,0,,,

4030,39,11,Hornet,,1939,0,2,0,6,6,4,2,0,4,4,0,0,0,0,6,0,3,0,0,0,-1,24,10,1942

10,54,11,F4F-3 Wildcat,,1940,0,5,0,0,1,0,9,0,0,0,0,0,0,0,0,0,0,0,0,0,1890,0,1890,0,2,
It is in the manuals.

RE: Modding?

Posted: Sun Nov 10, 2013 10:56 pm
by Rosseau
I did find some Leader Ability clues in the 98 Annual, but have not come across a discussion of comma separated values in the manuals - yet.

RE: Modding?

Posted: Mon Nov 11, 2013 7:56 am
by paulderynck
BTW, this game was just published. It is software. hint... hint...

If you start modding stuff this soon and hit a MadExcept - please, please, please tell us when you report it that you were modding something.

Truth be told, isn't it better to let the release mature a bit, before trying to mod it?

RE: Modding?

Posted: Tue Nov 12, 2013 1:00 am
by Rosseau
It's just a matter of backing up a few text files. But playing the game on a competitive level - that is something I highly respect.

RE: Modding?

Posted: Mon Nov 18, 2013 5:37 am
by 76mm
Could someone please respond to Wodin's original question about whether the map graphics can be modded?

RE: Modding?

Posted: Mon Nov 18, 2013 8:50 am
by Missouri_Rebel
Could someone please respond to Wodin's original question about whether the map graphics can be modded?
Yes. I don't know.

RE: Modding?

Posted: Sun Nov 24, 2013 11:39 am
by roeddog
BACK UP YOUR BITMAP FOLDER BEFORE CHANGING ANYTHING
Yes you recreate the terrain bitmaps to anything you like it appears
The type of the terrain in each hex is determined by the map csv file [11.2.1.8, p. 197 vol.2], Every hex on the map is defined there, so you can even redefine the hex types themselves i.e. make a sea hex a jungle.
To test this I quickly drew a blue X through the jungle.bmp and started the game and every jungle hex had the blue x in it. I then restored my back-up and the X was of course gone.
It does not appear the you can have say, heavy jungle and light jungle bitmaps as the csv only defines jungle (=>3). there may be a way to add more terrain types to the map data csv but this would definitely be a question for a much higher pay grade than mine.

[EDIT] Just for grins and giggles I downloaded some royalty free photos of sea/rough sea, swamp, and farmland hexes. Using Photoshop I reduced them the 136X152 24bit and copied them to the appropriate game folder and created a photo-realistic map. The sea hexes look good the swamp is a little much but I think with some searching I can find a not so busy swamp photo the farmland hexes look awesome tho
Hope this helps
Jeff