Page 1 of 1
Modding questions
Posted: Sat Feb 14, 2015 10:44 pm
by GaryChildress
Couple questions.
1. In the ATG editor, what is the difference between a "city" and a "town" in the "location types" window? Do they have the same production strength?
2. Is there a way to set a territory hex as "impassable" so that no units can pass into it. I want to set it up so that certain lands in my ETO mod I'm working on are "neutral" and cannot be invaded or declared war on.
Thanks.
RE: Modding questions
Posted: Sat Feb 14, 2015 11:42 pm
by Twotribes
The generic editor has town, city, major city and capitol I believe may even have village. Each is different, and you can assign them the stats you want.
RE: Modding questions
Posted: Sun Feb 15, 2015 1:51 am
by LJBurstyn
ORIGINAL: Gary Childress
Couple questions.
1. In the ATG editor, what is the difference between a "city" and a "town" in the "location types" window? Do they have the same production strength?
2. Is there a way to set a territory hex as "impassable" so that no units can pass into it. I want to set it up so that certain lands in my ETO mod I'm working on are "neutral" and cannot be invaded or declared war on.
Thanks.
1. The difference is what you make of it...but you have to learn the editor. That includes structural points, recovery (repair), production points
and a whole lot of other stuff. All of it is changeable in the editor under location types or one of the other pages of the editor.
2. In a word YES. It is also possible to make a hex side impassable as well as a hex. I am also doing a ETO scenario and it's going pretty good...it would go better if I knew how
to design landscapes. But you don't have to make a area impassable to make it off limits to a player. I am a much better programmer than I am a
graphics editor.
RE: Modding questions
Posted: Sun Feb 15, 2015 3:33 pm
by Veni
Hello Gary,
1. As it stands, 'City' locationtype 0 is the main urban area on random random (after 'Capitol' locationtype 1); 'Town' locationtype 20 isn't set to show up in random games, doesn't have production, etc. BUT as noted that's where the fun comes in with the editor. As LJ noted, all of the relevant stats are changeable in the editor.
2. What I'm doing in a current project is creating a regime named 'None', which I paint the areas of the map I want to be off-limits to players (e.g. Switzerland). There's more than one way to skin the proverbial feline, of course, but I've found this suits my needs.
Cheers,
Veni
RE: Modding questions
Posted: Sun Feb 15, 2015 7:08 pm
by ernieschwitz
ORIGINAL: Gary Childress
2. Is there a way to set a territory hex as "impassable" so that no units can pass into it. I want to set it up so that certain lands in my ETO mod I'm working on are "neutral" and cannot be invaded or declared war on.
Yes, there is a way to do this, but why not simply make the regimes in question diplomatically blocked. You cannot declare war on a dip.blocked. regime.
RE: Modding questions
Posted: Sun Feb 15, 2015 7:32 pm
by GaryChildress
ORIGINAL: ernieschwitz
ORIGINAL: Gary Childress
2. Is there a way to set a territory hex as "impassable" so that no units can pass into it. I want to set it up so that certain lands in my ETO mod I'm working on are "neutral" and cannot be invaded or declared war on.
Yes, there is a way to do this, but why not simply make the regimes in question diplomatically blocked. You cannot declare war on a dip.blocked. regime.
This sounds like a better idea. Thanks.