Page 1 of 1
Tutorial on modding Barbarossa TOE's
Posted: Mon Nov 30, 2015 5:55 am
by Vic
Hi all,
Cameron made an excellent tutorial on how to mod the TOEs of the units in Barbarossa.
Its posted as the first tutorial on the official "Barbarossa Modding Page":
http://www.vrdesigns.nl/?page_id=1198
best wishes,
Vic
RE: Tutorial on modding Barbarossa TOE's
Posted: Mon Nov 30, 2015 6:19 am
by zakblood
thanks, always nice to have a god read to know what your doing[:D][;)]
RE: Tutorial on modding Barbarossa TOE's
Posted: Mon Nov 30, 2015 3:34 pm
by rickier65
Just watched this vid on Editing the TOE. Looks fairly straight forward. Is there a limit on the number of Templates that can be created?
Thanks
rick
RE: Tutorial on modding Barbarossa TOE's
Posted: Mon Nov 30, 2015 7:08 pm
by lancer
Hi Rick,
Vic might have to answer that one but for practical purposes probably not.
If you were intending on making major changes I'd plan it all out on paper before you reach for the editor.
Cheers,
Cameron
RE: Tutorial on modding Barbarossa TOE's
Posted: Wed Dec 02, 2015 7:09 pm
by amatteucci
Thank you for taking the time to make a detailed tutorial video.
If I'm not mistaken there's no way to let a given unit start the game with less than its full TOE, that is as if it already sustained "casualties". Isn't it?
RE: Tutorial on modding Barbarossa TOE's
Posted: Wed Dec 02, 2015 7:53 pm
by elmo3
Why not just create a "depleted" template and then use that for units you want to start under strength?
RE: Tutorial on modding Barbarossa TOE's
Posted: Wed Dec 02, 2015 9:48 pm
by lancer
Hi amatteucci,
Elmo's suggestion is a good one but the unit would receive replacements only up to the level of it's TO&E which would be less than normal in this case.
Another option would be to start with the normal TO&E but flip the replacements toggle (unit display, bottom, immediately to the right of the unit numbers and icons) to a low level of, say 25%, which will ensure that once it takes casualties it'll receive very few replacements.
Starting depleted from a full TO&E would require it to be coded.
Cheers,
Cameron
RE: Tutorial on modding Barbarossa TOE's
Posted: Thu Dec 03, 2015 6:50 pm
by amatteucci
Yes, I thought about creating a template for each unit, as elmo3 suggested, but hoped that there could be a simpler way to do it.
Anyway, thank you all for your prompt suggestions.
RE: Tutorial on modding Barbarossa TOE's
Posted: Fri Dec 04, 2015 2:30 am
by governato
ORIGINAL: lancer
Hi amatteucci,
Elmo's suggestion is a good one but the unit would receive replacements only up to the level of it's TO&E which would be less than normal in this case.
Another option would be to start with the normal TO&E but flip the replacements toggle (unit display, bottom, immediately to the right of the unit numbers and icons) to a low level of, say 25%, which will ensure that once it takes casualties it'll receive very few replacements.
Starting depleted from a full TO&E would require it to be coded.
Cheers,
Cameron
so if I understand it would not be possible to add a slot for equipment that slowly becomes available later on during the scenario, like a higher caliber AT gun for the infantry or tanks with log barreled guns for the Panzers..
Phasing in and out equipment is a great feature of the old/venerable TOAW editor. It'd be nice to have something similar in DC:B as well.
Q: maybe the advanced editor allows events for withdrawing a division and returning it refitted with a different TOE?
RE: Tutorial on modding Barbarossa TOE's
Posted: Sat Dec 05, 2015 6:37 am
by lancer
Hi governato,
What you're talking about is taken care of by the Replacement system.
That's something that's pretty easy to mod and can be done through the simple editor.
You'll need a heads up but I can add it in when I do the next modding video.
Cheers,
Cameron
RE: Tutorial on modding Barbarossa TOE's
Posted: Sat Dec 05, 2015 6:47 am
by governato
ORIGINAL: lancer
Hi governato,
What you're talking about is taken care of by the Replacement system.
That's something that's pretty easy to mod and can be done through the simple editor.
You'll need a heads up but I can add it in when I do the next modding video.
Cheers,
Cameron
Oh neat. Looking forward to the video. Supporting the DC:B editor is really a smart move from the developers. A similar choice definitely made TOAW a long lasting (if niche perhaps) game.
RE: Tutorial on modding Barbarossa TOE's
Posted: Sun Dec 06, 2015 6:08 pm
by amatteucci
ORIGINAL: lancer
What you're talking about is taken care of by the Replacement system.
That's something that's pretty easy to mod and can be done through the simple editor.
You'll need a heads up but I can add it in when I do the next modding video.
That sounds interesting. Maybe there's a way to implement the mods I was thinking about using this feature.
I'm looking forward to this video, too.
Thanks for spending your time explaining the inner workings of the game engine/data (and how to mod them).
RE: Tutorial on modding Barbarossa TOE's
Posted: Tue Feb 02, 2016 6:57 pm
by RandomAttack
Is the "base morale" something that can be edited in the simple editor? I see where you can change morale & effectiveness for individual unit types in the unit composition part...
edit: Never mind-- found it! [:D]
edit: BTW, thank you for the excellent modding tutorial! One of the best I've ever seen at simplifying a fairly complex process.