A few questions on database editing and modding feature requests.
Posted: Sat Jun 15, 2019 8:25 pm
So I've started trying to create some new factions in a custom DB, using a mix of bits and pieces from existing units and quick and dirty data from SPMBT's Mobhack tool (usually for rough armor and weapon penetration numbers when I can't find it elsewhere), and I've got some questions.
1. Is it safe to assume all new DLC factions will be added sequentially? I've started adding my units/weapons/ammo/etc... to the very end of the lists (i.e. starting with unit ID 5000 and moving down) with the theory that I can at least copy and paste my XML entries into new copies of the base DB if needed. My worry is with the IDs hard set, if I don't place my stuff in a safe place, I'll never be able to merge things when a new DLC faction is released.
2. Is there a way to assign different sprite scales to "unknown" units. My issue is I'm using a bunch of sprites at a smaller sprite scale (6.7). They look fine, if blurry in game, but the issue is you can always tell when it's one of my units coming because the 'unknown tank' marker is ridiculously big. It's getting scaled at the same factor as the vehicle's main sprite (i.e. the default which I'm assuming needs a scale of 25.6 like all the default vehicle sprites to look normal) and I can't find a way to either change it or substitute a smaller scaled copy I made for that unit.
3. Is there any hope of some sort of DB merge feature or tool in the future? Like, take a batch of units, or a faction and be able to transfer it and it's dependencies into another DB. The modding tools are powerful, but I'm worried things will get a bit siloed if there's no way to combine them. Like let's say modder A makes an awesome China faction, and modder B makes an awesome Japan faction. How can I get them to fight each other? I likely can't merge them manually, since modder A and modder B didn't coordinate and they've used the same hardcoded unit/weapon ID numbers. What about some sort of batch copy/paste within the tool so you could at least shift things around to free up ID numbers (i.e. if you could shift select like, a dozen units and cut and paste them elsewhere. That'd be extremely helpful).
4. What do the vehicle size parameters (i.e. turret/hull length, width height) influence? The likelihood of a turret vs. hull hit? It can be tricky to find for some vehicles so I've just been ballparking it, but will it work fine then as long as I get the ratio of hull size to turret size close?
1. Is it safe to assume all new DLC factions will be added sequentially? I've started adding my units/weapons/ammo/etc... to the very end of the lists (i.e. starting with unit ID 5000 and moving down) with the theory that I can at least copy and paste my XML entries into new copies of the base DB if needed. My worry is with the IDs hard set, if I don't place my stuff in a safe place, I'll never be able to merge things when a new DLC faction is released.
2. Is there a way to assign different sprite scales to "unknown" units. My issue is I'm using a bunch of sprites at a smaller sprite scale (6.7). They look fine, if blurry in game, but the issue is you can always tell when it's one of my units coming because the 'unknown tank' marker is ridiculously big. It's getting scaled at the same factor as the vehicle's main sprite (i.e. the default which I'm assuming needs a scale of 25.6 like all the default vehicle sprites to look normal) and I can't find a way to either change it or substitute a smaller scaled copy I made for that unit.
3. Is there any hope of some sort of DB merge feature or tool in the future? Like, take a batch of units, or a faction and be able to transfer it and it's dependencies into another DB. The modding tools are powerful, but I'm worried things will get a bit siloed if there's no way to combine them. Like let's say modder A makes an awesome China faction, and modder B makes an awesome Japan faction. How can I get them to fight each other? I likely can't merge them manually, since modder A and modder B didn't coordinate and they've used the same hardcoded unit/weapon ID numbers. What about some sort of batch copy/paste within the tool so you could at least shift things around to free up ID numbers (i.e. if you could shift select like, a dozen units and cut and paste them elsewhere. That'd be extremely helpful).
4. What do the vehicle size parameters (i.e. turret/hull length, width height) influence? The likelihood of a turret vs. hull hit? It can be tricky to find for some vehicles so I've just been ballparking it, but will it work fine then as long as I get the ratio of hull size to turret size close?