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Very basic mod questions
Posted: Fri Feb 26, 2021 3:43 am
by mdsmall
Hi - I have been exploring the Editor in order to understand what can and can not be easily changed in a mod. I have some very elementary questions would like to post here, on things I have not been able to figure out.
First: is it possible to change the hexes in which units deploy before the start of a campaign? I can see how to change the date of arrival for units in the Production Queue, but not for units which deploy at the beginning. If so, how do you mod this?
Second: is it possible to mod the location, timing and strength of units that "spawn" in subsequent turns, as part of a Major's mobilization schedule?
RE: Very basic mod questions
Posted: Fri Feb 26, 2021 5:08 pm
by BillRunacre
Hi Michael
1) Yes, they come via the Deployment Queue, this is just beneath the Production Queue button in the Editor.
2) Yes, these generally arrive via UNIT scripts, so if you go to Campaign -> Edit Event Scripts and click on Unit it should open up a text file with them all in.
I'm pretty sure that if you search the file for something like Mobilization it will pick up most/all of the ones you're interested in.
Remember to Update the script files after making changes in order for them to be recompiled so they will action in game.
RE: Very basic mod questions
Posted: Sun Mar 21, 2021 2:48 pm
by mdsmall
ORIGINAL: BillRunacre
Hi Michael
1) Yes, they come via the Deployment Queue, this is just beneath the Production Queue button in the Editor.
Hi Bill - I have tried following this advice, but I don't see any starting units listed in the Deployment Queue when I click on it. I am trying to increase the starting strength of some of the Serbian and Montenegrin units as part of a mod. Any suggestions as to what I am missing.
Also, I might like to deploy a couple of these units entrenched (as you did in the last patch for the detachment that starts on Cetinje). Is this possible - and if so, how?
RE: Very basic mod questions
Posted: Sun Mar 21, 2021 3:01 pm
by mdsmall
Another issue: is it possible to change in the Editor the de-entrenchment effects of artillery, and to scale that with tech levels? I would like to experiment with having artillery at 0 weapons tech being able to cause 0.25 de-entrenchment per shell, rising to 0.5 de-entrenchment at level 1 tech in artillery weapons and 0.75 de-entrenchment at level 2. I was inspired in this idea by the change made one or two patches ago to the de-entrenchment effects of ground attack weapons. Is this kind of mod possible in the Editor? And if so, how do I do it?
RE: Very basic mod questions
Posted: Mon Mar 22, 2021 7:05 am
by BillRunacre
ORIGINAL: mdsmall
ORIGINAL: BillRunacre
Hi Michael
1) Yes, they come via the Deployment Queue, this is just beneath the Production Queue button in the Editor.
Hi Bill - I have tried following this advice, but I don't see any starting units listed in the Deployment Queue when I click on it. I am trying to increase the starting strength of some of the Serbian and Montenegrin units as part of a mod. Any suggestions as to what I am missing.
Also, I might like to deploy a couple of these units entrenched (as you did in the last patch for the detachment that starts on Cetinje). Is this possible - and if so, how?
Ah, I misunderstood as I thought you meant units that deploy at the start of the campaign, rather than units that start already deployed before the campaign begins.
You will need to have the Unit Layer selected, and then you can either add more units (with the drawing tool selected) or amend any that are on the map with the Select tool.
If amending, right click on the unit and select Properties, and here you can amend their strength, experience and entrenchment.