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Editor Clarifications (needed)
Posted: Sat Nov 27, 2021 7:17 pm
by SittingDuck
Opening this thread to ask and get clarifications on things in the game editor.
Terrain/Resource Defense Bonuses
Posted: Sat Nov 27, 2021 7:26 pm
by SittingDuck
MENU in question:
Campaign> Edit Defense Bonus Data (the Terrain/Resource Defense Bonuses menu)
The bonus is for some unit in the given terrain. Example below, with question following.
Example:
Terrain: Major City
Light Armor Bonus: 4
Tank Defense Bonus: 4
Question is, do these give:
A) bonuses to the listed ARMOR units while IN a Major City -or-
B) bonuses to units who occupy Major Cities and are attacked by those type units (Armor)?
If 'A', then it would seem like this is a master adjust menu (operating on top of the values in the Penalties/Bonuses data menu.
RE: Terrain/Resource Defense Bonuses
Posted: Mon Nov 29, 2021 6:44 am
by BillRunacre
It's B, as the terrain provides a bonus against attacks by the relevant unit type.
RE: Terrain/Resource Defense Bonuses
Posted: Tue Nov 30, 2021 2:47 pm
by SittingDuck
Thx Bill
RE: Terrain/Resource Defense Bonuses
Posted: Tue Nov 30, 2021 7:02 pm
by SittingDuck
Not a clarification, per se, but simple question:
Can the research techs be renamed via the localization.txt file?
I see that unit types of country names can be changed. Just curious.
RE: Terrain/Resource Defense Bonuses
Posted: Tue Nov 30, 2021 8:59 pm
by Elessar2
Yes, most certainly.
RE: Terrain/Resource Defense Bonuses
Posted: Tue Nov 30, 2021 9:55 pm
by SittingDuck
Thx. Any idea how to do that? I am unable to source the ID, per se, of the techs.
RE: Terrain/Resource Defense Bonuses
Posted: Fri Dec 03, 2021 4:01 pm
by SittingDuck
Hard vs Soft units?
What is the differentiation?
Let's say:
1) by military concept
2) by how the engine utilizes or sees them
RE: Terrain/Resource Defense Bonuses
Posted: Fri Dec 03, 2021 4:03 pm
by SittingDuck
I currently would like to put the Paratroopers unit as 'soft' (put it in the Cavalry Corps slot instead), and use that 'hard' slot that Paratroopers are in for a dedicated 'Marines' unit.
But I'm not sure if the engine would really dig that (and ofc, I'd have to recode a lot of scripts).
RE: Terrain/Resource Defense Bonuses
Posted: Fri Dec 03, 2021 4:18 pm
by SittingDuck
So per the manual, in the game soft units are 'weak'. And by that I will guess they are low on attack/defense, kinda light infantry-ish.
For me, despite the awesome unique ability of paratroopers to be airborne units, their otherwise light infantry status marks them as 'soft'. Awesome, skilled, but soft. I throw out the latter war utilization of paratrooper units as regular land forces simply because at that time they no longer had the restrictions of a light infantry unit that drops down with low supply and light weaponry.
So the question that remains is, will the engine use these units properly if their properties and values are edited?
OLD >>> NEW
Paratroopers >>>> Marines (HARD)
Cavalry Corps >>>> Paratroopers (SOFT)
And then I am left with, how do I change the unit names...
RE: Terrain/Resource Defense Bonuses
Posted: Fri Dec 03, 2021 4:24 pm
by SittingDuck
One thing I am thinking is that I want 'Special Forces' to be unique for the various majors. Such as gebirgsjägers for Germany (and Italy).
RE: Terrain/Resource Defense Bonuses
Posted: Fri Dec 03, 2021 11:35 pm
by Elessar2
The paradrop capabilities are hard-coded, as are how the AI uses them. I'd say given how hardy/elite paras historically have been that keeping them as Hard would be appropriate. Your best bet would be to do what I did, and equalize the Soft/Hard stats across the board, if the distinction bugs you that much (it did me).
RE: Terrain/Resource Defense Bonuses
Posted: Sat Dec 04, 2021 2:30 am
by SittingDuck
Thanks. Turns out I had to, as the operational (drop) capacity only exists on that specific unit slot for paras.
So I went:
OLD >>> NEW
Division >>> Marines (HARD)
Cavalry Corps >>> Division (SOFT)
Works...
RE: Terrain/Resource Defense Bonuses
Posted: Mon Dec 06, 2021 7:02 am
by BillRunacre
Changing unit names is done via the modded campaign's localization.txt file.
If you search for Localization in the Manual there is a section on this, though please post further if you need help with anything.
RE: Terrain/Resource Defense Bonuses
Posted: Mon Dec 06, 2021 2:05 pm
by SittingDuck
Got it, thanks guys.
Any way to change tech names?
RE: Terrain/Resource Defense Bonuses
Posted: Tue Dec 07, 2021 10:19 am
by BillRunacre
Yes, that can also be changed in the Localization. [:)]
RE: Terrain/Resource Defense Bonuses
Posted: Sun Jan 09, 2022 2:43 pm
by commandergren
Is there a way to edit out automatic surrenders? I was playing a PBEM game and, yes I was losing, but it was setting up for an interesting Axis attempt to invade the Americas. It would have been fun to play it out, but the US surrendered (I assume because of low morale). Is there a way to change that so that nations only surrender when all their capitals are captured?
RE: Terrain/Resource Defense Bonuses
Posted: Sun Jan 09, 2022 7:16 pm
by bortutoth
ORIGINAL: SittingDuck
Got it, thanks guys.
Any way to change tech names?
It works if you look out for the right number and change the Localization.txt file like this:
#RESEARCH_ID_3= Biplane Development
RE: Terrain/Resource Defense Bonuses
Posted: Mon Jan 10, 2022 3:58 pm
by BillRunacre
ORIGINAL: commandergren
Is there a way to edit out automatic surrenders? I was playing a PBEM game and, yes I was losing, but it was setting up for an interesting Axis attempt to invade the Americas. It would have been fun to play it out, but the US surrendered (I assume because of low morale). Is there a way to change that so that nations only surrender when all their capitals are captured?
Hi
There are two possible ways.
One would be to open the campaign in the Editor and increase the USA's starting National Morale.
Or to add a script to boost it up if the USA is invaded, which might be better as that way it's only in this instance that the boost applies.
RE: Terrain/Resource Defense Bonuses
Posted: Fri Feb 18, 2022 3:44 am
by Chernobyl
How do you set the starting resource value of a resource?
I can reset it to 0 by pasting a new resource over the tile, but I can't set a city to start at size x. When I click on edit tile using the resources layer, there's no options except view and change name.