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Editor build units question
Posted: Thu Oct 17, 2024 10:44 am
by Cavalry Corp
Guys
Please see my picture
If I only want to build the unit in red, should I delete the ones in green?
If I do, what about other units that may be using that TOE in the game? Does it eliminate their TOE? Or is the build editor a completely different thing from the main units in the game?
At the moment when I start the game, the buildable units show lots of TOEs I do not want, that is ones before 1944 generally.
Please help its driving me mad....

- EDIScreenshot 2024-10-17 113924.jpg (197.38 KiB) Viewed 1196 times
Re: Editor build units question
Posted: Thu Oct 17, 2024 10:46 am
by Cavalry Corp
I would have thought the build from 0000 BOX you would change to the TOE you want, but it goes back to 0000, whatever number I enter.
Re: Editor build units question
Posted: Thu Oct 17, 2024 10:36 pm
by Cavalry Corp
Here is the build screen from the V1.1 updated campaign. Its all fine and I thought I had done the same, but see the next post

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Re: Editor build units question
Posted: Thu Oct 17, 2024 10:38 pm
by Cavalry Corp
I enter all similar values but look the AP cost is missing on many units and the total allowed etc is sometimes moissing - - I have been through everything to try and sort it but nothing works so maybe the editor in SI is not working like the original game??

- v1.1Screenshot 2024-10-17 233411.jpg (192.89 KiB) Viewed 1168 times

- my gameScreenshot 2024-10-17 233234.jpg (311.78 KiB) Viewed 1168 times
Re: Editor build units question
Posted: Fri Oct 18, 2024 2:35 pm
by Cavalry Corp
Lots of views but no answer - this thing needs a manual to tell us how to do some of this stuff.
cav
Re: Editor build units question
Posted: Sat Oct 19, 2024 12:17 am
by Wiedrock
Cavalry Corp wrote: Fri Oct 18, 2024 2:35 pm
Lots of views but no answer - this thing needs a manual to tell us how to do some of this stuff.
cav
Give people time, we are just few modders out here.
Cavalry Corp wrote: Thu Oct 17, 2024 10:44 am
If I only want to build the unit in red, should I delete the ones in green?
If I do, what about other units that may be using that TOE in the game? Does it eliminate their TOE? Or is the build editor a completely different thing from the main units in the game?
At the moment when I start the game, the buildable units show lots of TOEs I do not want, that is ones before 1944 generally.
Please help its driving me mad....
I have never rly touched on that. So grain of salt.
You can try making the red unit it's own "chain", so go to its own TOE page and there are 2 numbers below the flag of the country,....they somehat are chaining TOEs together. If you make this number being the TOEs own ID (seen top left of the TOE screen) it should work to make only this TOE buildable (you then need to deactivate the building "YES" from the other "chain" and add the YES to your new chain numbered 0361.
Cavalry Corp wrote: Thu Oct 17, 2024 10:38 pm
I enter all similar values but look the AP cost is missing on many units and the total allowed etc is sometimes moissing - - I have been through everything to try and sort it but nothing works so maybe the editor in SI is not working like the original game??
Not a definitive answer again, but the 44 Kampfgruppe can only be built until Oct. 1944, maybe that's at least part of the issue.
Can't check right now what TOEs the game has for 45 Panzers, historically/theoretically at one point in 45 all PzGren and Pz Divisions became the same Pz Division 45 TOE but they also had an official Pz Kampfgruppe 45 TOE. If the latter is missing in game, quote me here in the thread regarding this and I can post it.
Re: Editor build units question
Posted: Sat Oct 19, 2024 2:33 am
by Wiedrock
Wiedrock wrote: Sat Oct 19, 2024 12:17 am
Not a definitive answer again, but the 44 Kampfgruppe can only be built until Oct. 1944, maybe that's at least part of the issue.
Can't check right now what TOEs the game has for 45 Panzers, historically/theoretically at one point in 45 all PzGren and Pz Divisions became the same Pz Division 45 TOE but they also had an official Pz Kampfgruppe 45 TOE. If the latter is missing in game, quote me here in the thread regarding this and I can post it.
Checked, you have a 45 Kampfgruppe Panzer Division TOE from 01/1945 you can use, it is ID:91.
Re: Editor build units question
Posted: Sat Oct 19, 2024 4:24 pm
by Cavalry Corp
Ok will try to digest - not trying to be impatient- have my colleague wanting to start the game

Re: Editor build units question
Posted: Sun Oct 20, 2024 10:30 am
by Cavalry Corp
Ok, and thanks. Somehow, I seem to have fixed most of it the cost points and max numbers - it must be a bug - see attached.

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- 0apScreenshot 2024-10-20 111105.jpg (355.05 KiB) Viewed 1089 times
Re: Editor build units question
Posted: Sun Oct 20, 2024 10:34 am
by Cavalry Corp
Ahhhhhhhrrrr
And the heavy Tank Battalion is missing completely!
cav

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Re: Editor build units question
Posted: Sun Oct 20, 2024 2:27 pm
by chaos45
the build units file i made was to add historical/most likely buildable units for the Germans
This didnt include more tanks or really more motorized or mechanized units as historically they had no capability to really add them despite the pool builds you see in WITE 2.
Is some options for some motorized battalions to represent the local reserve battalions formed and schnell battalions formed to respond to tank attack in 1941/1942 an such....also most Corps/Army HQs kept a small reserve of a couple companies for last ditch defense/reserves to throw in that were pulled from various places.
Again is more a historical these are feasible to add if you want not a wishlist for German players.
Re: Editor build units question
Posted: Sun Oct 20, 2024 3:54 pm
by Wiedrock
Cavalry Corp wrote: Sun Oct 20, 2024 10:34 am
Ahhhhhhhrrrr
And the heavy Tank Battalion is missing completely!
cav
heavScreenshot 2024-10-20 113305.jpg
shouldn't it be Chained with its own ID number?
Re: Editor build units question
Posted: Sun Oct 20, 2024 4:43 pm
by Cavalry Corp
ok tks - think thats now fixed

Re: Editor build units question
Posted: Sun Oct 20, 2024 4:45 pm
by Cavalry Corp
chaos45 wrote: Sun Oct 20, 2024 2:27 pm
the build units file i made was to add historical/most likely buildable units for the Germans
This didnt include more tanks or really more motorized or mechanized units as historically they had no capability to really add them despite the pool builds you see in WITE 2.
Is some options for some motorized battalions to represent the local reserve battalions formed and schnell battalions formed to respond to tank attack in 1941/1942 an such....also most Corps/Army HQs kept a small reserve of a couple companies for last ditch defense/reserves to throw in that were pulled from various places.
Again, it is more historical; these are feasible to add if you do not want a wishlist for German players.
OK, thanks. I have toned down what is buildable, a lot more aimed toward non-mot and SU types. I still have the issue of the AP not appearing in the main game, and the total buildable units also sometimes not showing. As per my post in tech help - do you have any ideas??
cav
Re: Editor build units question
Posted: Sun Oct 20, 2024 4:52 pm
by Cavalry Corp
Ok next question - I cannot see a save as screen to make a patch - I found one or two small issues that needs fixing - one is from the original scn where a couple of units are fixed - so I need to do a save as to replace the original but cannot see where that can be done?
Cav
Re: Editor build units question
Posted: Mon Oct 21, 2024 8:50 am
by Wiedrock
Cavalry Corp wrote: Sun Oct 20, 2024 4:52 pm
Ok next question - I cannot see a save as screen to make a patch - I found one or two small issues that needs fixing - one is from the original scn where a couple of units are fixed - so I need to do a save as to replace the original but cannot see where that can be done?
Cav
"Fixed"? Do you mean frozen?
If yes, then you can remove Frozen status by opening the Unit's card and there use the "freeze Unit" button and do not insert anything.
Re: Editor build units question
Posted: Tue Oct 29, 2024 1:29 pm
by Cavalry Corp
I have done a lot of the squad changes you suggested - i am wondering if its caused a problem somehow as my Russian opponent cannot build units properly and remember, we changed the number of men in these squads ( both sides) - i am wondering is changing some things in the elements section can cause a problem, please see my post in the tech page.
He says when he opens the normal 44 scn, there is not a problem FYI.
its a big pain as we want to start.
Cav.
Re: Editor build units question
Posted: Tue Oct 29, 2024 5:21 pm
by Wiedrock
Answered you there, I don't think changing Ground elements will change anything. My guess is you've removed or added some "lines" in the TOE list.