Modding Build units issue

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Cavalry Corp
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Modding Build units issue

Post by Cavalry Corp »

Please see the screen below. It seems some units have build value and a max unit value, and others do not when in the build screen of the game and are shown to be correct in the editor. One unit-heavy Tank Battalion is actually totally missing from the build menu. I have been messing around with this for hours as I hoped to add it into my mod...

Cav
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Joel Billings
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Re: Modding Build units issue

Post by Joel Billings »

You got these questions answered and fixed in the modder area, correct?
All understanding comes after the fact.
-- Soren Kierkegaard
Cavalry Corp
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Re: Modding Build units issue

Post by Cavalry Corp »

Alas, not, and we now have an issue in the same mod regarding things I did not change—that is, building Russian units. All I did was change the number of men in a few Russian squads by 1. I do not think it would explain this from my opponent.



Here is the result of further investigation. I have included two highlighted screenshots to illustrate what I am seeing. In screenshot #1, I built a ’44 mechanized corps. At this stage in the war these units require three mechanized brigades. Instead, in the upper right-hand corner, the game is building the 6th mechanized corps using two new motorized rifle divisions and one new mechanized division. These types of units were gone from the Soviet OOB after early 1942, if not sooner.

Then there is the issue of the AP cost. A new mechanized corps with newly created mechanized brigades would cost 11 AP—3 mechanized brigades at a cost of 2 AP each and 5 AP to build the corps. As you can see, the game is charging only 5 AP, even though it was necessary to create three new subordinate units.

In screenshot # 2, on the first turn as the Soviets, I built 6 new mechanized brigades with the intent of creating two new mechanized corps when they filled out the next turn. These are outlined in green. On turn 2, I built two new mechanized corps at a cost of 5 AP each, highlighted in yellow. The new corps did not use the existing 6 mechanized brigades, rather, they came into existence with 0 men and guns. On turn 3, they were fully filled out, never having touched the 6 brigades already built.

I appreciate all the time you put into modifying the scenario. I hope we can make use of your efforts. I would rather you posted to the tech section, since I only know enough technically to spot the problem and would not be able to implement any suggested fixes.
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Wiedrock
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Re: Modding Build units issue

Post by Wiedrock »

If you did not touch the Chain of the Mechanized Corps then i'd say you have removed/inserted at least one "slot" for a TOE. This would explain every observation made.
The Mechanized Corps is built from 2x2202 "Mechanized Brigade" + 1x2207 "Motorized Brigade".

You shall never ever use the Editor functions INSERT and DELETE! That's my slogan. :lol:
Cavalry Corp
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Re: Modding Build units issue

Post by Cavalry Corp »

ok, let me take a look I do not think I did this for the Russians, but may have for the Axis. All I changed for the Russians was the squad size.

Cav
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Wiedrock
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Re: Modding Build units issue

Post by Wiedrock »

Cavalry Corp wrote: Tue Oct 29, 2024 6:38 pm ok, let me take a look I do not think I did this for the Russians, but may have for the Axis. All I changed for the Russians was the squad size.

Cav
As said is just a guess which could explain it for me, I have not modded the whole new Unit building for axis and also didn't touch the Soviets besides changing limits, so not sure what else it could be, if not that.
All TOEs are in one list, for all fations. So if you deleted/inserted one line when working on German stuff, you have moved all Soviet TOEs down/up one slot. So a Unit before using TOE ID: 1234 will now use ID: 1235 ...or 1233 ...or similar.
Cavalry Corp
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Re: Modding Build units issue

Post by Cavalry Corp »

That would be the case as I added some new - should not have done that seems clear - you are correct.

I have made the change to the TOE for the Russians ( squad change) and OOB and am asking Carl to check if it is ok now; then I will do some more when he says its ok.

C
carlhebert
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Re: Modding Build units issue

Post by carlhebert »

I have tested the Russian unit builds against the AI for six turns and find that everything is now working normally.

Marshal Carl
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