Some Questions About Modding

Please post here for questions and discussion about modding for Strategic Command.
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Rand6897
Posts: 83
Joined: Thu Feb 26, 2015 2:35 pm

Some Questions About Modding

Post by Rand6897 »

I have some general questions regarding modding, any insight would be greatly appreciated.

1] Is there a good (or easy) way to adjust MPP collection. For instance if I wanted to restructure unit cost (for that matter, dip and research cost as well) can the amount of MPPs collected be increased or decreased or is it best to make costs fit current economic values.

2] Related to question #1, I would like to increase the MPP value of Ploesti and the Germany syn oil plants, can these areas have higher MPP values making them more valuable to the German war effort?

3] It doesn't look like I can reduce attack capabilities of tanks in mountain hexes. I'm limited to increasing movement and defense bonus. True?

4] Once a mod is ready to test, can values such as Terrain Defense Bonus, Combat Penalties, and Movement Cost be adjusted and have the changes apply to a campaign in-progress? In other words, can an in-progress campaign be edited?

5] I noticed in the units bitmap that a row has several identical units. Why, and do they they all need to be edited or only the unit in the first column?

A couple of other questions for the more experienced members. If I'm playing v. the AI and I was to turn off Fog of War just prior to completing my turn, would it help the AI play tougher. Then of course switch it back on before I play my turn. I would guess a hex coordinate for opening screen location can be changed to Greenland or something to avoid me seeing the AI units.

I'm trying to play my naval movements in phases to avoid adding units one at a time to an attack. You know, send a DD out, hit the sub; if it fails to shatter the sub send another DD 15-20 hexes, and repeat, and repeat. So at the start of my turn I allow my naval units to move 1/2 of their actions points. Then I perform any land movement and combat I desire. Then I let the naval units move again half their Action Points, this includes those that didn't move in the first phase (haven't settled on when to perform cruise mode). This seems to help, does anyone have other ideas?

Any feedback is appreciated.

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crispy131313
Posts: 2125
Joined: Fri Nov 29, 2013 11:37 pm

RE: Some Questions About Modding

Post by crispy131313 »

1] Is there a good (or easy) way to adjust MPP collection. For instance if I wanted to restructure unit cost (for that matter, dip and research cost as well) can the amount of MPPs collected be increased or decreased or is it best to make costs fit current economic values.

MPP collection can be adjusted in a number of ways, you could decrease the value of different resource types, or simply lower the industrial modifier of major nations and decrease the effects of industrial technology as well. Changes to MPP would really be a case of trial and error to get it to where you want.

2] Related to question #1, I would like to increase the MPP value of Ploesti and the Germany syn oil plants, can these areas have higher MPP values making them more valuable to the German war effort?

Yes they can. You could either increase the MPP value per supply point of a certain resource type, or you could increase the total strength of the resource above the default 10 supply max. This can be adjusted on a nation by nation basis. This becomes more difficult if you are looking to increase only a select resource type of a nation and not the others.

3] It doesn't look like I can reduce attack capabilities of tanks in mountain hexes. I'm limited to increasing movement and defense bonus. True?

Increasing the Defense Bonus of Mountain Hexes against Tanks is the same thing?

4] Once a mod is ready to test, can values such as Terrain Defense Bonus, Combat Penalties, and Movement Cost be adjusted and have the changes apply to a campaign in-progress? In other words, can an in-progress campaign be edited?

Games in progress can not be edited.

5] I noticed in the units bitmap that a row has several identical units. Why, and do they they all need to be edited or only the unit in the first column?

As units level up they use the next bitmap available in order of left to right.

A couple of other questions for the more experienced members. If I'm playing v. the AI and I was to turn off Fog of War just prior to completing my turn, would it help the AI play tougher. Then of course switch it back on before I play my turn. I would guess a hex coordinate for opening screen location can be changed to Greenland or something to avoid me seeing the AI units.

The Naval Game is toast with Fog of War off, which is the biggest problem.

I'm trying to play my naval movements in phases to avoid adding units one at a time to an attack. You know, send a DD out, hit the sub; if it fails to shatter the sub send another DD 15-20 hexes, and repeat, and repeat. So at the start of my turn I allow my naval units to move 1/2 of their actions points. Then I perform any land movement and combat I desire. Then I let the naval units move again half their Action Points, this includes those that didn't move in the first phase (haven't settled on when to perform cruise mode). This seems to help, does anyone have other ideas?

Are you trying to achieve a certain level of difficulty by doing this?

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Rand6897
Posts: 83
Joined: Thu Feb 26, 2015 2:35 pm

RE: Some Questions About Modding

Post by Rand6897 »


Crispy,

[2] On oil topic, I am limited to changing values per point and maximum point per location by county correct?
For instance, I can't make Grozny and Baku have different values, but I could have Ploesti and Baku differ?

[4] I was confused on terrain bonus, the units listed are the attacking units. I thought the list was defending units.

Referring to Fog of War I was more thinking that if I turned it off prior to AI turn it may make better deployment moves for ground/air units. Wasn't thinking naval.

Yes trying it make it more difficult for me. By phasing my naval I'm trying to balance out the naval action and make my decisions a bit tougher. Limiting movement prevents sending out a single DD, finding an hidden sub 18 hexes out, then adding units one by one until I run out of units or sink the sub. Forces me to commit farther from port patrols of hunter-killer groups. If they do find a sub 18 hexes out, only those DDs that left port in the initial phase will get there to attack, provided they are within 50% of their Action Points from the target.

Thanks for your time. I do like all the scripts you wrote for your mod. A much better approach to the diplomatic system.
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BillRunacre
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RE: Some Questions About Modding

Post by BillRunacre »

Hi

3) When you have the campaign open, go to Campaign -> Edit Penalties/Bonus Data as there you can implement extra penalties/bonuses according to unit and terrain types.

Bill
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