Enabling TO&E in a Scenario

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

Post Reply
User avatar
Tac2i
Posts: 2078
Joined: Tue Apr 12, 2005 5:57 pm
Location: WV USA

Enabling TO&E in a Scenario

Post by Tac2i »

I've rewritten a portion of Vic's TO&E documentation to make it a little more accessible. Don't neglect to read the documentation Vic provided. I've just provided the portion for turning on the feature via the editor.

"It is highly recommended you switch on all the rulevars mentioned below (did not test all possible combinations of activation and de-activation, but feel free to try, just no guarantees)." ---Vic

Open scenario in editor:

Setng-->Property Sheets-->RuleVars-->Rulevar Groups

-->Direct Production, Autoreinforce, Officerpool

337 Change value from 0 to 1 to enable auto-reinforce

339 Change value from 0 to 1000

340 Change value to 3

910 Change value to .5

911 Change value to .25

912 Change value to 2

-->Enable/Disable Features

344 change value fromn 0 to 1

531 change value to 1

532 change value to 1

Where to put the NATO graphics

If you want to create your own NATO counter graphics use a different modgraphics directory (anewdawn uses 'newdawnmodgraphics') (change SytemGfx Overrule='yourlocation') to avoid file-overwriting issues on sharing your scenario. Keep in mind NATO counters are loaded on game startup. So adding any new ones will require a game-restart (or reset of modgraphics directory of scenario) to load them. The NATO counters have to be numbered sequentially from 1.png, 2.png, etc… You can find the 'modgraphics' button in the general settings tab of the editor. (a save and restart might be necc. to have them available)

Save your modified file: click the Map button and then the Computer button on the far left.

TO&E Documention
http://www.vrdesigns.net/atwiki/doku.ph ... _equipment

Tac2i (formerly webizen)
User avatar
Tac2i
Posts: 2078
Joined: Tue Apr 12, 2005 5:57 pm
Location: WV USA

RE: Enabling TO&E in a Scenario

Post by Tac2i »

Been a couple questions on this lately so bumping back to the top.
Tac2i (formerly webizen)
alomoes
Posts: 69
Joined: Sat Dec 29, 2012 6:05 pm

RE: Enabling TO&E in a Scenario

Post by alomoes »

I guess here would be the place. I'm trying to add TOE to a specific scenario, and it crashes afterwards. I suspect it has something to do with the lack of regimes in the RegimeSlotNames, but I have no idea why it is not working. The scenario works fine otherwise.

It is one by Bombur, Global Domination 1.08

I can't post links yet, but it is on the community web page. Just find one of Bombur's mods and click on Bombur, and it'll show up under his scenarios. Alternatively it is on the 4th page in browsing.

File is labeled GDATG108.zip

I'll be playing it without TOE for now I guess. :P
User avatar
Tac2i
Posts: 2078
Joined: Tue Apr 12, 2005 5:57 pm
Location: WV USA

RE: Enabling TO&E in a Scenario

Post by Tac2i »

I enabled TO&E for this mod and it works:

http://rtworks.org/GameStuff/GDATG108toe.at2

It appears the köln graphic is missing and the BB König graphic, upon installing, gets renamed BB K"nig.
Tac2i (formerly webizen)
alomoes
Posts: 69
Joined: Sat Dec 29, 2012 6:05 pm

RE: Enabling TO&E in a Scenario

Post by alomoes »

Thank you.

Welp. I tried the scenario you gave me but it did not work. I have posted a picture.

Ok. To replicate the error, which does not occur in the original, set every nation but Germany to AI. Start the game. Russian turn will crash the game. There are probably a bunch of conditions for the bug to occur, but I'm not going to test this much more, I need to go to bed soon.

I'll pm the error log to Vic.
Attachments
Error.jpg
Error.jpg (238.24 KiB) Viewed 67 times
User avatar
Blond_Knight
Posts: 998
Joined: Sat May 15, 2004 3:52 am

RE: Enabling TO&E in a Scenario

Post by Blond_Knight »

Does TO&E need to be turned on for Autoreinforcement to work?

Im just tinkering with the Ardennes scenario and tried turning on:
->Direct Production, Autoreinforce, Officerpool

337 Change value from 0 to 1 to enable auto-reinforce

339 Change value from 0 to 1000

340 Change value to 3

910 Change value to .5

911 Change value to .25

912 Change value to 2

One of the panzer reg's had some rifle and SMG SFT's destroyed. But after
several turns Im not seeing those SFT's being replaced.
Im watching the autoreinforcelog but and it looks like its working but
just not "seeing" the need to reinforce:

AUTO-REINFORCE
----------
PRIO= 1 => AUTO-REINFORCE CHECKING FOR 67th Corps
----------
----------
PRIO= 2 => AUTO-REINFORCE CHECKING FOR 67th Corps
----------
RETURN CHECKING FOR 67th Corps
----------
PRIO= 1 => AUTO-REINFORCE CHECKING FOR 1st SS Panzer Corps
----------
----------
PRIO= 2 => AUTO-REINFORCE CHECKING FOR 1st SS Panzer Corps
----------
RETURN CHECKING FOR 1st SS Panzer Corps
----------
PRIO= 1 => AUTO-REINFORCE CHECKING FOR 2nd SS Panzer Corps
----------
----------
PRIO= 2 => AUTO-REINFORCE CHECKING FOR 2nd SS Panzer Corps
----------
RETURN CHECKING FOR 2nd SS Panzer Corps
----------
PRIO= 1 => AUTO-REINFORCE CHECKING FOR 66th Corps
----------

So Vic has predefined units setup in the scenario but no TO&E. And Im
wondering if you need TO&E setup in order to use autoreinforcement.
User avatar
Tac2i
Posts: 2078
Joined: Tue Apr 12, 2005 5:57 pm
Location: WV USA

RE: Enabling TO&E in a Scenario

Post by Tac2i »

Yes, auto reinforcement will not occur unless you have TO&E enabled and have a TO&E template applied to your units. Even if enabled for that scenario I'm not certain it will work as that particular scenario was created with the original AT released in 2008.
ORIGINAL: Blond_Knight

Does TO&E need to be turned on for Autoreinforcement to work?
Tac2i (formerly webizen)
User avatar
Blond_Knight
Posts: 998
Joined: Sat May 15, 2004 3:52 am

RE: Enabling TO&E in a Scenario

Post by Blond_Knight »

OK thanks. I did get autoreinforce to work in the Ardennes scenario. Although I did have to increase RV912 to 3 to get the range from the HQ I was looking for.
It seems like the most work now is to rename the units once you've applied the model to them, since they lose their name when you apply the model and get something generic like "4th Panzer unit".
Post Reply

Return to “Mods and Scenarios”