Tutorial on modding Barbarossa TOE's

Post new mods here.

Moderators: Vic, lancer

Post Reply
User avatar
Vic
Posts: 9282
Joined: Mon May 17, 2004 2:17 pm
Contact:

Tutorial on modding Barbarossa TOE's

Post by Vic »

Hi all,

Cameron made an excellent tutorial on how to mod the TOEs of the units in Barbarossa.

Its posted as the first tutorial on the official "Barbarossa Modding Page":

http://www.vrdesigns.nl/?page_id=1198

best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
User avatar
zakblood
Posts: 22722
Joined: Thu Oct 04, 2012 11:19 am

RE: Tutorial on modding Barbarossa TOE's

Post by zakblood »

thanks, always nice to have a god read to know what your doing[:D][;)]
Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250)
rickier65
Posts: 14241
Joined: Thu Apr 20, 2000 8:00 am

RE: Tutorial on modding Barbarossa TOE's

Post by rickier65 »

Just watched this vid on Editing the TOE. Looks fairly straight forward. Is there a limit on the number of Templates that can be created?

Thanks
rick
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Tutorial on modding Barbarossa TOE's

Post by lancer »

Hi Rick,

Vic might have to answer that one but for practical purposes probably not.

If you were intending on making major changes I'd plan it all out on paper before you reach for the editor.

Cheers,
Cameron
amatteucci
Posts: 385
Joined: Sun May 14, 2000 8:00 am
Location: ITALY

RE: Tutorial on modding Barbarossa TOE's

Post by amatteucci »

Thank you for taking the time to make a detailed tutorial video.

If I'm not mistaken there's no way to let a given unit start the game with less than its full TOE, that is as if it already sustained "casualties". Isn't it?
elmo3
Posts: 5797
Joined: Tue Jan 22, 2002 10:00 am

RE: Tutorial on modding Barbarossa TOE's

Post by elmo3 »

Why not just create a "depleted" template and then use that for units you want to start under strength?
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Tutorial on modding Barbarossa TOE's

Post by lancer »

Hi amatteucci,

Elmo's suggestion is a good one but the unit would receive replacements only up to the level of it's TO&E which would be less than normal in this case.

Another option would be to start with the normal TO&E but flip the replacements toggle (unit display, bottom, immediately to the right of the unit numbers and icons) to a low level of, say 25%, which will ensure that once it takes casualties it'll receive very few replacements.

Starting depleted from a full TO&E would require it to be coded.

Cheers,
Cameron

amatteucci
Posts: 385
Joined: Sun May 14, 2000 8:00 am
Location: ITALY

RE: Tutorial on modding Barbarossa TOE's

Post by amatteucci »

Yes, I thought about creating a template for each unit, as elmo3 suggested, but hoped that there could be a simpler way to do it.

Anyway, thank you all for your prompt suggestions.
governato
Posts: 1318
Joined: Fri May 06, 2011 4:35 pm
Location: Seattle, WA

RE: Tutorial on modding Barbarossa TOE's

Post by governato »

ORIGINAL: lancer

Hi amatteucci,

Elmo's suggestion is a good one but the unit would receive replacements only up to the level of it's TO&E which would be less than normal in this case.

Another option would be to start with the normal TO&E but flip the replacements toggle (unit display, bottom, immediately to the right of the unit numbers and icons) to a low level of, say 25%, which will ensure that once it takes casualties it'll receive very few replacements.

Starting depleted from a full TO&E would require it to be coded.

Cheers,
Cameron


so if I understand it would not be possible to add a slot for equipment that slowly becomes available later on during the scenario, like a higher caliber AT gun for the infantry or tanks with log barreled guns for the Panzers..:(

Phasing in and out equipment is a great feature of the old/venerable TOAW editor. It'd be nice to have something similar in DC:B as well.

Q: maybe the advanced editor allows events for withdrawing a division and returning it refitted with a different TOE?
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Tutorial on modding Barbarossa TOE's

Post by lancer »

Hi governato,

What you're talking about is taken care of by the Replacement system.

That's something that's pretty easy to mod and can be done through the simple editor.

You'll need a heads up but I can add it in when I do the next modding video.

Cheers,
Cameron
governato
Posts: 1318
Joined: Fri May 06, 2011 4:35 pm
Location: Seattle, WA

RE: Tutorial on modding Barbarossa TOE's

Post by governato »

ORIGINAL: lancer

Hi governato,

What you're talking about is taken care of by the Replacement system.

That's something that's pretty easy to mod and can be done through the simple editor.

You'll need a heads up but I can add it in when I do the next modding video.

Cheers,
Cameron

Oh neat. Looking forward to the video. Supporting the DC:B editor is really a smart move from the developers. A similar choice definitely made TOAW a long lasting (if niche perhaps) game.
amatteucci
Posts: 385
Joined: Sun May 14, 2000 8:00 am
Location: ITALY

RE: Tutorial on modding Barbarossa TOE's

Post by amatteucci »

ORIGINAL: lancer
What you're talking about is taken care of by the Replacement system.

That's something that's pretty easy to mod and can be done through the simple editor.

You'll need a heads up but I can add it in when I do the next modding video.
That sounds interesting. Maybe there's a way to implement the mods I was thinking about using this feature.
I'm looking forward to this video, too.

Thanks for spending your time explaining the inner workings of the game engine/data (and how to mod them).
User avatar
RandomAttack
Posts: 235
Joined: Thu Jul 23, 2009 8:44 pm
Location: Arizona

RE: Tutorial on modding Barbarossa TOE's

Post by RandomAttack »

Is the "base morale" something that can be edited in the simple editor? I see where you can change morale & effectiveness for individual unit types in the unit composition part...

edit: Never mind-- found it! [:D]

edit: BTW, thank you for the excellent modding tutorial! One of the best I've ever seen at simplifying a fairly complex process.
Post Reply

Return to “Mods”