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Modding clarifications (questions for Doom-12/04/2012)

 
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Modding clarifications (questions for Doom-12/04/2012) - 3/27/2012 7:15:54 PM   
welk

 

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I have now finished my "modding ToF studies", after explored all files of the game, and explored SoP, ToF and ToW forums, and downloaded all needed informations about modding this game (I have a big bank of informations, now)

The are only some things that are unknow for me, or that I understand not good : in attached image is a screen of the concerned excel CSV files and their concerned content.

In addition : Here is a list of const I do not very goo understand in Const.ini :


[CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10



[PossibleUnitUpgrade_Land]
UnitType0 = 0;1;1;0;0;0;1
UnitType1 = 0;0;0;1;0;0;0
UnitType2 = 0;0;0;1;1;0;0
UnitType3 = 0;0;0;0;0;1;0
UnitType4 = 0;0;0;0;0;1;0
UnitType5 = 0;0;0;0;0;0;0
UnitType6 = 0;1;1;0;0;0;0



[SpecialNavalUnitTypes]
HP_Light_carrier = 6
HP_Escort_carrier = 4
HP_Fleet_carrier = 12
HP_Small_battleship = 4
HP_Battlecruiser = 6
HP_Super_battleship = 10
HP_Heavy_cruiser = 6
HP_Light_cruiser = 3
HP_Auxiliary_cruiser = 2
HP_Coastal_submarine = 1
HP_Long_range_submarine = 3



[TurnsWithoustSupplyModifier]
NoSupply = 3


Help informations about all these elements (CSV files indicated contents above and const.INI above) by Doom or old specialists would be much appreciated




Attachment (1)

< Message edited by welk -- 4/12/2012 9:00:45 AM >
Post #: 1
RE: Modding clarifications for Doo and specialists - 3/27/2012 7:18:32 PM   
welk

 

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In addition, Doom, could you please see here my question about Minimap ?
http://www.matrixgames.com/forums/tm.asp?m=3065699&mpage=2�

Thanks a lot for infos

After that, I think you will be free of question for some days

(in reply to welk)
Post #: 2
RE: Modding clarifications for Doo and specialists - 3/27/2012 7:23:25 PM   
doomtrader


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For the minimap, I will need to ask a programmer to take a look at that.

For th rest of the questions, I'll try to answer ASAP, however I'm out of office now.

(in reply to welk)
Post #: 3
RE: Modding clarifications for Doo and specialists - 3/27/2012 7:26:03 PM   
welk

 

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Ok, thanks. Do not forget to come back, we need you

(in reply to doomtrader)
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RE: Modding clarifications for Doo and specialists - 3/27/2012 8:41:52 PM   
doomtrader


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This is easy:

[PossibleUnitUpgrade_Land]
UnitType0 = 0;1;1;0;0;0;1
UnitType1 = 0;0;0;1;0;0;0
UnitType2 = 0;0;0;1;1;0;0
UnitType3 = 0;0;0;0;0;1;0
UnitType4 = 0;0;0;0;0;1;0
UnitType5 = 0;0;0;0;0;0;0
UnitType6 = 0;1;1;0;0;0;0

desribe which land unit can be upgraded/changed into which, so inf div can be upgraded to inf corps, mot div and para div

(in reply to welk)
Post #: 5
RE: Modding clarifications for Doo and specialists - 3/27/2012 8:43:07 PM   
doomtrader


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This one is easy too:

[SpecialNavalUnitTypes]
HP_Light_carrier = 6
HP_Escort_carrier = 4
HP_Fleet_carrier = 12
HP_Small_battleship = 4
HP_Battlecruiser = 6
HP_Super_battleship = 10
HP_Heavy_cruiser = 6
HP_Light_cruiser = 3
HP_Auxiliary_cruiser = 2
HP_Coastal_submarine = 1
HP_Long_range_submarine = 3

This tells how much strength specific naval unit subtypes have

(in reply to doomtrader)
Post #: 6
RE: Modding clarifications for Doo and specialists - 3/27/2012 8:52:19 PM   
doomtrader


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Another one:

[TurnsWithoustSupplyModifier]
NoSupply = 3

As soon as the unit is cut off from supply, it is starting to loose strength.
This value defines, after how many turns the fighting and moving abilities of the unit will be brought to zero (remember that unfrozen unit can always move at least one hex)

(in reply to doomtrader)
Post #: 7
RE: Modding clarifications for Doo and specialists - 3/27/2012 9:13:44 PM   
doomtrader


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land units appearance description file:
src - coordinates of the image to be displayed
dst - coordinates of the image where to be displayed

naval units appearance description file:
this is used during the naval battles (you know there are naval battles, right?)


cities appearance...
src - coordinates of the image to be displayed
dst - coordinates of the image where to be displayed

cities.csv
Zaopatrzenie Wlasne means: Own Supply (of the city), which is used after the city is cut off from the MSS

countries.csv
This modifier tells how many times multiply the upkeep cost from the consts.ini file.

(in reply to doomtrader)
Post #: 8
RE: Modding clarifications for Doo and specialists - 3/27/2012 9:52:28 PM   
welk

 

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Ok, thanks.

One precision, please :
src - coordinates of the image to be displayed
dst - coordinates of the image where to be displayed

is not clear after translation in french. Could you give me the answer with other words ?
(the difference between to be displayed and where to be displayed is not clear for my automatic translator)

Sorry if my modding questions seems to you a little "basic", I know that there are naval battle in the game, sure, not so bad. I have to say it is not easy to understand a complete system in short time, translated from foreign langage and without any synthetic documentation compiled in a manuel. By sample, I did myself a complete quick modding card for the newbe in game after exploration of all isolated informations on CEAW threads forum when I discovered Commander Europe at war, and in addition, I created also a complete modding pack file with all doc, images, threads forum, etc concerning modding to allow others players to avoid the searching work I had to do myself for learning to mod the game.


(in reply to doomtrader)
Post #: 9
RE: Modding clarifications for Doo and specialists - 3/27/2012 10:17:29 PM   
doomtrader


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src - the part of the source image you wish to display
dst - the place where this part will be displayed


not a problem with any of your questions. There are no stupid questions, only stupid answers.

(in reply to welk)
Post #: 10
RE: Modding clarifications for Doo and specialists - 3/27/2012 10:32:57 PM   
welk

 

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Ok, thanks. I suppose that coordinate values are the both exprimed in "pixels", right ?

(in reply to doomtrader)
Post #: 11
RE: Modding clarifications for Doo and specialists - 3/27/2012 11:05:00 PM   
doomtrader


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yep

(in reply to welk)
Post #: 12
RE: Modding clarifications for Doo and specialists - 3/28/2012 5:50:49 PM   
welk

 

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quote:

ORIGINAL: doomtrader

Let me know if you would like to get any new event method.




Doom : I though that you want mean that you could create some one by one, but after reflexion, I think you have probbably a already complete list. If yes, it will great for me to have it : to have a global look of what may be made (or not) would be good. And to read content of this lit could give me some ideas for events.

So, if you have that sort of complementary list of method (method condition, method effects, list of expression like "and" "or,", etc (all usefull material for event engine, in fact), it interrests me (in txt format or other).

< Message edited by welk -- 3/28/2012 6:40:21 PM >

(in reply to doomtrader)
Post #: 13
RE: Modding clarifications for Doo and specialists - 3/28/2012 8:11:24 PM   
doomtrader


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Nay, I don't have such list.
All the events I invent are made immediately between patches.


look for EVENT_ENGINE_MANUAL.txt in /data/events/ folder

(in reply to welk)
Post #: 14
RE: Modding clarifications for Doo and specialists - 4/7/2012 8:27:07 AM   
welk

 

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From: France
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Some others questions for Doom,please :

1/In land countries CSV, what means :

*shore bomb
*Air strike

(alle these parameters are setto 0)


*current AP : for all units, this value is set to 0. What means this value and why 0 ?

2/Where can I found the ranfe fire and the range reco of air units ? May this value be moddable in the game ?

3/Concerning photos :

The Names of the files are :

sample :

40

or

40-1

or 40-1-15

I suppose that first number is the type of unit (here 40= Carrier)

Please, what are the 2° and 3° ?
some informations about that will save time for me, I could do research, comparing units, photos, etc to understand the system but time is limited

4/What is the singification of the file "flag", what is the use of this file and ho must it be setted for a new scenario (not to set it myself, just to be able to control it was correctly generated)


sample :
In grand campaign 1939, flas file content is :

# flag no;flag value
365;1
4113;2

In 1939 Fall Geb, the flag file content in :

# flag no;flag value
1;3
101;1
102;1
201;1
202;1
204;1
205;1
212;1
213;1
241;1
etc etc (long list)


(in reply to doomtrader)
Post #: 15
RE: Modding clarifications for Doo and specialists - 4/7/2012 8:39:05 AM   
welk

 

Posts: 468
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From: France
Status: offline
And in addition, a precedent question that was missed for reply


What please means that in const.ini ?

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10


(in reply to welk)
Post #: 16
RE: Modding clarifications for Doo and specialists - 4/7/2012 8:45:51 AM   
doomtrader


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quote:

1/In land countries CSV, what means :

*shore bomb
*Air strike

(alle these parameters are setto 0)

I assume yo are reffering to land_units.csv

Those are for setting effects of shore bombardment and air strike loss of effectiveness.


quote:

*current AP : for all units, this value is set to 0. What means this value and why 0 ?

this means how many AP unit has left, and you should not bother, as it is recalculated every time a scenario is starting (only has got importance when you are loading the game)

quote:

2/Where can I found the ranfe fire and the range reco of air units ? May this value be moddable in the game ?


consts.ini files

quote:

3/Concerning photos :

The Names of the files are :

sample :

40

or

40-1

or 40-1-15

I suppose that first number is the type of unit (here 40= Carrier)

Please, what are the 2° and 3° ?
some informations about that will save time for me, I could do research, comparing units, photos, etc to understand the system but time is limited

type of unit, level of unit, country
you can miss country, so the image will be default for all countries without own photos
you can also miss country and level, then the image will be default for all countries at all levels without own photos

(in reply to welk)
Post #: 17
RE: Modding clarifications for Doo and specialists - 4/7/2012 8:47:40 AM   
doomtrader


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Joined: 7/22/2008
From: Poland
Status: offline
quote:

4/What is the singification of the file "flag", what is the use of this file and ho must it be setted for a new scenario (not to set it myself, just to be able to control it was correctly generated)


sample :
In grand campaign 1939, flas file content is :

# flag no;flag value
365;1
4113;2

In 1939 Fall Geb, the flag file content in :

# flag no;flag value
1;3
101;1
102;1
201;1
202;1
204;1
205;1
212;1
213;1
241;1
etc etc (long list)


this tells the game which events were fired, and what was the choice of that event, if you will go to the xml files with events, you will see that a result of most of the events there is a flag set, and also in most events, there must be not flag set to trigger it.

(in reply to doomtrader)
Post #: 18
RE: Modding clarifications for Doo and specialists - 4/7/2012 9:09:05 AM   
welk

 

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Thanks

Please : what is Starting AP in land units ?

I suppose this parameter is = starting action point of the concerned unit. But why 0 ?


Concerning the range action of air units :

[RangesBasicValue]
FightersIntercept = 14
FightersRebase = 40
TacticalAttack = 18
TacticalRebase = 50
StrategicAttack = 40
StrategicRebase = 80
Paradrop = 12
ShipsAirAttack = 5
CarriersToLandAttack = 8
ShoreBombardment = 1

Do this "range action" have influence on their range reco ? (question asked for the purpose of a 14-18 project)

sample :

TacticalAttack = 18
If I set this parameter TacticalAttack = 2, will the reco range of this tacticalbombers be = 2 ?

(in reply to doomtrader)
Post #: 19
RE: Modding clarifications for Doo and specialists - 4/7/2012 11:34:02 AM   
doomtrader


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yes, but also please remember that the range is modified by the level modifier

(in reply to welk)
Post #: 20
RE: Modding clarifications for Doo and specialists - 4/7/2012 12:34:46 PM   
welk

 

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Ok, thanks

Sorry, you missed this question above :

"Please : what is Starting AP in land units ?
I suppose this parameter is = starting action point of the concerned unit. But why 0 ? "



< Message edited by welk -- 4/7/2012 12:35:10 PM >

(in reply to doomtrader)
Post #: 21
RE: Modding clarifications for Doo and specialists - 4/7/2012 6:34:58 PM   
welk

 

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From: France
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And this other question, above, was missed :

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

In addition : when I want to erase elements from a existing scenario (units, in particular), what is the exact process (I want to avoid to corrupt scenario file with techn incident) :

Is that good or false :
1/First to erase elements (units,etc) in data base (or better and more easy : in csv files)
2/ Second, open the scenario and to erase them from the map

Or the inverse process ? (2/ before 1/ ?)

Soryy, I have lot of question, and I will have others probably in the future, but they are needed by the total lack of modding/desig documentation in the game, and to know what you may do or what you may not do save modding time

< Message edited by welk -- 4/7/2012 6:45:36 PM >

(in reply to welk)
Post #: 22
RE: Modding clarifications for Doo and specialists - 4/8/2012 6:33:02 PM   
welk

 

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From: France
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Please, Doom : any infos about the missed modding questions in the 2 threads above ?

1°/ "Please : what is Starting AP in land units ? I suppose this parameter is = starting action point of the concerned unit. But why 0 ? "

2°/ What means : that

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

3°/ When I want to erase elements from a existing scenario (units, in particular), what is the exact process (I want to avoid to corrupt scenario file with techn incident) :

Is that good or false :
1/First to erase elements (units,etc) in data base (or better and more easy : in csv files)
2/ Second, open the scenario and to erase them from the map

Or the inverse process ? (2/ before 1/ ?)


(in reply to welk)
Post #: 23
RE: Modding clarifications for Doo and specialists - 4/8/2012 7:23:40 PM   
doomtrader


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Joined: 7/22/2008
From: Poland
Status: offline

quote:

ORIGINAL: welk

And this other question, above, was missed :

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

In addition : when I want to erase elements from a existing scenario (units, in particular), what is the exact process (I want to avoid to corrupt scenario file with techn incident) :

Is that good or false :
1/First to erase elements (units,etc) in data base (or better and more easy : in csv files)
2/ Second, open the scenario and to erase them from the map

Or the inverse process ? (2/ before 1/ ?)

Soryy, I have lot of question, and I will have others probably in the future, but they are needed by the total lack of modding/desig documentation in the game, and to know what you may do or what you may not do save modding time


The fastest way is to just open land_units.csv file, find the line with unit, and just delete it.

(in reply to welk)
Post #: 24
RE: Modding clarifications for Doo and specialists - 4/8/2012 7:25:06 PM   
doomtrader


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Joined: 7/22/2008
From: Poland
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quote:

1°/ "Please : what is Starting AP in land units ? I suppose this parameter is = starting action point of the concerned unit. But why 0 ? "


there is a zero because it does not matter what will be there, the game will just overwrite it.

(in reply to doomtrader)
Post #: 25
RE: Modding clarifications for Doo and specialists - 4/8/2012 7:26:52 PM   
doomtrader


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Joined: 7/22/2008
From: Poland
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quote:

2°/ What means : that

CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10

This describes how the values for city siege are calculated.

(in reply to doomtrader)
Post #: 26
RE: Modding clarifications for Doo and specialists - 4/8/2012 8:44:18 PM   
welk

 

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From: France
Status: offline
CitySiege]
BaseValue = 0.2
OddsWeight = 1
CommanderInfluenceForEachSkillPoint = 1
CitySupplyModifier = 2
AirSuperiorityWeight = 0.4
MaxAirSuperiorityOdds = 4
MaxOdds = 10
This describes how the values for city siege are calculated.


Yes, but some details for each line, please ?

Concerning WW1 : check your mail


(in reply to doomtrader)
Post #: 27
RE: Modding clarifications for Doo and specialists - 4/10/2012 8:54:35 PM   
welk

 

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From: France
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Some precisions, please :

1°/
NoSupplyEffectivityModifierPercentage = 10

Is it 10% in soustraction ? (initial effectivity x 0.90) or Is it initial effectivity x 0.10 ? I think it is 10% in soustraction, but better is to ask to be sure

2°/ WinterBattleEffectivityDecreaseModifier = 20

is it 20% in soustraction (initial effectivity x.80) or Initial effectivity x 0.20 ?

3°/ WinterMoveCostModifier = 80

Means cost move x 180 % ?

4°/MudBattleEffectivityDecreaseModifier = 10

Means soustraction of 10% ?

5°/MudMoveCostModifier = 100

Means cost move X 2, I suppose

(in reply to welk)
Post #: 28
RE: Modding clarifications for Doo and specialists - 4/12/2012 9:00:12 AM   
welk

 

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Joined: 9/17/2006
From: France
Status: offline
Please, could you give me some precisions about the question that are in the post above ? You have given the general meaning of these parameters, thanks, but without more precise indications and the formulation to be employed is unknow. This great game has no secret for you, who have made it in all aspects, included math. formules, so all is easy to understand. But for simply users, it's not

(in reply to welk)
Post #: 29
RE: Modding clarifications for Doo and specialists - 4/13/2012 10:53:18 PM   
doomtrader


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Joined: 7/22/2008
From: Poland
Status: offline
quote:

1°/
NoSupplyEffectivityModifierPercentage = 10

Is it 10% in soustraction ? (initial effectivity x 0.90)

yes

quote:

2°/ WinterBattleEffectivityDecreaseModifier = 20

is it 20% in soustraction (initial effectivity x.80)

yes

quote:

3°/ WinterMoveCostModifier = 80

Means cost move x 180 % ?

no, it means that the move cost will be 80%


quote:

4°/MudBattleEffectivityDecreaseModifier = 10

Means soustraction of 10% ?

yes

quote:

5°/MudMoveCostModifier = 100

Means cost move X 2, I suppose

no it means it will be equal to 100%


also, please be aware there is another modifier in countries.csv that multiplies the effects of the weather.

(in reply to welk)
Post #: 30
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