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23/04/2012 : questions for Doom (basic modding guide in work)

 
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23/04/2012 : questions for Doom (basic modding guide in... - 4/14/2012 8:56:03 PM   
welk

 

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From: France
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Doom, please : I noticed that only 5 level are given in this kind formule : but there are 6 techn levels in game. How does it work ?


[MaxStrengthOfLandUnitsOnLevels]
UnitType0 = 1.0;1.5;2.0;2.5;3.0
UnitType1 = 3.0;4.5;6.0;7.5;9.0
UnitType2 = 0.5;1.5;2.5;3.5;4.5
UnitType3 = 1.5;4.5;7.5;10.5;13.5
UnitType4 = 2.0;3.0;4.0;5.0;6.0
UnitType5 = 6.0;9.0;12.0;15.0;18.0
UnitType6 = 0.5;1.0;1.5;2.0;2.5

< Message edited by welk -- 4/23/2012 8:20:42 AM >
Post #: 1
RE: Questions for Doom( basic modding guide in work) - 4/14/2012 9:16:09 PM   
doomtrader


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AFAIK, there are only 5 levels

(in reply to welk)
Post #: 2
RE: Questions for Doom( basic modding guide in work) - 4/14/2012 10:13:32 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
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Yes, I saw that. But in the editor, there are 6 possible settings (please, see the attached jpg)




Attachment (1)

(in reply to doomtrader)
Post #: 3
RE: Questions for Doom( basic modding guide in work) - 4/14/2012 11:30:09 PM   
doomtrader


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then for 0 you are not able to build those kind of units

(in reply to welk)
Post #: 4
RE: Questions for Doom( basic modding guide in work) - 4/15/2012 10:15:47 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
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Ok, thanks. Very interessant info.

So, if I want to block research for a country (Ia or human), am I right if i do that ?

1°/ Setting all tech level to 0 for Athe concerned country
2° In IA DATE CSV file :
DesiredTechnLevels = (0,0,0,0,0,0,0)
3°/Adding a "house rule for human player :"Interdiction to use research for the XXX country"






< Message edited by welk -- 4/15/2012 10:17:00 AM >

(in reply to doomtrader)
Post #: 5
RE: Questions for Doom( basic modding guide in work) - 4/15/2012 11:01:39 AM   
welk

 

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From: France
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The general "means" for these codes is approx. ok, but would nedd some precision when is ???????????? mention
(note : some formules are no complete, pb of "copy-past")

The precision are needed, because I am worry to do any error or mistake of interpretation in the guide, after translation

1°/--------------------------------------
[ImpulsesPerMonth]
January = 4
February = 4
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 4
October = 4
November = 4
December = 4

May I have, by sample :
January = 2
February = 2
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 2
October = 2
November = 2
December = 2

2°-------------------------
MaximumSupply]
AfterNavalInvasionForAICountries = 1 ????????????
3°---------------------------
[CostOfAdditionalOperationalPoint] ????????????
SMP = 1
STP = 0
AIP = 1
4°---------------------------------
ShipRetreats]
RetreatWithStrengthPercentageLowerThan=40 ????????????
RetreatWithEnemyAdvantage = 3 ????????????

5°-------------------
[CitySiege]
BaseValue = 0.2
OddsWeight = 1 ????????????
CommanderInfluenceForEachSkillPoint
CitySupplyModifier ????????????
AirSuperiorityWeight ????????????
MaxAirSuperiorityOdds ????????????
MaxOdds = 10 ????????????
6°-------------------------------
AiShipRepair]
MinStrengthPercentageToRepair = 35 ????????????
7°----------------------------------
[DiplomaticStrength]
AdvantageNeededToTakeOwnershipWhenAtackingFromAlliedTerritory ????????????
8°--------------------------
DetectingEnemyFleets]
BasicChanceInCurrentSeaZone
OwnMinimumSizeBonus = ????????????
OwnOversizeBonus = 5????????????
OwnBonusValue = 2????????????
OwnCarrierBonus = 1????????????
EnemyMinimumSizeBonus????????????
EnemyOversizeBonus = 10?????????????????????
EnemyBonusValue = 1????????????
9°-----------------------
[AmphibiousInvasion]
StrengthLostPercentageForDiceRolls = 0;0;0;5;10;33
EffectivenessModifier = 0.1 means that units attack with only 10% of strengh ????
AttackersAdvantageModifier = 1.0 may I set something under 1, like : 0.5 ?
AmphibiousAssaultAfterMovement = 0
10°----------------------------------
StrategicBombardment]
IndustryDamageOfPPForDiceRolls = 1;2;3;4;5;6
BomberModifierOnLevels = 100;125;150;175;200
StrengthLostPercentageForDiceRolls = 1;2;3;5;6;7 ????? losses inflicted by bombers or damages inflicted to he bombers by anti-air weapons

?
11°-----------------------------------------
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5 ?????????
12°-------------------------------------
[ShoreBombardment]
StrengthLossesByUnitType41ForDiceRolls = 0.2;0.35;0.5;0.65;0.80;0.95?????????? (losses inflicted by naval unit or damages to naval unit ?)
StrengthLossesByUnitType42ForDiceRolls = 0.1;0.175;0.25;0.325;0.4;0.475 ??????????? (losses inflicted by naval unit or damages to naval

unit ?)
EffectivenessReduction = 5 ??????????????????
EffectivityModifierOnLevels = 40;55;70;90;115
13°-------------------------------------------
AirstrikeConsideredEffective] ???????????????
StrengthAndLevel = 0.7
14°------------------------------------
AdditionalOperationalStageForAI] ????????????
MaximumDistanceOfCity = 5
15°--------------------------
No object - already solved, sorry
16°-------------------------------------
[Diplomacy]???????????
DelayWarEntryModifierForDemoCrasiesAndProallies
DelayWarEntryModifierForProaxisAndProcommies
DelayWarEntryModifierForRegimes
DelayWarEntryNumberOfDices = ??????????????
DelayWarEntrySidesOfDice = 30????????????
DelayWarEntryAdd = 10?????????????
HasteWarEntryModifierForDemoCrasiesAndProallies
HasteWarEntryModifierForProaxisAndProcommies
HasteWarEntryModifierForRegimes
HasteWarEntryNumberOfDices =
HasteWarEntrySidesOfDice = 30?????????????
HasteWarEntryAdd = 10?????????????
ElectionsNumberOfDices = 5 ???????????????
ElectionsSidesOfDice = 6???????????????
ElectionsAdd = 10?????????????
OrientationChangeEntryDropdownNumberOfDices = 5?????????
OrientationChangeEntryDropdownSidesOfDice = 6???????????
OrientationChangeEntryDropdownAdd = 20????????????
OrientationChangeSocialUnrestNumberOfDices = 5???????????
OrientationChangeSocialUnrestSidesOfDice = 6?????????????
OrientationChangeSocialUnrestAdd = 0??????????????
OrientationNotChangeSocialUnrestNumberOfDices = 2???????????
OrientationNotChangeSocialUnrestSidesOfDice = 6??????????????
OrientationNotChangeSocialUnrestAdd = 0????????????
17°----------------------------
[RiseOfSocialUnrestAfterWarDeclaration]
CominternLeaderOnLeaderOfComintern = -1
CominternLeaderOnLeaderOfAxis = 20
CominternLeaderOnLeaderOfAllies = 50
CominternLeaderOnNeutralWithCommieOrProcommie
etc

Ok : the means is the rise of social unrest after DoW. But please, for wich country ? country that have made Dow ? Country that have received

DoW ? The both countries?
18°-------------------------------------------------------
[ExertPressure]
NumberOfDices = 1
SidesOfDice = 30
Add = 20 ?????????????????
SuccessModifierForNonFirm = 1??????????
SuccessModifierForFirm = 0.5???????????????
SuccessModifierForDifferent = 1.5???????????????
19°----------------------
[CoupDEtat]
ModifierForTargetWithFirm = ???????????????
ModifierForTargetWithNonFirm = 0.8??????????????
CostModifier = 2.5??????????????
PoliticalStrenghtInTargetGrowthInCaseOfFail = 10?????????????
PoliticalStrenghtInInitiatorInCaseOfFail = 5????????????
GrowthOfAlianceEntryInCaseOfFailNumberOfDices = 5??????????????
GrowthOfAlianceEntryInCaseOfFailSidesOfDice = 6??????????????
GrowthOfAlianceEntryInCaseOfFailAdd = 0??????????????
LossOfAlianceEntryInCaseOfFailNumberOfDices = 6??????????????
LossOfAlianceEntryInCaseOfFailSidesOfDice = 8?????????????
LossOfAlianceEntryInCaseOfFailAdd = 0????????
20°---------------------------
[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 = all is ok for that

CostMod_Light_carrier = 0.6 ??? Is it the cost modifier to build this unit (in regard of basic cost for normal unit) or th cost modifier to modify it

to have "normal unit" ?
CostMod_Escort_carrier = 0.3
CostMod_Fleet_carrier = 1.5
CostMod_Small_battleship = 0.5
CostMod_Battlecruiser = 0.75
CostMod_Super_battleship = 1.5
CostMod_Heavy_cruiser = 1.5
CostMod_Light_cruiser = 0.5
CostMod_Auxiliary_cruiser = 0.4
CostMod_Coastal_submarine = 0.4
CostMod_Long_range_submarine = 2
21°------------------------
[UnitComposition]
UnitType0_Level1 = 17000;0;70;0;0
UnitType0_Level2 = 17500;0;75;0;0
UnitType0_Level3 = 16000;0;94;4;0
etc

1= soldiers
2= tanks
3= Arty
4= ????? (anti aircraft weapons ?)
5= planes
22°-------------------
KilledPartOnStrengthDecrease=0.3;0.5;0.5;0.5;0.5 ??????????????
23°-----------------------------
[Interception]
AirFighterInterceptionThreshold = 5 ?????????


Lot of question, sorry, but if will be the definite work about that : all new gamers in the future would have just to download and to read the document

< Message edited by welk -- 4/15/2012 11:21:00 AM >

(in reply to welk)
Post #: 6
RE: Questions for Doom( basic modding guide in work) - 4/15/2012 1:03:46 PM   
welk

 

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From: France
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Please, Doom : could you complete this image ?

in particular : part with blue bordures : nothing is very clear with


Spec : this src and dst distinction : please, better would be to give a simple exemple : it would be more efficient than all theorical explanations, I think.
Nothing is explained in this appearance;csv file and things should be more clear.

I founded some doc on forum (master thread modding) and used it. But I have to say it's unorganized doc, nobody has made a real cartesian an logical explanation work : reading that, I have sometimes the impression you are supposed to know what you are supposed to learn and to understand : not really usefull documentation, some important infos are missing


The essential missing infos are :

Ok, there are coordinates . But coordinate for what and where to be applied ? On the map ? in the png file ? No sense to miss the precision

Please, give precise infos and sample concerning scr and dst. Ok, scr = to be displayed, dst = where to be displayed. But with that, the new player can not do anything : he needs some detailled and logical explanations







Attachment (1)

< Message edited by welk -- 4/15/2012 1:34:03 PM >

(in reply to welk)
Post #: 7
RE: Questions for Doom( basic modding guide in work) - 4/15/2012 1:06:56 PM   
welk

 

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From: France
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Hre are samples of what I want to build for new players





Attachment (1)

(in reply to welk)
Post #: 8
RE: Questions for Doom( basic modding guide in work) - 4/15/2012 1:08:30 PM   
welk

 

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From: France
Status: offline
Other sample for Depth file explanations : explanations with images are always better for newgamers : more visual




Attachment (1)

(in reply to welk)
Post #: 9
RE: Questions for Doom( basic modding guide in work) - 4/15/2012 1:18:00 PM   
welk

 

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Joined: 9/17/2006
From: France
Status: offline
I think this game will be 100% moddable when 100% of players will be able to customize their game immediatly with needed information, without having to search during some hours in some disparate threads a incomplete documentation : there is a real effort of documentation that must be done in this way (the basic modding guide could be a good starter point). If no effort is made, a few players will be interrested by this aspect of the game (customization), wich is really great : too bad for the game. Just my opinion.

(in reply to welk)
Post #: 10
RE: Questions for Doom( basic modding guide in work) - 4/17/2012 3:51:17 PM   
Agent S


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From: Melbourne, Australia
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Damn Welk,
YOU DA MAN

I hope you can pull apart the fleet and sea zone tables in a similar way.

_____________________________

"Great men are forged in fire, it is the privilege of lesser men to light the flame. Whatever the cost." -Dr. Who (#1)

(in reply to welk)
Post #: 11
RE: Questions for Doom( basic modding guide in work) - 4/17/2012 6:21:03 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
you may build and modify sea nod as you want with CSV file, without any pb (but not in the editor) : I did it for my 1939 improved mod (modified some sea node "territory"

The tip is that : do not use the editor in any way, except to place hex of the sea node (but not other work). Then, in the CSV file, you have just to definite the coordinates of the "center point" of sea node and the coordinates whre images of your fleet and ennemy fleet will appears : and that's all.

You can also place new ports using this way, but the pb is they will no be recognized by the program, because you need to do a connexion between the port and the sea node in neighbour. This work must be done in editor and... this part of the editor is bugged.


(in reply to Agent S)
Post #: 12
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 1:45:27 PM   
doomtrader


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

1°/--------------------------------------
[ImpulsesPerMonth]
January = 4
February = 4
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 4
October = 4
November = 4
December = 4

May I have, by sample :
January = 2
February = 2
March = 4
April = 4
May = 4
June = 4
July = 4
August = 4
September = 2
October = 2
November = 2
December = 2

no problem


quote:

2°-------------------------
MaximumSupply]
AfterNavalInvasionForAICountries = 1 ????????????

if set to 1, then AI units after invasion will get full supply

(in reply to welk)
Post #: 13
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 1:49:23 PM   
doomtrader


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

3°---------------------------
[CostOfAdditionalOperationalPoint] ????????????
SMP = 1
STP = 0
AIP = 1

this means how expensive the consecutive purchase will be, so for example, first SMP cost 10, second 11, third 12 and so on.

quote:

4°---------------------------------
ShipRetreats]
RetreatWithStrengthPercentageLowerThan=40 ????????????
RetreatWithEnemyAdvantage = 3 ????????????

First one describes when the AI naval unit will try to retreat from the battle.
second one describes when all the units will try to retreat from the battle. In this case when the enemy fleet will be three times larger

(in reply to doomtrader)
Post #: 14
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 1:51:20 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
quote:

6°-------------------------------
AiShipRepair]
MinStrengthPercentageToRepair = 35 ????????????

when the AI ship will have the chance to get free repair

(in reply to doomtrader)
Post #: 15
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 1:55:19 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
quote:

7°----------------------------------
[DiplomaticStrength]
AdvantageNeededToTakeOwnershipWhenAtackingFromAlliedTerritory ????????????

Example 1:
German DS: 100
Romanian DS: 50
Advantage...: 20
If the German unit will attack soviets from Romanian territory, in this case the hexes will go for Germans

Example 2:
German DS: 100
Romanian DS: 90
Advantage...: 20
Now if German unit will attack soviets from Romanian territory, conquered hexes will go for Romanians


I think I was answered some of those questions already

(in reply to doomtrader)
Post #: 16
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 2:09:33 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
quote:

8°--------------------------
DetectingEnemyFleets]
BasicChanceInCurrentSeaZone
OwnMinimumSizeBonus = ????????????
OwnOversizeBonus = 5????????????
OwnBonusValue = 2????????????
OwnCarrierBonus = 1????????????
EnemyMinimumSizeBonus????????????
EnemyOversizeBonus = 10?????????????????????
EnemyBonusValue = 1????????????

Example for the values below:
[DetectingEnemyFleets]
BasicChanceInCurrentSeaZone = 30
OwnMinimumSizeBonus = 20
OwnOversizeBonus = 5
OwnBonusValue = 2
OwnCarrierBonus = 1
EnemyMinimumSizeBonus = 10
EnemyOversizeBonus = 10
EnemyBonusValue = 1
Basic chance to detect enemy is 30%, if we have got at least 20 ships, we can get bonus which is 2% for each 5 ships over 20, also we get 1% bonus for each carrier.
Also for every 10 enemy vessels over 10 ships we are getting additional 1% bonus.
so if we have got 36 ships with 3 carriers included and enemy has got 22 ships, then the chance is:
30 (base) + 6 (3 times 5 ships bonus) + 3 (for three carriers) + 1 (additional 12 enemy ships) = 40%

(in reply to doomtrader)
Post #: 17
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 3:57:35 PM   
welk

 

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Joined: 9/17/2006
From: France
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Ok, thanks

Now, the last run : 9° to 22 ° question, please ?

There are for me new questions : I have registered archives of all modding threads I opened and I had not asked that exact infos before (perhaps was it about other subjects (*), in other perspective, but better is to be sure because all this will go in the basic modding guide for community of new players = better is to avoid errors and mistakes

(*)I have also registered some modding threads and not founded the answers in. I have to say that, as new player in ToF, I spent lot of hours to be in order to undertand the entire modding sysrtem of this game, from A to Z, and my goal is to avoid that sort of heavy work to others new futur players who would want to customize their game : they would have just to open the global guide to getthe exact infos, spec. in const.ini files

< Message edited by welk -- 4/18/2012 3:58:43 PM >

(in reply to doomtrader)
Post #: 18
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 4:12:48 PM   
welk

 

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Joined: 9/17/2006
From: France
Status: offline
Concerning the difficulty to undertsand, please, do not forget that here, a french translate from english text writtent by a polish : all is not so easy. I am familiarized with modding, so, it would be more and more difficult for a player who is not. With the basivc modding guide, they will not have any difficulty to learn how to customize their game as they want exactly.

For example :
1/src an dst (appearance file) : better would to say that :

src = coordinates and dimensions of image in the png source file (src = source)
dst : coordinates and dimensions of the image as displayed on screen in game (dst= destination)

More clear than to write :
Src = to be displayed
dst = where to be displayed

French is a langage that like precision

2/ Some french players said, concerning the game : " too bad, units that are encircled may fly, not realistic = bad wargame". But if they had infos to customize the game, they could solve that with the "numberturn no supply" parameter and with the "auto supply" cities parameters : with low values for the both, encirclements have immediate and heavy effect for units.

Modding is the key to improve a game. But clear and awailable infos are the needed key to customize a game : it's the reason for what I adress you all these questions.


And in addition, last questions

23°
I saw that in const ini :

[SupplyFromShipsValue]
FriendlyUnitType40 = 1
FriendlyUnitType41 = 1
FriendlyUnitType42 = 2
FriendlyUnitType43 = 0
FriendlyUnitType44 = 0
FriendlyUnitType45 = 0 That's ok, but :

Why ennemy units provide supply ?
EnemyUnitType40 = 1
EnemyUnitType41 = 1
EnemyUnitType42 = 1
EnemyUnitType43 = 1
EnemyUnitType44 = 0
EnemyUnitType45 = 0

24°/ May I have a 100% empty alliance ?
(For exemple : all contries as firm democracy or nationalism, and no any country as Commintern ?

I think yes, but better to be sure

25°/

I have seen that in const ini :
[UnitsBuildTime]
UnitType0 = 4
UnitType1 = 10
UnitType2 = 9
UnitType3 = 14
UnitType4 = 8
UnitType5 = 18
UnitType6 = 8
UnitType20 = 6
UnitType21 = 8
UnitType22 = 10
UnitType40 = 72
UnitType41 = 96
UnitType42 = 48
UnitType43 = 24
UpgradeCostModifier = 2.0

and that, in other place in const ini :
[UnitUpgrade]
CostModifierOfTypeUpgrade=0.6


Could you explain the 2 in red, please ? I have difficulty to see the difference (there is probably one, but I do not see exactly)

< Message edited by welk -- 4/18/2012 4:15:22 PM >

(in reply to welk)
Post #: 19
RE: Questions for Doom( basic modding guide in work) - 4/18/2012 4:23:36 PM   
doomtrader


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From: Poland
Status: offline
quote:

23°
I saw that in const ini :

[SupplyFromShipsValue]
FriendlyUnitType40 = 1
FriendlyUnitType41 = 1
FriendlyUnitType42 = 2
FriendlyUnitType43 = 0
FriendlyUnitType44 = 0
FriendlyUnitType45 = 0 That's ok, but :

Why ennemy units provide supply ?
EnemyUnitType40 = 1
EnemyUnitType41 = 1
EnemyUnitType42 = 1
EnemyUnitType43 = 1
EnemyUnitType44 = 0
EnemyUnitType45 = 0

enemy units are not providing supply, they are reducing it, so this is the amount of supply reduced

quote:

24°/ May I have a 100% empty alliance ?
(For exemple : all contries as firm democracy or nationalism, and no any country as Commintern ?

yes, two alliances are enough


(in reply to welk)
Post #: 20
RE: Questions for Doom( basic modding guide in work) - 4/19/2012 12:28:36 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Ok, Doom, thanks a lot.

I solved myself some questions. The last ( I think ) list is here, following : As I did, I will include all your answer in the basic modding guide (I have uploaded the last and more complete version, with the const.ini explanation files and some infos concerning some CSV files that are difficult to understand alone. The const.ini document (Pdf format) is ready for 90% with all explanations. Hope I did not mistakes and interpretation or translation errors)

So, the questions are :

10°----------------------------------
StrategicBombardment]

StrengthLostPercentageForDiceRolls = 1;2;3;5;6;7 ?

losses inflicted by bombers or damages inflicted to he bombers by anti-air weapons ?


11°-----------------------------------------
What means this parameter
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5 ?



13°-------------------------------------------
What means this parameter
AirstrikeConsideredEffective] ?
StrengthAndLevel = 0.7

14°------------------------------------
What means this parameter
AdditionalOperationalStageForAI] ?
MaximumDistanceOfCity = 5


17°----------------------------
[RiseOfSocialUnrestAfterWarDeclaration]
CominternLeaderOnLeaderOfComintern = -1
CominternLeaderOnLeaderOfAxis = 20
CominternLeaderOnLeaderOfAllies = 50
CominternLeaderOnNeutralWithCommieOrProcommie
etc

Rise of social unrest for wich country ? country that have made Dow ? Country that have received
DoW ? The both countries?



22°-------------------
What means this parameter
KilledPartOnStrengthDecrease=0.3;0.5;0.5;0.5;0.5 ?

23°-----------------------------

What means this parameter
[Interception]
AirFighterInterceptionThreshold = 5

30°---What is the difference between these 2 parameters ?

UpgradeCostModifier = 2.0
(in time to build units block, at the end of block)

[UnitUpgrade]
CostModifierOfTypeUpgrade=0.6
------
31°/What means this parameter ?
[PortStrike]
HpForEveryOneHp = 5

--------
32°/
What is this parameter ?
(in range air attacks)
ShipsAirAttack = 5

I suppose it is the range to attack naval units with air units, right ?

33°/ If I want to do that IA does not make any research in a country, am I right if i do that ?

1- Setting all tech level to 0 for Athe concerned country
2- In IA DATE CSV file :
DesiredTechnLevels = (0,0,0,0,0,0,0)

34°--------------------------
What is this parameter ?
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5

34°---

[SeaZoneStrike]
ChanceForDoubleLosses = 15
ChanceForDestroying = 7

Strike : air strike or naval strike or just naval strike ?


< Message edited by welk -- 4/19/2012 12:29:53 PM >

(in reply to doomtrader)
Post #: 21
RE: Questions for Doom( basic modding guide in work) - 4/19/2012 1:19:11 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline

quote:

ORIGINAL: Agent S

Damn Welk,
YOU DA MAN

I hope you can pull apart the fleet and sea zone tables in a similar way.


I Made it here :
http://www.matrixgames.com/forums/tm.asp?m=3085375

(in reply to Agent S)
Post #: 22
RE: Questions for Doom( basic modding guide in work) - 4/19/2012 2:20:57 PM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
quote:

9°-----------------------
[AmphibiousInvasion]
StrengthLostPercentageForDiceRolls = 0;0;0;5;10;33
EffectivenessModifier = 0.1 means that units attack with only 10% of strengh ????
AttackersAdvantageModifier = 1.0 may I set something under 1, like : 0.5 ?
AmphibiousAssaultAfterMovement = 0

yes,
IIRC yes


quote:

10°----------------------------------
StrategicBombardment]
IndustryDamageOfPPForDiceRolls = 1;2;3;4;5;6
BomberModifierOnLevels = 100;125;150;175;200
StrengthLostPercentageForDiceRolls = 1;2;3;5;6;7 ????? losses inflicted by bombers or damages inflicted to he bombers by anti-air weapons
?

done to the bombers by AA guns

quote:

11°-----------------------------------------
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5 ?????????

the naval battle can lasts up to five turns, those values says what is the chance for number of turns

quote:

12°-------------------------------------
[ShoreBombardment]
StrengthLossesByUnitType41ForDiceRolls = 0.2;0.35;0.5;0.65;0.80;0.95?????????? (losses inflicted by naval unit or damages to naval unit ?)
StrengthLossesByUnitType42ForDiceRolls = 0.1;0.175;0.25;0.325;0.4;0.475 ??????????? (losses inflicted by naval unit or damages to naval unit ?)
EffectivenessReduction = 5 ??????????????????
EffectivityModifierOnLevels = 40;55;70;90;115

by naval,
by naval
how much effectiveness will be reduced to the target unit for each strength point of naval units multiplied by the EffectivityModifierOnLevels

(in reply to welk)
Post #: 23
RE: Questions for Doom( basic modding guide in work) - 4/19/2012 4:13:05 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Ok, thanks. I have included these informations in a new update of the modding basic guide. With 2 updates of the guide per day, "Doom, Welk and C°" seems be a serious company

I will do the same for the future other answers (questions N° 13 and following, contained in post N° 21 above this one please, doom : only the post N° 21 above, not the starting post of this thread, because some questions that are in the starting post are solved

< Message edited by welk -- 4/19/2012 4:18:05 PM >

(in reply to doomtrader)
Post #: 24
RE: Questions for Doom( basic modding guide in work) - 4/20/2012 12:14:23 AM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
quote:

14°------------------------------------
What means this parameter
AdditionalOperationalStageForAI] ?
MaximumDistanceOfCity = 5

this forces AI units without orders in victinity (# of hexes) of a city to recalculate orders


(in reply to welk)
Post #: 25
RE: Questions for Doom( basic modding guide in work) - 4/20/2012 8:42:40 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
ok, thanks.

The question list is now like that :


13°-------------------------------------------
What means this parameter
AirstrikeConsideredEffective] ?
StrengthAndLevel = 0.7


17°----------------------------
[RiseOfSocialUnrestAfterWarDeclaration]
CominternLeaderOnLeaderOfComintern = -1
CominternLeaderOnLeaderOfAxis = 20
CominternLeaderOnLeaderOfAllies = 50
CominternLeaderOnNeutralWithCommieOrProcommie
etc

Rise of social unrest for wich country ? country that have made Dow ? Country that have received
DoW ? The both countries?



22°-------------------
What means this parameter
KilledPartOnStrengthDecrease=0.3;0.5;0.5;0.5;0.5 ?

23°-----------------------------

What means this parameter
[Interception]
AirFighterInterceptionThreshold = 5

30°---What is the difference between these 2 parameters ?

UpgradeCostModifier = 2.0
(in time to build units block, at the end of block)

[UnitUpgrade]
CostModifierOfTypeUpgrade=0.6
------
31°/What means this parameter ?
[PortStrike]
HpForEveryOneHp = 5

--------
32°/
What is this parameter ?
(in range air attacks)
ShipsAirAttack = 5

I suppose it is the range to attack naval units with air units, right ?

33°/ If I want to do that IA does not make any research in a country, am I right if i do that ?

1- Setting all tech level to 0 for Athe concerned country
2- In IA DATE CSV file :
DesiredTechnLevels = (0,0,0,0,0,0,0)

34°--------------------------
What is this parameter ?
NavalBattle]
EngagementChance = 30
ChanceForTurns = 80;75;50;20;5

34°---

[SeaZoneStrike]
ChanceForDoubleLosses = 15
ChanceForDestroying = 7

Strike : air strike or naval strike or just naval strike ?

(in reply to doomtrader)
Post #: 26
RE: Questions for Doom( basic modding guide in work) - 4/20/2012 9:47:28 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
In addition, Doom : a question of elementary logic concerning const ini :

1/It is possible to have one const ini per country : ok
2/ But what is the work of all these const ini in combination ?

For exemple :

In case of airstrike, this block of parameter apply :
(the values are not vanilla game, I modified them but no importance for the question, I post the block to allow you to see the object of the question)

[CRTInAirStrikeForDiceRolls]
DefenderLosses = 0.1;0.2;0.3;0.4;0.5;0.6
AttackerLossesColumn1 = 0;0;0;0;0;0
AttackerLossesColumn2 = 0;0;0;0;0;0
AttackerLossesColumn3 = 0;0;0;0;0;0
AttackerLossesColumn4 = 0;0;0;0;0;0
AttackerLossesColumn5 = 0;0;0;0;0;0
DefenderEffectivenessLossesColumn1 = 1;2;4;6;8;10
DefenderEffectivenessLossesColumn2 = 2;4;6;8;10;15
DefenderEffectivenessLossesColumn3 = 4;6;8;10;15;20
DefenderEffectivenessLossesColumn4 = 6;8;10;15;20;30
DefenderEffectivenessLossesColumn5 = 8;10;15;20;30;40

This kind of block apply to the attacker AND to the defender : ok

The pb is : when country A has this kind of block in his const ini, and when country B has also this block (but with different parameters), and when one make airstrike on the other : one is attacker, and one is defender : ok

But what is the applied block const ?

If A make air strike on B : A is attacker, and B defender.

Is the situation of A, as attacker, decided by his own const ini or by the const ini of B ?
And is the situation of B, as defender, decided by his own const ini or by the const ini of A ?

The question occurs because the 2 blocks of parameters in const ini have lines effect for a defender and a attacker, without any precision.

My question concerns essentially this block (Air strike), but a general precision would be much appreciated, please. It's very important for the purpore of modding this game = probably the most essential point for the modding possibilities.


Why my question does concern this block ? Because I want to use airstrike of blue-land as arty (air forces of Blue land will be separate country : Blue land air forces). So, fire arty causes damages but not losses for arty. I have in consequence to set the losses of attacker = 0 in all cases in CRT. But in wich const block must I write that ? The consts.ini of attacker (blue), or the const of defender ? (red). please, consider this precision as a precision in the question : my question is a general consideration (for all cases where there is a defender and a attacker in the same parameters blocks const ini). Sorry for my poor and "long" and complicated english, but the question is really strategic = it needs a great precision.


I am sure you would have not published the parameters of const ini if you had known that the crazy Welk would come in the game...

< Message edited by welk -- 4/20/2012 9:55:09 PM >

(in reply to welk)
Post #: 27
RE: Questions for Doom( basic modding guide in work) - 4/21/2012 4:43:47 PM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
As logical complement of the question above : When a block parameters in const.ini set "objective situation" that concerns 2 countries (not notion of attackers or defender), what block apply if 2 countries have this block in their const ini xith different parameters.

Exemple :

[EnemyZoneOfControlPenalty]
UnitType0 = 1
UnitType1 = 1
UnitType2 = 2
UnitType3 = 2
UnitType4 = 2
UnitType5 = 2
UnitType6 = 1

I suppose that country A and country B have the both this block in their own const ini, with diferent parameters.
When a A unit enters of ZOC of a B unit, what const ini will be applied ? The const of A (country that move a unit in zoc of B country) or the const of B (country that "receive" the A unit in his zoc) ?


These questions could be resumed in theorical formulation as :

1°/ When 2 countries A an B have the same parameter block in their const ini, with different parameters, and when this blocks do mention of a attacker and a defender, what block will apply when A is attacker and B is defender ?

2/ When 2 countries A and B have the same parameter block in their const ini, with different parameters, and when this block do mention of a "objective element or situation" (without refering to a attacker or a defender) that concern in the same time 2 different countries , what block apply (exemple : effects of ZOC above)

Yout answer to these 2 questions is very important for me, because It will determine how I will be able (or not) to mod the game in the future to the direction I plane.


After reflexion, I suspect that the answser is something like that :

For the 1°/ : If a A unit attacks a B unit, the part of block A concerning the attacker apply for A, and the part of block B concerning the defender apply for B
For the 2°/ (pb of ZOC) : When a A unit enters in a ZOC of B unit, the block parameter to be applied is the block of "country that enters in the ennemy ZOC = block parameter of A is applied.

But no sure : is it right for the both 1° and 2°/, please ?


< Message edited by welk -- 4/22/2012 11:07:44 PM >

(in reply to welk)
Post #: 28
RE: Questions for Doom( basic modding guide in work) - 4/23/2012 8:17:32 AM   
welk

 

Posts: 468
Joined: 9/17/2006
From: France
Status: offline
Doom, any infos about questions, please ? (questions post #26,27 and 28 of this thread)

I have also a little pb with 2 const ini files, asked for check here, please:
http://www.matrixgames.com/forums/tm.asp?m=3073234&mpage=2?


< Message edited by welk -- 4/23/2012 8:20:07 AM >

(in reply to welk)
Post #: 29
RE: Questions for Doom( basic modding guide in work) - 4/23/2012 11:54:40 AM   
doomtrader


Posts: 5322
Joined: 7/22/2008
From: Poland
Status: offline
quote:

17°----------------------------
[RiseOfSocialUnrestAfterWarDeclaration]
CominternLeaderOnLeaderOfComintern = -1
CominternLeaderOnLeaderOfAxis = 20
CominternLeaderOnLeaderOfAllies = 50
CominternLeaderOnNeutralWithCommieOrProcommie
etc

Rise of social unrest for wich country ? country that have made Dow ? Country that have received
DoW ? The both countries?

in the country that declares the war

(in reply to welk)
Post #: 30
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