Matrix Games Forums

To End All Wars: Video, AAR and Interview!Ageod's To End All Wars: Video, AAR and Interview!To End All Wars: Artillery Battle Academy 2: Eastern Front - End of Early Access Space Program Manager unveils its multiplayer modes Another update for Commander: The Great War!Distant Worlds: Universe gets a new updateDeal of the Week: Eagle Day to Bombing the Reich Advanced Tactics Gold is coming to SteamMatrix Games now speaks German!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Mods

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Mods Page: [1]
Login
Message << Older Topic   Newer Topic >>
Mods - 10/4/2012 3:51:57 PM   
Edfactor


Posts: 98
Joined: 6/13/2008
From: Dallas
Status: offline
Will it be possible for the community to build mods for this game? I am thinking about an alternate weather chart and alternate Oil rules.
Post #: 1
RE: Mods - 10/4/2012 6:12:45 PM   
Shannon V. OKeets

 

Posts: 18245
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: online
quote:

ORIGINAL: Edfactor

Will it be possible for the community to build mods for this game? I am thinking about an alternate weather chart and alternate Oil rules.

Not really. There are a lot of optional rules (80) and you can edit the numbers on the units, even adding new units if you like. But beyond that not much is purely data driven.

For instance, the cost in range for an air unit to enter/leave a sea area section box is hard-coded. The probabilities for US Entry Actions/Options drawing a chit are also hard coded. All the combat tables are too.

My job is to transfer WIF to the computer (MWIF), which is a big enough task in and of itself. Creating a WIF modification kit was never part of my contract. Where it was trivial to make something available to the players to make changes, I did make some things available. But the rules and the code are tightly interwoven, primarily because the rules are so interconnected.

If all you have in mind is changing the oil cost to reorganize a unit, then that could be done by editing the unit data files. But it would have to be no finer than in 10ths.

Sorry, but the weather table is hard coded.


< Message edited by Shannon V. OKeets -- 10/4/2012 6:18:53 PM >


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Edfactor)
Post #: 2
RE: Mods - 10/4/2012 6:22:22 PM   
Shannon V. OKeets

 

Posts: 18245
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: online
Here are the unit data file descriptions:
		11.2.3  Unit Data Files
	There are four data files in the subdirectory Data\Unit Data that contain all the information on the units.   They are:
•	Standard Units AIR.CSV - air units
•	Standard Units LND.CSV - land units
•	Standard Units NAV.CSV - naval units
•	Standard Units SPC.CSV - special units
•	Standard Units LDR.CSV - leader units (not used in MWIF product 1)

	Also in this subdirectory are the unit write-ups: MWIF Air.txt, MWIF Land.txt, and MWIF Naval.txt.  The unit ID numbers cross reference the unit data file entries with the unit write-ups and the unit bitmaps.

			11.2.3.1 Air unit data
	All the unit data has the same 6 data fields to start:
•	Unit ID #
•	Unit type code (see section 11.2.3.5)
•	Country ID # (see section 11.2.2.5)
•	Unit name (may be blank)
•	Abbreviated name (may be blank)
•	Year built

	Air units have the additional 26 data fields:
•	Not built at start flag: -1 => placed in force pool when country enters the war, 0 => placed on the map
•	Air-to-air factor/strength
•	Air-to-sea factor/strength
•	Air-to-sea code: 0 => normal, 1 => pink, 2 => red (for ASW units only)
•	Tactical factor/strength
•	Strategic factor/strength
•	Range

•	Air transport code: 0 => no ATR ability, 1 => no paradrop ability, 2 => normal ATR, 3 => large ATR with no paradrop ability, 4 => large ATR with paradrop ability
•	Attack capability flag: -1 => air unit can only defend, 0 => air unit can both attack and defend
•	Intercept capability flag: -1 => can not be intercepted (e.g., A-bomb, V-2 and V-3), 0 => can be intercepted
•	Extended capability flag: -1 => yes, 0 => no
•	Twin engine flag: -1 => yes, 0 => no
•	Night capability flag: -1 => yes, 0 => no
•	Tank buster flag: -1 => yes, 0 => no
•	Flying boat flag: -1 => yes, 0 => no
•	Flying bomb code: 0 => not a flying bomb, 1 => black-skulled air unit, 2 => white-skulled air unit
•	Ohka capability flag: -1 => yes, 0 => no
•	Land movement points (only for V-2 units)
•	Current carrier air unit class
•	Class change count
•	Class year 2
•	Year 2 carrier air unit class
•	Class year 3
•	Year 3 carrier air unit class
•	Cost to build
•	Lend leased aircraft source country ID

			11.2.3.2 Land unit data
	See section 11.2.3.1 for the first 6 data fields.  Land units have the additional 11 data fields:
•	Division sized unit flag: 1 => division, 0 => corps/army
•	Combat factor/strength
•	Movement points
•	Reorganization capability (HQ units only)
•	Elite unit flag: 1 => yes, 0 => no
•	Heavy unit flag: 1 => yes, 0 => no
•	Anti-tank code: 0 => not an anti-tank unit, 1 => pink (defense only), 2 => red (both attack and defense)
•	Reserve land unit code: 0 => not a reserve unit, 1 => basic reserve, 2 => city reserve, 3 => war reserve, 4 => city based volunteer, 5 => guards banner army, 6 => divisions
•	City column and row: used by reserve units assigned to specific cities, city based volunteers, and warlords.
•	Reserve unit’s activation country ID #: see section 11.2.2.5.

			11.2.3.3 Naval unit data
	See section 11.2.3.1 for the first 6 data fields.  Naval units have the additional 24 data fields:
•	Not built at start flag: -1 => placed in force pool when country enters the war, 0 => placed on the map
•	Attack factor/strength
•	Attack code: 0 => normal, 1 => pink, 2 => red (ASW units only)
•	Defensive factor/rating
•	Movement points
•	Movement range
•	Anti-air factor/strength
•	Bombardment factor/strength
•	Air capacity (carriers only)
•	Air class (same as air capacity)
•	Submarine code: 0 => normal, 1 => Milchcow, 2 =>supply, 3 => schnorkel, 4 => Walther, 5 => flying sub
•	Convoy points: always zero
•	Naval supply unit value: how much the unit increases the capacity of a minor port when active
•	Supply active flag: always zero
•	Time to build
•	In 1st cycle of build flag: 1 => starts 1939 scenarios in first cycle, 0 => reverse of being equal to 1
•	Cost to build for 2nd cycle
•	Override default build time flag: -1 => yes (e.g., Essex class carriers), 0 => no
•	Replacement exists flag: -1 => yes, 0 => no
•	Unit damaged flag: -1 => starts 1939 scenarios damaged, 0 => reverse of being equal to -1
•	Unit sunk flag: -1 => ship has a sunk date, 0 => historically the ship was not sunk during the war
•	Day sunk
•	Month sunk
•	Year sunk

			11.2.3.4 Special unit data
	See section 11.2.3.1 for the first 6 data fields.  Special units have 3 additional data fields:
•	Cost to build (synthetic oil units only),
•	Column and row for synthetic oil plants that can be placed in only one hex.

			11.2.3.5 Unit type codes
Land units: codes 0 to 38
0	Infantry, 
1-5	Cavalry, Paratroop, Air Landing, Air Cav, Marine, 
6-10	Mountain, Ski, Engineer, Motorized Engineer, Marine Engineer, 
11-15	Infantry HQ, Armor HQ, Partisan HQ, Militia, Partisan, 
16-20	Warlord, City Based Volunteer (not used), Territorial, Garrison, Motorized, 
21-25	Mechanized, Armor, Armored Marine, Armored Paratroop, Artillery, 
26-30	Motorized Artillery, Rocket, Railway Gun, Self-propelled, Tank Destroyer, 
31-35	Anti-tank, Motorized Anti-tank, Light Anti-Air, Motorized Light Anti-air, Heavy Anti-air, 
36-38	Motorized Heavy Anti-air, Supply, Leader.

Naval units: codes 39 to 53
39-40	Carrier, Light Carrier, 
41-45	Battleship, Cruiser, Light Cruiser, Auxiliary Cruiser, ASW Escort, 
46-50	ASW Carrier, Amphibious, Naval Transport, Naval Supply, Liner, 
51-53	Convoy, Submarine, Frogmen,

Air units: codes 54 to 60
54-55	Fighter, Carrier Air, 
56-60	Naval Air, Land Air, Air Transport, V-Weapon, A-Bomb,

Special units: codes 61 to 71 
61-65	Synthetic Oil, Pilot, Factory, Fort, Available1(not used), 
66-70	Available2 (not used), Offensive, Oil Repair, Oil Resources, Build Points, 
71	None (placeholder)




_____________________________

Steve

Perfection is an elusive goal.

(in reply to Shannon V. OKeets)
Post #: 3
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> World in Flames >> Mods Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.063