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Modability? - 5/9/2019 11:08:31 AM   
76mm


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Not sure if that's a word, but wanted to check on the scope of this game's "modability"...

This game looks very good so far, but I have a few questions:

1) Can hex and time scales be modified? If so, what are allowed values (ie, 2 km per hex, 6 hours per turn?)?

2) Presumably a full map editor will be included?

3) Will there be scripting or some kind of "event engine"?

4) Will there be any way to edit save game files and/or import/export game data (necessary for allowing use as a strategic layer in for other games).

5) Will generals be assigned to units (counters), or to formations (groups of units)?

Thanks, will be following this one closely!
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RE: Modability? - 5/9/2019 1:00:04 PM   
fuzzypup


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#1 The engine is made specifically for WW2. So you can make a much smaller scenario or larger.

#2 Yes and it's a full editor not just for the map

#3 There is scripting for events and A.I. but this is a pure wargame so it won't have events like Decisive Campaigns Barbarossa.

#4 You can edit campaign data and change most anything within data. Editing saved games opens it up to cheating.

#5 Generals are assinged to HQs. They have 3 attributes. Combat (how well they fight), Mobility (how well they force a retreat), and Tenacity (How aggressive they are and how well they resist retreats).

_____________________________

Designer of the follow Strategic Command 2 products
- Brute Force
- Assault on Communism
- Assault on Democracy

Programmer and Designer of
- WarPlan

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RE: Modability? - 5/9/2019 3:01:34 PM   
ajarnlance

 

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quote:

ORIGINAL: fuzzypup


#5 Generals are assinged to HQs. They have 3 attributes. Combat (how well they fight), Mobility (how well they force a retreat), and Tenacity (How aggressive they are and how well they resist retreats).


By 'how well they force a retreat' I assume that you also mean 'how easily they can breakthrough enemy lines'. Will the game incorporate the significant military doctrines that made the various protagonists so unique e.g. the German war of maneuver?

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"Resistance is futile" Locutus of Borg (aka Picard).

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Post #: 3
RE: Modability? - 5/9/2019 3:48:35 PM   
fuzzypup


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There are no specitic doctrine trees like other games. Technology, or advancements, is kept fairly simple. Advancements include technology and doctrine. There are 17 different advancements if I remember. Some units have 2 others 4. Players choose where to invest.

So for example bombers have 4 advancements and there are 3 different types of bomber groups.
- Close Support
- Strategic Bombing
- Naval Air Training
- Sonar & Electronics



_____________________________

Designer of the follow Strategic Command 2 products
- Brute Force
- Assault on Communism
- Assault on Democracy

Programmer and Designer of
- WarPlan

(in reply to ajarnlance)
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RE: Modability? - 5/11/2019 8:03:22 AM   
Simulacra53

 

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What about art files, how easily can you access and change GUI, map and counter art?

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RE: Modability? - 5/11/2019 1:37:35 PM   
fuzzypup


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WarPlan is built on Unity Engine which sadly packages the graphics within the game and doesn't allow sharing.

I created code to allow imports into the game to change map elements and counters.

So maps and counters will be able to be modded and changed.

_____________________________

Designer of the follow Strategic Command 2 products
- Brute Force
- Assault on Communism
- Assault on Democracy

Programmer and Designer of
- WarPlan

(in reply to Simulacra53)
Post #: 6
RE: Modability? - 5/11/2019 10:07:08 PM   
Simulacra53

 

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quote:

ORIGINAL: fuzzypup

WarPlan is built on Unity Engine which sadly packages the graphics within the game and doesn't allow sharing.

I created code to allow imports into the game to change map elements and counters.

So maps and counters will be able to be modded and changed.


Surprised you are using Unity, generally not mod friendly.

But glad to know you took extra steps to still support map and counter modding!
It increases the fan base as people are able to tweak the visuals to their own liking, which only benefits the core game experience.

Good mods have been the decisive reason for me to buy many games, especially wargames.

Thanks for answering my question.

(in reply to fuzzypup)
Post #: 7
RE: Modability? - 5/12/2019 12:28:22 AM   
fuzzypup


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I think modding is very important to games.

I use Unity because it gives me an engine to do any kind of game on any platform.

_____________________________

Designer of the follow Strategic Command 2 products
- Brute Force
- Assault on Communism
- Assault on Democracy

Programmer and Designer of
- WarPlan

(in reply to Simulacra53)
Post #: 8
RE: Modability? - 5/15/2019 12:51:16 PM   
welk

 

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quote:

I think modding is very important to games.


Me too

I have already some little graphic projects with this game : I love to begin new modding work

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Post #: 9
RE: Modability? - 5/15/2019 5:32:18 PM   
Simulacra53

 

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quote:

ORIGINAL: welk


quote:

I think modding is very important to games.


Me too

I have already some little graphic projects with this game : I love to begin new modding work


That’s really good news.

(in reply to welk)
Post #: 10
RE: Modability? - 5/16/2019 3:55:53 AM   
rtoolooze


Posts: 106
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From: St.Louis Mo.
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Yes, real good news! Really starting to look forward to this!!!

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