First time modding - Naval war 39.

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Marcusgbg
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Joined: Wed Feb 13, 2019 2:18 am

First time modding - Naval war 39.

Post by Marcusgbg »

Just bought the game and changed some names in Scandinavia, and made Gothenburg a city and Malmö a town. It went well.

But, adding a harbour to Gothenburg was difficult. The machine became sad and complained about scripts that had to be updated. Eventually it worked, but I really don't know why, since I just did the same thing again, but with more saves.

In any case; some naval units are oversized, like the Swedish Raiders and Screen have strength 10, but normally 7 and 6 is max. Is this so on purpose, or should the strength be lowered?
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BillRunacre
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Re: First time modding - Naval war 39.

Post by BillRunacre »

Any changes to terrain on the map will require some scripts to be updated, and so selecting to Update them is best when saving.

With the Swedish raiders you mention, the maximum size of a unit can be set by going to:

Campaign -> Edit Country Data -> Edit Strength/Reinforce/Reformation Data


If you are interested in modding then I strongly recommend taking a look at Part 2 of the Manual on designing your own campaigns.
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Marcusgbg
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Joined: Wed Feb 13, 2019 2:18 am

Re: First time modding - Naval war 39.

Post by Marcusgbg »

Thanks, yeah I found that option and switched to standard size for the minor countries. I also changed starting unit strengths for all Raiders, Recons and Screens, and in the production queues, so Prinz Eugen and UK screens were reduced to 7 and 6.

The editor works well.

Btw, is there a way to write a script for mobilisations the turn after an attack. For example, Norway would have had a much better defence, had they mobilised, so I am thinking that it would be nice if one could add troops after an attacker's turn to some places that have not been occupied.

It is a fun game, and the concept of being able to deselect, reselect and move again is very nice.
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BillRunacre
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Re: First time modding - Naval war 39.

Post by BillRunacre »

Marcusgbg wrote: Fri Dec 22, 2023 12:20 pm Thanks, yeah I found that option and switched to standard size for the minor countries. I also changed starting unit strengths for all Raiders, Recons and Screens, and in the production queues, so Prinz Eugen and UK screens were reduced to 7 and 6.

The editor works well.

Btw, is there a way to write a script for mobilisations the turn after an attack. For example, Norway would have had a much better defence, had they mobilised, so I am thinking that it would be nice if one could add troops after an attacker's turn to some places that have not been occupied.

It is a fun game, and the concept of being able to deselect, reselect and move again is very nice.
Yes, if I am understanding correctly:

A Mobilization_4 script can be set to fire if Norway is declared war on by (say) the Axis.

This can be used, in the same way as a Decision script can, to trigger events, e.g. Unit scripts.

However, to represent the delay, you will want to set the Display Turn to be on the Allied side.

; #DISPLAY_TURN= On what turn do we display this event?
; Values [0, 2]; Any= 0; Axis Turn= 1; Allied Turn= 2

You will have to repeat this process if you want similar events to happen should the Allies attack Norway.
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Marcusgbg
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Joined: Wed Feb 13, 2019 2:18 am

Re: First time modding - Naval war 39.

Post by Marcusgbg »

Denk jö :)
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