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Tutorial on modding Barbarossa TOE's

 
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Tutorial on modding Barbarossa TOE's - 11/30/2015 7:55:39 AM   
Vic


Posts: 7163
Joined: 5/17/2004
Status: online
Hi all,

Cameron made an excellent tutorial on how to mod the TOEs of the units in Barbarossa.

Its posted as the first tutorial on the official "Barbarossa Modding Page":

http://www.vrdesigns.nl/?page_id=1198

best wishes,
Vic

< Message edited by Vic -- 11/30/2015 8:56:07 AM >


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RE: Tutorial on modding Barbarossa TOE's - 11/30/2015 8:19:58 AM   
zakblood


Posts: 22467
Joined: 10/4/2012
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thanks, always nice to have a god read to know what your doing

(in reply to Vic)
Post #: 2
RE: Tutorial on modding Barbarossa TOE's - 11/30/2015 5:34:28 PM   
rickier65

 

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Just watched this vid on Editing the TOE. Looks fairly straight forward. Is there a limit on the number of Templates that can be created?

Thanks
rick

(in reply to zakblood)
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RE: Tutorial on modding Barbarossa TOE's - 11/30/2015 9:08:59 PM   
lancer

 

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Hi Rick,

Vic might have to answer that one but for practical purposes probably not.

If you were intending on making major changes I'd plan it all out on paper before you reach for the editor.

Cheers,
Cameron

< Message edited by lancer -- 11/30/2015 10:09:34 PM >

(in reply to rickier65)
Post #: 4
RE: Tutorial on modding Barbarossa TOE's - 12/2/2015 9:09:21 PM   
amatteucci

 

Posts: 373
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From: ITALY
Status: offline
Thank you for taking the time to make a detailed tutorial video.

If I'm not mistaken there's no way to let a given unit start the game with less than its full TOE, that is as if it already sustained "casualties". Isn't it?

(in reply to lancer)
Post #: 5
RE: Tutorial on modding Barbarossa TOE's - 12/2/2015 9:53:04 PM   
elmo3

 

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Why not just create a "depleted" template and then use that for units you want to start under strength?

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(in reply to amatteucci)
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RE: Tutorial on modding Barbarossa TOE's - 12/2/2015 11:48:20 PM   
lancer

 

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Hi amatteucci,

Elmo's suggestion is a good one but the unit would receive replacements only up to the level of it's TO&E which would be less than normal in this case.

Another option would be to start with the normal TO&E but flip the replacements toggle (unit display, bottom, immediately to the right of the unit numbers and icons) to a low level of, say 25%, which will ensure that once it takes casualties it'll receive very few replacements.

Starting depleted from a full TO&E would require it to be coded.

Cheers,
Cameron


(in reply to elmo3)
Post #: 7
RE: Tutorial on modding Barbarossa TOE's - 12/3/2015 8:50:24 PM   
amatteucci

 

Posts: 373
Joined: 5/14/2000
From: ITALY
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Yes, I thought about creating a template for each unit, as elmo3 suggested, but hoped that there could be a simpler way to do it.

Anyway, thank you all for your prompt suggestions.

(in reply to lancer)
Post #: 8
RE: Tutorial on modding Barbarossa TOE's - 12/4/2015 4:30:05 AM   
governato

 

Posts: 886
Joined: 5/6/2011
From: Seattle, WA
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quote:

ORIGINAL: lancer

Hi amatteucci,

Elmo's suggestion is a good one but the unit would receive replacements only up to the level of it's TO&E which would be less than normal in this case.

Another option would be to start with the normal TO&E but flip the replacements toggle (unit display, bottom, immediately to the right of the unit numbers and icons) to a low level of, say 25%, which will ensure that once it takes casualties it'll receive very few replacements.

Starting depleted from a full TO&E would require it to be coded.

Cheers,
Cameron




so if I understand it would not be possible to add a slot for equipment that slowly becomes available later on during the scenario, like a higher caliber AT gun for the infantry or tanks with log barreled guns for the Panzers..:(

Phasing in and out equipment is a great feature of the old/venerable TOAW editor. It'd be nice to have something similar in DC:B as well.

Q: maybe the advanced editor allows events for withdrawing a division and returning it refitted with a different TOE?

(in reply to lancer)
Post #: 9
RE: Tutorial on modding Barbarossa TOE's - 12/5/2015 8:37:09 AM   
lancer

 

Posts: 2956
Joined: 10/18/2005
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Hi governato,

What you're talking about is taken care of by the Replacement system.

That's something that's pretty easy to mod and can be done through the simple editor.

You'll need a heads up but I can add it in when I do the next modding video.

Cheers,
Cameron

(in reply to governato)
Post #: 10
RE: Tutorial on modding Barbarossa TOE's - 12/5/2015 8:47:19 AM   
governato

 

Posts: 886
Joined: 5/6/2011
From: Seattle, WA
Status: offline

quote:

ORIGINAL: lancer

Hi governato,

What you're talking about is taken care of by the Replacement system.

That's something that's pretty easy to mod and can be done through the simple editor.

You'll need a heads up but I can add it in when I do the next modding video.

Cheers,
Cameron


Oh neat. Looking forward to the video. Supporting the DC:B editor is really a smart move from the developers. A similar choice definitely made TOAW a long lasting (if niche perhaps) game.

(in reply to lancer)
Post #: 11
RE: Tutorial on modding Barbarossa TOE's - 12/6/2015 8:08:44 PM   
amatteucci

 

Posts: 373
Joined: 5/14/2000
From: ITALY
Status: offline

quote:

ORIGINAL: lancer
What you're talking about is taken care of by the Replacement system.

That's something that's pretty easy to mod and can be done through the simple editor.

You'll need a heads up but I can add it in when I do the next modding video.

That sounds interesting. Maybe there's a way to implement the mods I was thinking about using this feature.
I'm looking forward to this video, too.

Thanks for spending your time explaining the inner workings of the game engine/data (and how to mod them).

(in reply to lancer)
Post #: 12
RE: Tutorial on modding Barbarossa TOE's - 2/2/2016 8:57:20 PM   
RandomAttack


Posts: 235
Joined: 7/23/2009
From: Arizona
Status: offline
Is the "base morale" something that can be edited in the simple editor? I see where you can change morale & effectiveness for individual unit types in the unit composition part...

edit: Never mind-- found it!

edit: BTW, thank you for the excellent modding tutorial! One of the best I've ever seen at simplifying a fairly complex process.


< Message edited by RandomAttack -- 2/4/2016 2:30:40 PM >

(in reply to amatteucci)
Post #: 13
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