what, how and why mods

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enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: what, how and why mods

Post by enric »

Hi Brummbar44

I just tried Road to wiltz and wire works as expected, either for German or Allied.
Have you read the document where is my wire defined?

"Infantry with at least 3 men may try to remove the wire. To do so it must begin the turn on the wire tile and don’t do any other action."

and

"It could be several wire objects in a single tile, infantry will try to remove all."

and

The removing calculation is made for each object barbed wire present in the tile.
!
Target value = APRating + Morale/100 + 1 if engineers - Men killed in the unit...


Infantry must be on the tile with the wire to remove it.
I can't guarantee the workability of my mods using different kind of objects.
Brummbar44
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 689
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Re: what, how and why mods

Post by Brummbar44 »

Thanks Enric!

...quick update...

Not sure if you intended this but I can move up to a wire with a vehicle and simply unload the loaded infantry onto the wire. From there, they can simply move off.
aaron_rdmn
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Thu Apr 09, 2015 11:58 pm

Re: what, how and why mods

Post by aaron_rdmn »

Hi,

Were can I find the mods listed in post #1??

Thx
enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: what, how and why mods

Post by enric »

aaron_rdmn wrote:Hi,

Were can I find the mods listed in post #1??

Thx
Mods are inside scenarios, look there and you can re-use them
viewtopic.php?f=105&t=41734#p392943
aaron_rdmn
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
Posts: 5
Joined: Thu Apr 09, 2015 11:58 pm

Re: what, how and why mods

Post by aaron_rdmn »

Thanks Enric
rwm59
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 86
Joined: Tue Feb 17, 2015 6:52 pm

Re: what, how and why mods

Post by rwm59 »

Thanks jcb
You can use anything, all I'm doing is open source.
I did not changed anything on the infantry behavior, the standard BA prevails.
Notice that the squad.csv file is not always the same, in each scenario it may change. And notice also, that many new features are created dynamically when the game starts, see INIT.BSF.[/quote]


Hi Henric, so I can't mod hard ol the cvs.files, isn't so? Ok :
But how I can see what .csv this cane modified. ?

ora, in a list ( even a xls file) which are the modding to do ( exactly) cvs by cvs..
Sorry for my boring question .. :oops: :oops: :oops:
enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: what, how and why mods

Post by enric »

Hi Henric, so I can't mod hard ol the cvs.files, isn't so? Ok :
But how I can see what .csv this cane modified. ?
ora, in a list ( even a xls file) which are the modding to do ( exactly) cvs by cvs..
I don't understand your questions, please try to be more specific.
rwm59
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 86
Joined: Tue Feb 17, 2015 6:52 pm

Re: what, how and why mods

Post by rwm59 »

Yea, apologize...
I believe which your mods are better then the original. (E.g. the fact which a tank can transport troops.)
So, I think, It would be nice make this mod for the major part of the campaign ( even institutional, not only made by modders).
But You wrote " Notice that the squad.csv file is not always the same, in each scenario it may change. And notice also, that many new features are created dynamically when the game starts, see INIT.BSF".
So, How I can identify the squad.csv that are good to be modified with your squad.cv ?
I believe , but this can be a mistake, which the modify you made on the squad.csv file, was on particular row-cells. ) if I use excel for read the .csv file... is this true ?

Hope now I explain me better...
thanks and sorry
Ric
enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: what, how and why mods

Post by enric »

It would be nice make this mod for the major part of the campaign ( even institutional, not only made by modders).
This is not as easy as you may think. You need to duplicate these campaigns and add the mods.... and then … the AI will not know how to deal with them.
How I can identify the squad.csv that are good to be modified with your squad.cv ?
In some scenarios there is an added SQUADS.CSV that includes the new or modified units.
In my late scenarios I always use a #REPLACE SQUADS.CSV (all units are there, modified or not).
the modify you made on the squad.csv file, was on particular row-cells. ) if I use excel for read the .csv file... is this true ?
I modified using an editor I created for this task. CSV files could be modified with Excel, or a text editor, true.

Finally, the mods are in most part based on script code, so the new or modified attributes are done dynamically.
rwm59
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 86
Joined: Tue Feb 17, 2015 6:52 pm

Re: what, how and why mods

Post by rwm59 »

ok, thanks
LesCM19
Lance Corporal - Panzer IA
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Re: what, how and why mods

Post by LesCM19 »

Enric, are your mods still available?
divide & conquer!!

Les
LesCM19
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Tue Dec 18, 2012 9:08 pm
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Re: what, how and why mods

Post by LesCM19 »

Oops. Repeat post :roll:
divide & conquer!!

Les
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