what, how and why mods
Moderators: Slitherine Core, BA Moderators
Re: what, how and why mods
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.
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.
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- 2nd Lieutenant - Panzer IVF/2
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Re: what, how and why mods
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.
...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.
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- Private First Class - Wehrmacht Inf
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Re: what, how and why mods
Hi,
Were can I find the mods listed in post #1??
Thx
Were can I find the mods listed in post #1??
Thx
Re: what, how and why mods
Mods are inside scenarios, look there and you can re-use themaaron_rdmn wrote:Hi,
Were can I find the mods listed in post #1??
Thx
viewtopic.php?f=105&t=41734#p392943
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- Private First Class - Wehrmacht Inf
- Posts: 5
- Joined: Thu Apr 09, 2015 11:58 pm
Re: what, how and why mods
Thanks Enric
Re: what, how and why mods
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 ..
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 ..
Re: what, how and why mods
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. ?
I don't understand your questions, please try to be more specific.ora, in a list ( even a xls file) which are the modding to do ( exactly) cvs by cvs..
Re: what, how and why mods
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
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
Re: what, how and why mods
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.It would be nice make this mod for the major part of the campaign ( even institutional, not only made by modders).
In some scenarios there is an added SQUADS.CSV that includes the new or modified units.How I can identify the squad.csv that are good to be modified with your squad.cv ?
In my late scenarios I always use a #REPLACE SQUADS.CSV (all units are there, modified or not).
I modified using an editor I created for this task. CSV files could be modified with Excel, or a text editor, true.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 ?
Finally, the mods are in most part based on script code, so the new or modified attributes are done dynamically.
Re: what, how and why mods
ok, thanks