(Unofficial) Modding Guide

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GuyFawcett
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(Unofficial) Modding Guide

Post by GuyFawcett »

Hi

I've started putting together a guide cobbled together from the manual, posts and my own discoveries.
ScenarioDesign.zip
Added STUB engine reference
(86.53 KiB) Downloaded 3762 times
If any body has more info to share I will keep updating.
Last edited by GuyFawcett on Sat Nov 08, 2014 2:52 pm, edited 1 time in total.
'He either fears his fate too much,
or his desserts are small,
who dares not put it to the touch,
to win or lose it all.'

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LordValentai
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Re: Modding Guide

Post by LordValentai »

That's a great compilation of things so far! Nicely done.
Adebar
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Re: Modding Guide

Post by Adebar »

Thank you very much! Great initiative; I think this manual will be essential for all scenario makers and modders.
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rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

Thanks GuyFawcett.

I have stickied this thread.

Note, however, that the link to the STUB engine documentation (the most important bit of documentation for modders)

Code: Select all

http://www.slitherinebravo.net/GameWiki/doku.php?id=stub_engine
is not shown in full in the .pdf
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GuyFawcett
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Re: (Unofficial) Modding Guide

Post by GuyFawcett »

New file has Stub engine reference
'He either fears his fate too much,
or his desserts are small,
who dares not put it to the touch,
to win or lose it all.'

Montrose's toast
jomni
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Re: (Unofficial) Modding Guide

Post by jomni »

Can you explain the purchase point calculation in your guide?
rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

jomni wrote:Can you explain the purchase point calculation in your guide?
I should note that the points costs are actually based on the UnitSize attrib divided by 100, not on the TotalMen attrib divided by 100. (Except for light foot and light horse, where they are based on the UnitSize attrib divided by 66.66666).
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jomni
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Re: (Unofficial) Modding Guide

Post by jomni »

rbodleyscott wrote:
jomni wrote:Can you explain the purchase point calculation in your guide?
I should note that the points costs are actually based on the UnitSize attrib divided by 100, not on the TotalMen attrib divided by 100. (Except for light foot and light horse, where they are based on the UnitSize attrib divided by 66.66666).
Would you happen to have a numerical example?
rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

jomni wrote:
rbodleyscott wrote:
jomni wrote:Can you explain the purchase point calculation in your guide?
I should note that the points costs are actually based on the UnitSize attrib divided by 100, not on the TotalMen attrib divided by 100. (Except for light foot and light horse, where they are based on the UnitSize attrib divided by 66.66666).
Would you happen to have a numerical example?
The chart in GuyFawcett's guide represents his reverse engineered analysis of the squads file rather than the actual points system used to cost the units in the game. I cannot therefore explain how to use his chart, although it does appear to be a good rule of thumb. However, you should use the UnitSize attrib as the basis of the calculation rather than TotalMen. This may or may work correctly unless GuyFawcett adjusts the values in his chart taking this into account.

The points used in the game are loosely based on the FOGR points system, with adjustments where the slightly different rules in Pike & Shot make those (in our judgement) invalid. UnitSize/100 (NOT TotalMen/100) represents the number of FOGR elements in the unit, except in the case of light foot and light horse where UnitSize/50 represents the number of FOGR elements in the unit. (Because basically FOGR treats light foot and light horse elements as if they had half as many men as other types). However light troops have various advantages that make them worth more than the size of the unit would suggest, so are costed as if 1.5 times the UnitSize that they actually are.

I am sorry if this is confusing, but of course you don't have to stick to the points system used in development for your own units, you can adjust them relative to the other units to cost whatever you think they are actually worth in the game - compared with the points cost of existing units (which you may also wish to adjust).
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rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

Also with regard to Experience and Elan. the rule of thumb is

Civilians 0
Raw 50
Regulars 100
Veterans 200
Ultimate Elite 300

though there are many shades in between - and the experience and elan are not, of course, always equal.

Troop Quality is the average of the Experience and Elan.

The way the game reports Quality partly depends on whether the Experience and Elan are equal:

If quality is in the range 0-40 then if Elan is less than Experience the game reports "Demoralised", otherwise "Untrained".

If quality is in the range 41-60 then if Elan is less than Experience the game reports "Disheartened", otherwise "Raw".

If quality is in the range 61-90 the game reports "Below Average".

If quality is in the range 91-110 the game reports "Average".

If quality is in the range 111-159 the game reports "Above Average."

If quality is in the range 160-210 the game reports "Superior".

If quality is in the range 211-249 the game reports "Highly Superior".

If quality is in the range 250-300 the game reports "Elite".
Richard Bodley Scott

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nikdav
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Re: (Unofficial) Modding Guide

Post by nikdav »

Very interesting, Richard...........the editor deep is impressive !
LordValentai
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Re: (Unofficial) Modding Guide

Post by LordValentai »

Richard,

What is the difference between experience and elan in the game? Does one control rallying, the other combat benefits?

Thanks
rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

LordValentai wrote:What is the difference between experience and elan in the game? Does one control rallying, the other combat benefits?
Nothing really, except a way to define units in a logical fashion. The program only uses Quality, which is the average of Experience and Elan.
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GuyFawcett
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Re: (Unofficial) Modding Guide

Post by GuyFawcett »

Richard

Is it possible to show us what the actual point determining values are so that I could Replace mine in the document?

Guy
'He either fears his fate too much,
or his desserts are small,
who dares not put it to the touch,
to win or lose it all.'

Montrose's toast
jomni
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Re: (Unofficial) Modding Guide

Post by jomni »

Does experience go up to 300 like Elan?
Also is exact numerical quality used?
Does the game consider 175 and 200 rating differently (both within the superior band)?
rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

jomni wrote:Does experience go up to 300 like Elan?


Yes
Does the game consider 175 and 200 rating differently (both within the superior band)?
Yes, it is continuous. That is why we did it in 100s, to allow fine gradations. Same with armour and POAs.
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parmenio
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Re: (Unofficial) Modding Guide

Post by parmenio »

I've just been looking through the Scenario Design PDF and I came across this entry:
2.2 Unit Facing Indicator
The grey indicator is a compromise between visibility and messing up the period look.
To change the colour of the unit facing indicator change the colour code string in line 198 of Callbacks.bsf in
/PikeandShot/Data/Battle/Scripts

ShowFacingIndicator(x, y, facing, "7Fa6a6a6");
I'd been looking to change this myself and I ended up editing the "facing" DDS files in the following folder:

C:\Program Files (x86)\Steam\SteamApps\common\Pike & Shot\Data\UI\Textures\Battle

What's the relationship between the two as visually I can partially see my changes and I've done nothing to the Callbacks script file?

(when I say "partially", the colour chosen has obviously been affected something not of my making)

Thanks In Anticipation.
rbodleyscott
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Re: (Unofficial) Modding Guide

Post by rbodleyscott »

parmenio wrote:I've just been looking through the Scenario Design PDF and I came across this entry:
2.2 Unit Facing Indicator
The grey indicator is a compromise between visibility and messing up the period look.
To change the colour of the unit facing indicator change the colour code string in line 198 of Callbacks.bsf in
/PikeandShot/Data/Battle/Scripts

ShowFacingIndicator(x, y, facing, "7Fa6a6a6");
I'd been looking to change this myself and I ended up editing the "facing" DDS files in the following folder:

C:\Program Files (x86)\Steam\SteamApps\common\Pike & Shot\Data\UI\Textures\Battle

What's the relationship between the two as visually I can partially see my changes and I've done nothing to the Callbacks script file?

(when I say "partially", the colour chosen has obviously been affected something not of my making)

Thanks In Anticipation.
The .DDS is the texture, but the script recolours it. If what you want to do is change the colour, you need to change the script.
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parmenio
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Re: (Unofficial) Modding Guide

Post by parmenio »

rbodleyscottp wrote:The .DDS is the texture, but the script recolours it. If what you want to do is change the colour, you need to change the script.
Thanks for that I'll give that a go.
M4RT14L
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Re: (Unofficial) Modding Guide

Post by M4RT14L »

Very useful, thanks a lot!!
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