Unit availability per scenario

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nexusno2000
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Unit availability per scenario

Post by nexusno2000 »

Has anyone figured out Unit availability per scenario?

I've found some availability files, but not how to link their contents to specific scenarios.

I also can't find anything in the editor?

Anyone?
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Aekar
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Re: Unit availability per scenario

Post by Aekar »

Do you refer to:
a) the number of core slots?
b) a number if times you could take a specific unit?
c) the fact that you can unlock or not a unit?
d) the fact that you can access a unit in an independent scenario?
nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

Act 2 = avail7.whdat
Act 3 = avail8.whdat

So I guess avail1-6 is linked to various tutorial/act 1 scenarios.
But what about 6M and 7M?

And I haven't found the ref inside the scenario files that point to a specific avail file.
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Joubarbe
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Re: Unit availability per scenario

Post by Joubarbe »

Yep, that's still a mystery. How to select which units the player will be able to buy in which scenarios (custom ones, in our case), and how to manage the unit upgrading system (I suppose both questions are linked).

I thought it will be in the buggy "Options" screen, in the editor, but this menu has been removed in the 1.02.

Devs... We need YOU ! :)
nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

I'm wondering how it's possible to ship a game with an editor that doesn't let you...edit...basic stuff like that. Or without a useful manual. Oh well.

There seems to be an unimplemented 'unlock' system within the avail files. Perhaps its glory-based? (glory, as in that score which isn't used for anything)

Patches are all well and nice, but the game feels less than 95% complete ATM. Mod support even less so.
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Joubarbe
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Re: Unit availability per scenario

Post by Joubarbe »

I'm pretty sure it has nothing to do with Glory. The files you mentioned are directly linked to the scenarios they concern. The problem is we cannot link our own scenarios to one of this file, or a file with the same template.
nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

Avail1 = 1st tutorial mission
Avail2 = 2nd tutorial mission
Avail3 = 3rd tutorial mission
Avail4 = 4th tutorial mission
Avail5 = 5th tutorial mission
Avail6 = Act 1
Avail7 = Act 2
Avail8 = Act 3

6M and 7M = Haven't figured out yet.
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nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

Joubarbe wrote:I'm pretty sure it has nothing to do with Glory. The files you mentioned are directly linked to the scenarios they concern. The problem is we cannot link our own scenarios to one of this file, or a file with the same template.
I've figured out a way, I think. Haven't tested though, so bear with me.

The avail file reference is in plaintext within the scenario whscn file.

For CampScen1A.whscn its avail6.whdat for example.

I'll try replacing it with 8 and see if I can start Act 1 with titans :D
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nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

No such luck.

Didn't work.
Green Knight
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Aekar
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Re: Unit availability per scenario

Post by Aekar »

Scenarios are tied to the availMP and availMPlimit files.
nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

Campaign scenario 11 and 12 used avail6M.
Campaign scenario 17 used avail7M. It has mostly upgraded super heavies and titans in addition.
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Kerensky
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Re: Unit availability per scenario

Post by Kerensky »

There is currently no easy way to attach which avail files go with which scenario. It's something we hope to better support in the future, sorry for the inconvenience! :(

Ideally, it would end up as a field somewhere in scenario parameters, but I can't promise anything.
Upgrayedd
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Re: Unit availability per scenario

Post by Upgrayedd »

Workaround: Copy the old stuff from the previous availX.whdat into the new availX.whdat and add the units you want to have for the actual scenario. The numbers for each unit can be found in the unittypes.whdat (the first digits in each line). You can determin the actual availX.whdat by looking into the CampScenXX.whscn (search for "avail").

There should be 1-2 new units per scenario instead of nothing, nothing, nothing, nothing, 10 superheavy tanks!
nexusno2000
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Re: Unit availability per scenario

Post by nexusno2000 »

Forgot to add this: using a hex editor it was fairly easy to overwrite the avail filename within the scenario files. A bit inelegant, but it works.
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Vulture2k
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Re: Unit availability per scenario

Post by Vulture2k »

hello,

new here.. just a quick question.. i see how it is done with the unit availabilty.. i could modify the first mission of the campaign easily to allow to use later imperial guard units for example..

BUT .. how do i change faction availabilty? i'd love to have a campaign for myself where i can play with whatever faction i want, even if the balancing is off then.

cant find any hint on where the available factions you can buy are shown.

edit: managed to change factions iwth the scenario editor, but then the campaign suddenly ends after the scenario :/
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