Page 3 of 3

Re: what, how and why mods

Posted: Sun Aug 24, 2014 12:45 am
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.

Re: what, how and why mods

Posted: Sun Aug 24, 2014 12:57 am
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.

Re: what, how and why mods

Posted: Wed Apr 15, 2015 10:44 pm
by aaron_rdmn
Hi,

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

Thx

Re: what, how and why mods

Posted: Thu Apr 16, 2015 6:00 am
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

Re: what, how and why mods

Posted: Sat Apr 18, 2015 5:56 pm
by aaron_rdmn
Thanks Enric

Re: what, how and why mods

Posted: Sun Nov 15, 2015 11:27 am
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:

Re: what, how and why mods

Posted: Sun Nov 15, 2015 3:11 pm
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.

Re: what, how and why mods

Posted: Sun Nov 15, 2015 4:24 pm
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

Re: what, how and why mods

Posted: Sun Nov 15, 2015 6:14 pm
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.

Re: what, how and why mods

Posted: Mon Nov 16, 2015 9:47 am
by rwm59
ok, thanks

Re: what, how and why mods

Posted: Wed Oct 09, 2019 7:01 am
by LesCM19
Enric, are your mods still available?

Re: what, how and why mods

Posted: Wed Oct 09, 2019 7:44 am
by LesCM19
Oops. Repeat post :roll: