Forgotten Units Mod and stuff...

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terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Mon Feb 25, 2019 7:44 pm

My Unit Editor Tool we be compatible with any mod.

Example with my Forgotten Units(2.01) :

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PS: just add the mini-images to a folder

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Tue Feb 26, 2019 6:51 pm

Whatsnew :
- submenu for factions
- unit name without the "_" character
- more stats

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terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Feb 27, 2019 1:16 pm

How to add more CP and RP in a Endsieg Scenario "out of the campaign" :?:

Example with the first Endsieg scenario 001_Donbass, add 100 Naval CP to the Germany Faction in the scenario mode "out of the campaign" :

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Last edited by terminator on Wed Feb 27, 2019 1:31 pm, edited 1 time in total.

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Wed Feb 27, 2019 1:27 pm

terminator wrote:
Wed Feb 27, 2019 1:16 pm
How to add more CP and RP in a Endsieg Scenario "out of the campaign" :
Example with the first Endsieg scenario 001_Donbass, add 100 Naval CP to the Germany Faction in the scenario mode "out of the campaign" :

Scenario 001_Donbass (outside of Endsieg Campaign) :

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Scenario 001_Donbass (inside of the Endsieg Campaign) :

Screenshot 170.jpg
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PS: same scenario (I have replaced the original scenario of the campaign with the one modified)

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Fri Mar 01, 2019 7:13 pm

The Unit Editor Tool :

Whatsnew :
- correction of bugs
- addition of the factions and units traits (only read not editable right now) :

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GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Sat Mar 02, 2019 2:32 pm

terminator wrote:
Fri Mar 01, 2019 7:13 pm
The Unit Editor Tool :
UI's looking good. Something like this tool was missing in OoB all along.

Personally, I'd suggest to change the RP icon, looks like a pile of spheres to me, some molecule model... :lol: ...sorry... :wink:

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 02, 2019 5:43 pm

GabeKnight wrote:
Sat Mar 02, 2019 2:32 pm
terminator wrote:
Fri Mar 01, 2019 7:13 pm
The Unit Editor Tool :
UI's looking good. Something like this tool was missing in OoB all along.

Personally, I'd suggest to change the RP icon, looks like a pile of spheres to me, some molecule model... :lol: ...sorry... :wink:
In the next version... if you have a proposal, it would be welcome :wink:
Last edited by terminator on Sat Mar 02, 2019 5:52 pm, edited 3 times in total.

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 02, 2019 5:47 pm

The Unit Editor Tool (1.00) :

1.Place the folder anywhere and run the exe file (virus free) :

Capture d’écran (132).jpg
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2.Open an units.csv file :
I have placed an official 7.1.6 file to test. It is easier to leave the units.csv file in the program folder to find it more easily.

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terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 02, 2019 5:50 pm

4.Search for the units that interest you, we only have one filter for Faction, one for Category and one for Class...

For each unit modification you need to save (Unit...) and at the end save the new file (File...)

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:arrow: The link : http://www.mediafire.com/file/00f1alesr ... 9.zip/file

GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Sat Mar 02, 2019 7:57 pm

Thanks. I'll give it a try.

PS: You're missing those?
Attachments
MortarInfantry.rar
(47.76 KiB) Downloaded 19 times

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sat Mar 02, 2019 10:06 pm

GabeKnight wrote:
Sat Mar 02, 2019 7:57 pm
PS: You're missing those?
Yes, thanks. In reality these pictures are missing in The Unit Navigator Tool because I have taken all the pictures from there.

PS : Missing image Greek Mortar Infantry = real bug (7.1.6)

GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Sun Mar 03, 2019 1:29 am

terminator wrote:
Sat Mar 02, 2019 5:43 pm
GabeKnight wrote:
Sat Mar 02, 2019 2:32 pm
Personally, I'd suggest to change the RP icon...
In the next version... if you have a proposal, it would be welcome :wink:
You don't have to change the pic, I think a simple "$" or "RP" as overlay text would suffice. :idea: :?:

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sun Mar 03, 2019 7:22 am

GabeKnight wrote:
Sun Mar 03, 2019 1:29 am
terminator wrote:
Sat Mar 02, 2019 5:43 pm
GabeKnight wrote:
Sat Mar 02, 2019 2:32 pm
Personally, I'd suggest to change the RP icon...
In the next version... if you have a proposal, it would be welcome :wink:
You don't have to change the pic, I think a simple "$" or "RP" as overlay text would suffice. :idea: :?:
I prefer "RP"(Resources Points") that "$" (not everyone paid in dollar at the time).
Will add your 4 Mortar Infantry images in the next update.

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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Sun Mar 03, 2019 7:46 am

terminator wrote:
Sun Mar 03, 2019 7:22 am
I prefer "RP"(Resources Points") that "$" (not everyone paid in dollar at the time).
Sure. But nowadays it's a general synonym for "cash". :D

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sun Mar 03, 2019 8:29 am

GabeKnight wrote:
Sun Mar 03, 2019 7:46 am
terminator wrote:
Sun Mar 03, 2019 7:22 am
I prefer "RP"(Resources Points) that "$" (not everyone paid in dollar at the time).
Sure. But nowadays it's a general synonym for "cash". :D
You are right but might be unhappy with some players. Why not use "€" or "£" instead ?
Resources Points("RP") is a neutral term.

GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Sun Mar 03, 2019 2:15 pm

terminator wrote:
Sun Mar 03, 2019 8:29 am
You are right but might be unhappy with some players. Why not use "€" or "£" instead ?
Resources Points("RP") is a neutral term.
Like "prestige" with PzC, right? Why has everything to be "neutral" nowadays? :lol:
Still, this is a super minor thing, nothing else.

The UE tool runs alright, and saves the units.csv properly, that's the important part. What I could find so far:
- The popup text is sometimes in French, though. :wink:
- And you have to enlarge the input box for the RPs, now it only accepts two-digit numbers (0-99). Yeah, I can use the "arrow" buttons to go higher, but no direct input possible.
- Also I can't seem to be able to change the radar and fuel values. I've tried adding it to an AT unit. Didn't work :?:

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Re: Forgotten Units Mod and stuff...

Post by terminator » Sun Mar 03, 2019 3:25 pm

GabeKnight wrote:
Sun Mar 03, 2019 2:15 pm
terminator wrote:
Sun Mar 03, 2019 8:29 am
You are right but might be unhappy with some players. Why not use "€" or "£" instead ?
Resources Points("RP") is a neutral term.
- Also I can't seem to be able to change the radar and fuel values. I've tried adding it to an AT unit. Didn't work :?:
Thanks for the feedback :D
I made a test , it works for me :o
Do not forget to save the unit stats before going to next or previous unit and at the end save the entire file :idea:

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PS:The other things will be corrected in the next update, next week-end (I won’t have time during the week).

terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator » Sun Mar 03, 2019 5:20 pm

Thai Heavy Police :

The men’s layout is really weird, the policeman on his knees lies behind the standing police officer: does he see correctly ?

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I prefer that the police officer on his knees is in front of the police officer standing :

Thai-Heavy-Police(2).jpg
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Thai-Heavy-Police(3).JPG
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GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Sun Mar 03, 2019 6:15 pm

terminator wrote:
Sun Mar 03, 2019 3:25 pm
I made a test , it works for me :o
Do not forget to save the unit stats before going to next or previous unit and at the end save the entire file :idea:
Strange, I thought I did. But you're right, tested again and it works. :!:
Software.... :roll:

BTW, I tested the (vanilla) Thai Police and they've realligned themselves after the move:

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Does the same happen to you, too?

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Re: Forgotten Units Mod and stuff...

Post by GabeKnight » Fri Mar 08, 2019 6:47 am

It's an older post, but FYI:
GabeKnight wrote:
Wed Nov 28, 2018 7:53 am
I think what the Admiral meant was: If the unit is transport-class it will not give AT support either way. It has to be "anti-tank"-class to do it.
Horst wrote:
Wed Nov 28, 2018 8:40 am
I'm no fan of custom-classes, but maybe a mix of transport and anti-tank traits in classes.txt could still work. No idea.
Yes, you can assign the "supportAT" trait to transport-class units, too, and it works quite well. Done that with the "SdKfz 250/10 PAK 36" transport unit in my mod, for example.

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