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wish to know the detail of the game logic
Posted: Sat Nov 05, 2011 10:43 am
by astromo
Can we know the detail of the game logic? I mean, if we know how to calculate the hit chance or if we know how many experience will let unit to level up, we can understand the game more deeply rather than talk with the game only rely on experiences.

Posted: Sat Nov 05, 2011 12:45 pm
by junk2drive
You can read some of Iain's comments in the Manual Additions sticky post. Units don't level up, they gain promotions by destroying an enemy unit. The squads.xls or squads.csv file displays all the numbers used for each unit in the game. Expansions have their own versions of these files.
Posted: Sat Nov 05, 2011 12:53 pm
by astromo
Thank you very much. I am going to see the sticky post and the csv file.

Re: wish to know the detail of the game logic
Posted: Sat Nov 05, 2011 9:58 pm
by Merr
astromo wrote:Can we know the detail of the game logic? I mean, if we know how to calculate the hit chance or if we know how many experience will let unit to level up, we can understand the game more deeply rather than talk with the game only rely on experiences.

Astromo,
The logic for the game is located in *.BSF files. These are scattered around the main BA folders.
The best place to start is the Modders Portal ...
viewtopic.php?t=18098
After that, it's a Q&A session when you need help.
- Rob
Re: wish to know the detail of the game logic
Posted: Mon Nov 07, 2011 12:26 am
by astromo
Merr wrote:
Astromo,
The logic for the game is located in *.BSF files. These are scattered around the main BA folders.
The best place to start is the Modders Portal ...
viewtopic.php?t=18098
After that, it's a Q&A session when you need help.
- Rob
Thank you Rob, I'm going to the Modders Portal...
Re: wish to know the detail of the game logic
Posted: Mon Nov 07, 2011 1:39 am
by Merr
astromo wrote:Thank you Rob, I'm going to the Modders Portal...
Great!
I can only suggest a route towards modding (if that is your intention) that I followed ...
Before diving into scripting, it's best to understand the in-game Editor ... (it can be intimidating and clunky)
There is a tutorial scenario and guide available at this link ...
viewtopic.php?t=18286
The template is the best place to start. The scenario BSF (template.bsf) contains the basic logic to run a scenario. You'll note that the link above states that the template is "out-of-date" and the editor's PLUGIN eliminates the need to have a scenario BSF. This is because the PLUGIN logic script replaces the scenario script.
Also, you'll note in the STUB_Engine docs that they recommend editting the BSF's using
NotePad++.... free application. You could use a standard editor (NotePad) but NotePad++ has features that eliminate common errors, like extra quotes or brackets, and it makes finding and editting much easier. If you have an Apple, I can't tell you what the best app would be ... I don't know if NotePad++ works with Apple but there's probably "an-app-for-that"

.
Hope that helps (for now).
- Rob
Posted: Wed Nov 09, 2011 1:51 pm
by astromo
Hi Rob,
You are very kind, in Chinese we will say "you are very geilivable!" haha. I caught a cold for the last 3 days, so I apologize for replying late. I have recomended the STUB_Engine document in the link you mentioned above to a group of guys who dwell in the forum (toaw.org) which discuss turn based war games such as BA. They are also very exited. I think we will introduce some high quality mods for BA in the near future. Wish to keep contact with you, my friend Rob:)
-astromo
Posted: Wed Nov 09, 2011 2:29 pm
by Merr
Quite welcome ...
Don't forget about the 3D models ... If you don't have MAX, can use free 3D programs ...

Blender ... link to exporter ;
viewtopic.php?t=21328

GMax ... link to exporter ;
viewtopic.php?t=22272
I built the Hetzer with Blender ;
viewtopic.php?t=25546
BA can be anything you want, with a little work

.