squads.csv columns
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lpgamble
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squads.csv columns
Working on some early war vehicles and having trouble with a few columns use
AP Attack only two values with the second being over double the first
HE Attack same 2 values is the (1) value for assault maybe?
Ap effectiveness - How effective the AP shell is at the ranges?
HE effectiveness - damage multiplier (must have been renamed from accuracy)
Ap attack - penetration at ranges possibly modded by ap effectiveness
Armor rating
HE rating
AP rating
I have to add some low caliber weapons (Boys ATR, Germ 20mm, 3" how) and with the low armor values of the early tanks it could get out of wack really easily
AP Attack only two values with the second being over double the first
HE Attack same 2 values is the (1) value for assault maybe?
Ap effectiveness - How effective the AP shell is at the ranges?
HE effectiveness - damage multiplier (must have been renamed from accuracy)
Ap attack - penetration at ranges possibly modded by ap effectiveness
Armor rating
HE rating
AP rating
I have to add some low caliber weapons (Boys ATR, Germ 20mm, 3" how) and with the low armor values of the early tanks it could get out of wack really easily
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IainMcNeil
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For HE/AP attack you need to read teh scripts to fully undertand the values, Basically its a min-max value so it can be anywhere between these 2 numbers.
Effectivness is the degradation of the weapons damage penetration at range (different to accuracy which only effects chance to hit).
The ratings are only used on the icons to show a units stats - we calcualte them from the units stats but have this column to allow a manual override for units that dont fit the standard mould - e.g. flame throwers, artillery etc.
If you want to do a an early war data set, set up a campaign folder and add a copy of the squads file there. It will use it just for this campaign and you can balance the values for your scenario without effecting the core data set. You might want to wait a little while before doing a lot of work on this though....
Effectivness is the degradation of the weapons damage penetration at range (different to accuracy which only effects chance to hit).
The ratings are only used on the icons to show a units stats - we calcualte them from the units stats but have this column to allow a manual override for units that dont fit the standard mould - e.g. flame throwers, artillery etc.
If you want to do a an early war data set, set up a campaign folder and add a copy of the squads file there. It will use it just for this campaign and you can balance the values for your scenario without effecting the core data set. You might want to wait a little while before doing a lot of work on this though....
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junk2drive
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lpgamble
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Missing_IDS_unitname
I've loaded up my new squads.csv, but the new units are showing missing_ids_unitname in the picklist for deploying the units.
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junk2drive
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In your MyCampaign folder you need a text1.txt with the IDS for each new unit. You need two entries that look like this
IDS_UNITNAME100,"Wespe",
IDS_UNITNAME101,"M8 Greyhound",
IDS_UNITNAME102,"FlammPanzer III",
IDS_UNITNAME103,"Sdkfz251/2",
IDS_UNITNAME104,"37mm Stielgranate",
IDS_UNITINFO100, "Wespe~~The Halftrack carries Allied infantry into battle, while its heavy machine gun provides covering fire.",
IDS_UNITINFO101,"M8 Greyhound~~Lightly armoured, this armoured car could go virtually anywhere giving good support to armoured columns",
IDS_UNITINFO102,"FlammPanzer III"~~Converted from the Panzer III, with improved frontal armour this flame tank was ideal for assaulting dug in positions."
IDS_UNITINFO103,"Sdkfz251/2"~~The Schutzenpanzerwagen was a modified Sdkfz 251 with an 81mm mortar on board."
IDS_UNITINFO104,"37mm Stielgranate~~The Stielgranate was a 37mm AT gun with a huge hollow charge slotted in the barrel. It was only accurate at short ranges but lethal if it hit.",
IDS_UNITINFO200, "Japanese Ha Go~~Light Tank with 37mm gun",
IDS_UNITNAME100,"Wespe",
IDS_UNITNAME101,"M8 Greyhound",
IDS_UNITNAME102,"FlammPanzer III",
IDS_UNITNAME103,"Sdkfz251/2",
IDS_UNITNAME104,"37mm Stielgranate",
IDS_UNITINFO100, "Wespe~~The Halftrack carries Allied infantry into battle, while its heavy machine gun provides covering fire.",
IDS_UNITINFO101,"M8 Greyhound~~Lightly armoured, this armoured car could go virtually anywhere giving good support to armoured columns",
IDS_UNITINFO102,"FlammPanzer III"~~Converted from the Panzer III, with improved frontal armour this flame tank was ideal for assaulting dug in positions."
IDS_UNITINFO103,"Sdkfz251/2"~~The Schutzenpanzerwagen was a modified Sdkfz 251 with an 81mm mortar on board."
IDS_UNITINFO104,"37mm Stielgranate~~The Stielgranate was a 37mm AT gun with a huge hollow charge slotted in the barrel. It was only accurate at short ranges but lethal if it hit.",
IDS_UNITINFO200, "Japanese Ha Go~~Light Tank with 37mm gun",
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lpgamble
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A10 Karma
Wohoo, fixed two big problems last night. Turns out if you mistype the name of a unit in the scenario script for -1 turn you won't get the purchase your units screen.
A10 karma? Rolled out and deployed my first A10 and on the first very first move "your unit has broken down". Realism lol.
A10 karma? Rolled out and deployed my first A10 and on the first very first move "your unit has broken down". Realism lol.
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pipfromslitherine
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lpgamble
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No not an error, I might have the wrong message, its not the bogged message but the other can't move message. I added 10% to the % chance to breakdown for the Cruisers.
The A10 shrugged a few shots from the M13, but the 37mm brewed it up pretty quickly. The Marmon Herrington was fun and performed well, maybe to well in the anti person. Have to review what HE numbers to use for a ATR and Besa and make sure I didn't overshoot the numbers.
The A10 shrugged a few shots from the M13, but the 37mm brewed it up pretty quickly. The Marmon Herrington was fun and performed well, maybe to well in the anti person. Have to review what HE numbers to use for a ATR and Besa and make sure I didn't overshoot the numbers.
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pipfromslitherine
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lpgamble
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Oh sorry, I'm using the function that places a unit in one of three squares in turn -1. I had misspelled the name for the M13. When the scenario started, the force selection screen acted as if all the units were fixed, and didn't place the M13. I knew the M13 was the problem, but was trying to fix the force selection problem before fixing the M13. When I got tired and went ahead and fixed the M13 problem, the force selection worked.
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pipfromslitherine
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lpgamble
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I'll edit this post with the script later tonight.
This is the "Wrong version" with an extra R in CARRO_ARMATO_M13
include "Functions.BSF"
FUNCTION StartTurn(side)
{
if (GetTurn() == -1 )
{
AddRandom(24, 17, 22, 18, 29, 17, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(23, 21, 23, 24, 21, 20, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(29, 26, 31, 23, 33, 21, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(24, 29, 24, 28, 30, 29, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(25, 34, 26, 33, 23, 32, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(27, 32, 26, 33, 23, 31, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(24, 25, 24, 26, 24, 27, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(25, 21, 25, 22, 29, 25, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(32, 28, 32, 25, 33, 21, 4, 1, 0, "AFRIKA_KORPS_MORTAR") ;
AddRandom(29, 28, 22, 18, 29, 17, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(29, 32, 30, 22, 32, 32, 4, 1, 0, "CARRO_ARMATO_M13") ;
AddRandom(28, 30, 22, 30, 31, 28, 4, 1, 0, "37MM_AT_GUN") ;
}
else
{
VictoryConditions();
}
}
FUNCTION PreBattleSetup()
{
// Note that they do NOT correspond with the nation numbers in the editor
// 0 = UK, 1 = USA, 2 = Canada, 3 = Poland, 4 = Germany, 5 = Italy
SetGlobal("gNation0", 0) ;
SetGlobal("gNation1", 4) ;
// By default they start at 0 so you only need to set the VPs controlled by side 1
SetGlobal("vp1", 1) ;
SetGlobal("vp2", 1) ;
SetGlobal("vp3", 1) ;
SetGlobal("vp4", 1) ;
ShowEffectMarker(-1, 32, 25, "german_victory_marker", 1) ;
ShowEffectMarker(-2, 30, 18, "german_victory_marker", 1) ;
ShowEffectMarker(-3, 30, 27, "german_victory_marker", 1) ;
ShowEffectMarker(-4, 27, 24, "german_victory_marker", 1) ;
// Set the a mount of VPs held by player (side 0) at the start of the mission
SetGlobal("vps", 0) ;
}
FUNCTION VictoryConditions()
{
// Declare victory when all VPs are captured
if ( GetGlobal("vps") == 3 )
{
// Declare victory for side 0
EndBattle(0);
}
}
FUNCTION Tick(side)
{
// CheckVP(-<x>, GetGlobal("vp<x>"), x coordinate, y coordinate) ;
// <x> is the number of the victory point (1 to 9)
CheckVP(-1, GetGlobal("vp1"), 32, 25) ;
CheckVP(-2, GetGlobal("vp2"), 30, 18) ;
CheckVP(-3, GetGlobal("vp3"), 30, 27) ;
CheckVP(-4, GetGlobal("vp4"), 27, 24) ;
victoryConditions() ;
}
This is the "Wrong version" with an extra R in CARRO_ARMATO_M13
include "Functions.BSF"
FUNCTION StartTurn(side)
{
if (GetTurn() == -1 )
{
AddRandom(24, 17, 22, 18, 29, 17, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(23, 21, 23, 24, 21, 20, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(29, 26, 31, 23, 33, 21, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(24, 29, 24, 28, 30, 29, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(25, 34, 26, 33, 23, 32, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(27, 32, 26, 33, 23, 31, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(24, 25, 24, 26, 24, 27, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(25, 21, 25, 22, 29, 25, 4, 1, 0, "ITALIAN_INFANTRY") ;
AddRandom(32, 28, 32, 25, 33, 21, 4, 1, 0, "AFRIKA_KORPS_MORTAR") ;
AddRandom(29, 28, 22, 18, 29, 17, 4, 1, 0, "AFRIKA_KORPS_INFANTRY") ;
AddRandom(29, 32, 30, 22, 32, 32, 4, 1, 0, "CARRO_ARMATO_M13") ;
AddRandom(28, 30, 22, 30, 31, 28, 4, 1, 0, "37MM_AT_GUN") ;
}
else
{
VictoryConditions();
}
}
FUNCTION PreBattleSetup()
{
// Note that they do NOT correspond with the nation numbers in the editor
// 0 = UK, 1 = USA, 2 = Canada, 3 = Poland, 4 = Germany, 5 = Italy
SetGlobal("gNation0", 0) ;
SetGlobal("gNation1", 4) ;
// By default they start at 0 so you only need to set the VPs controlled by side 1
SetGlobal("vp1", 1) ;
SetGlobal("vp2", 1) ;
SetGlobal("vp3", 1) ;
SetGlobal("vp4", 1) ;
ShowEffectMarker(-1, 32, 25, "german_victory_marker", 1) ;
ShowEffectMarker(-2, 30, 18, "german_victory_marker", 1) ;
ShowEffectMarker(-3, 30, 27, "german_victory_marker", 1) ;
ShowEffectMarker(-4, 27, 24, "german_victory_marker", 1) ;
// Set the a mount of VPs held by player (side 0) at the start of the mission
SetGlobal("vps", 0) ;
}
FUNCTION VictoryConditions()
{
// Declare victory when all VPs are captured
if ( GetGlobal("vps") == 3 )
{
// Declare victory for side 0
EndBattle(0);
}
}
FUNCTION Tick(side)
{
// CheckVP(-<x>, GetGlobal("vp<x>"), x coordinate, y coordinate) ;
// <x> is the number of the victory point (1 to 9)
CheckVP(-1, GetGlobal("vp1"), 32, 25) ;
CheckVP(-2, GetGlobal("vp2"), 30, 18) ;
CheckVP(-3, GetGlobal("vp3"), 30, 27) ;
CheckVP(-4, GetGlobal("vp4"), 27, 24) ;
victoryConditions() ;
}
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junk2drive
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Did it make it into 1.4.0?iainmcneil wrote:
If you want to do a an early war data set, set up a campaign folder and add a copy of the squads file there. It will use it just for this campaign and you can balance the values for your scenario without effecting the core data set. You might want to wait a little while before doing a lot of work on this though....
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IainMcNeil
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junk2drive
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IainMcNeil
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junk2drive
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junk2drive
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