squads.csv columns

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lpgamble
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squads.csv columns

Post by lpgamble »

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
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Post by IainMcNeil »

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.... ;)
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Post by junk2drive »

Yippee!
lpgamble
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Post by lpgamble »

YES
Most companies bail on the early war stuff. I know they aren't as sexy, but the battles are more interesting to me. Give me some A10's and real men shrugging off ATR recoils.
lpgamble
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Missing_IDS_unitname

Post by lpgamble »

I've loaded up my new squads.csv, but the new units are showing missing_ids_unitname in the picklist for deploying the units.
junk2drive
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Post by junk2drive »

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",
lpgamble
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Post by lpgamble »

Much gras
I will add that tonight.
lpgamble
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A10 Karma

Post by lpgamble »

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.
pipfromslitherine
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Post by pipfromslitherine »

I'm not sure what you mean? Do you mean it crashes, or that it somehow skips the screen?

Cheers

Pip
lpgamble
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Post by lpgamble »

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.
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Post by pipfromslitherine »

I mean when you mistype something and don't get the force selection screen :)

Cheers

Pip
lpgamble
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Post by lpgamble »

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.
pipfromslitherine
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Post by pipfromslitherine »

Bizarre. I will try and repeat here...

Thanks

Pip
lpgamble
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Post by lpgamble »

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() ;
}
junk2drive
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Post by junk2drive »

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.... ;)
Did it make it into 1.4.0?
IainMcNeil
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Post by IainMcNeil »

Yes all the changes we've made to now are there but we are still tweaking data for upcoming mission & campaigns.
junk2drive
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Post by junk2drive »

I meant the early war units? I forgot to look at the new csv with all the excitement.
IainMcNeil
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Post by IainMcNeil »

Those stats are very much work in progress right now.
junk2drive
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Post by junk2drive »

Nice selection of French kit. Might I suggest

47mm ATG
Portee type truck
junk2drive
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Post by junk2drive »

I got my answer in the press release.
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