I have no idea - it is not possible at the moment. There is just one eqp file, and if you want to change existing units, or add new ones, you have to modify it. Any suggestions how to make this aspect more modder friendly are welcome.Xerkis wrote: I was sort of thinking that too. The more you tell - the easier it is to get around it.
But - again -
How are others making tons of new equipment without “change the e-file”?
Changing specs for just one scenario
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Here is the situation as I understand it (Because I was told above in this thread). If you make a change to the e-file, the game will flag that. And even though you might not have “changed” any of the data that is in there and only “added” new units; it will look like you could be “cheating”.Rudankort wrote:I have no idea - it is not possible at the moment. There is just one eqp file, and if you want to change existing units, or add new ones, you have to modify it. Any suggestions how to make this aspect more modder friendly are welcome.Xerkis wrote: I was sort of thinking that too. The more you tell - the easier it is to get around it.
But - again -
How are others making tons of new equipment without “change the e-file”?
Without thinking too hard on it, I see two possible ways to make this better (or make it so if you don’t actually change and only add – the game doesn’t flag you). Neither one of these ideas will be anything you will want to do though… at least not before version 7.5.1

1) Do a line by line check to see if anything did truly “change”. Comparing the user’s e-file to the server’s e-file. If there are only additions to it and no real changes – then you’re fine.
2) Make a player_equipment.pzeqp. The e-file must stay as is or it flags you. The new player_equipment.pzeqp file can have all the new units us players want to make and no flagging the game.
Told you that you wouldn't want to do them.

If you add units you can be accused of cheating.
You modified the files.
Only way to add units is to have that explained beforehand in your thread containing the new map.
Know one wants to be surprised by the fact you added a Mechanized warrior Robot.
Many people will not agree with what you added or the statistics as it changes balance of the game.
You need to have everything explained up front in your thread.
How about I add the T-28 American tank with outrageous attacks?
It was never in the war and the stats I assign are ridiculous.
So that is okay for my map not to be flagged as custom?
You modified the files.
Only way to add units is to have that explained beforehand in your thread containing the new map.
Know one wants to be surprised by the fact you added a Mechanized warrior Robot.
Many people will not agree with what you added or the statistics as it changes balance of the game.
You need to have everything explained up front in your thread.
How about I add the T-28 American tank with outrageous attacks?
It was never in the war and the stats I assign are ridiculous.
So that is okay for my map not to be flagged as custom?
Make the eqp-file scenario-specific.Rudankort wrote:I have no idea - it is not possible at the moment. There is just one eqp file, and if you want to change existing units, or add new ones, you have to modify it. Any suggestions how to make this aspect more modder friendly are welcome.Xerkis wrote: I was sort of thinking that too. The more you tell - the easier it is to get around it.
But - again -
How are others making tons of new equipment without “change the e-file”?
If there is a eqp-file with the same name as the scenario, this will be used instead of the default file.
This solution works fine in TOAW (The Operational Art of War).
Erik