Good morning I need help to solve a problem in balancing the game, editing the DATA carperta UNIT.txt in the Attack Range of the artillery of armor, Motorised_Corps and Battleship, I get the game see but do not realize the game. Where I can change this?.
In the DATA General.txt carperta, I see no action to change this. And more real change in distance over a range of three units with artillery.
I want to add more hexagon +1 (Attack Rang) at three units as I can get this?.
armor >>> new real 2 Attack Rang, old 1 Attack Rang
Motorised_Corps >>> new real 2 Attack Rang, old 1 Attack Rang
Battleship >>>> new real 2 Attack Rang, old 1 Attack Rang
Land Spotting two
Sea Spotting two
Shock Attack plus the number of artillery damage.
MEGA MOD see and download soon http://www.15mundial.com/index.php/en/d ... undial-com
CEAW vGS3 support MOD editing, bug game balance, Attack Rang
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CEAW vGS3 support MOD editing, bug game balance, Attack Rang
Last edited by bcnkor5 on Fri Jan 24, 2014 2:52 pm, edited 1 time in total.
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Peter Stauffenberg
- General - Carrier

- Posts: 4745
- Joined: Sun Jul 08, 2007 4:13 pm
- Location: Oslo, Norway
Re: CEAW vGS3 support MOD editing, bug game balance, Attack
Are you sure you really want to set the attack range for armor and mech units to 2? I guess you know that this means these units can attack rear units behind the front line and maybe even decimate them there. You can even have armor units from the rear attacking front line units with no risk of being counter attacked.
Increasing the battle ship attack range means these ships can attack transports completely screened by escorts. They can also bombard non-coastal land units.
If one really want to add long range artillery for units then it's best to simply create a separate artillery unit with attack range > 1 (e. g. 2 or 3). Then the ground attack value can be set to 2 or 3, but the shock value a bit higher. Armor units can have ground attack values at 10 or even more. That is not because of artillery attached to the unit, but the very high breakthough power from the main guns of the tanks. These didn't have long range.
Changing the attack range of armor, mech and battleship units will completely alter the game flow.
Increasing the battle ship attack range means these ships can attack transports completely screened by escorts. They can also bombard non-coastal land units.
If one really want to add long range artillery for units then it's best to simply create a separate artillery unit with attack range > 1 (e. g. 2 or 3). Then the ground attack value can be set to 2 or 3, but the shock value a bit higher. Armor units can have ground attack values at 10 or even more. That is not because of artillery attached to the unit, but the very high breakthough power from the main guns of the tanks. These didn't have long range.
Changing the attack range of armor, mech and battleship units will completely alter the game flow.
Re: CEAW vGS3 support MOD editing, bug game balance, Attack
A-Stauffenberg: Thanks for responding, Yes I know.
Land Spotting two
Sea Spotting two
Shock Attack plus the number of artillery damage.
but I need the scope functions Rang Attack 2 hexagons, (you put what you see but does not work in game, only works Rang Attack 1).
B-Attack 2 Rang these units because it is more real, tanks and artillery normally attack behind the infantry. In coastal landings behind the battleships firing assault boats with their big guns, the original game does not have and is a great strategic mistake, only allows for Rang Attack1. I have changed all the settings in megamod but this is the only thing I do not work, Rang Attack 2.
Land Spotting two
Sea Spotting two
Shock Attack plus the number of artillery damage.
but I need the scope functions Rang Attack 2 hexagons, (you put what you see but does not work in game, only works Rang Attack 1).
B-Attack 2 Rang these units because it is more real, tanks and artillery normally attack behind the infantry. In coastal landings behind the battleships firing assault boats with their big guns, the original game does not have and is a great strategic mistake, only allows for Rang Attack1. I have changed all the settings in megamod but this is the only thing I do not work, Rang Attack 2.
Re: CEAW vGS3 support MOD editing, bug game balance, Attack
You realise that in-game hex is a big chunk of territory in square kilometres? Battleship's guns weren't able to reach units located that far inland. Also, keep in mind that if tanks are able to attack units two hexes away, these units will not be able to fire back! The only unit with more than 1 range that would make sense is artillery. It could represent heavy artillery concentration, have high shock damage and low soft attack.
Re: CEAW vGS3 support MOD editing, bug game balance, Attack
Hex size is about ~50km
Re: CEAW vGS3 support MOD editing, bug game balance, Attack
Response: The other units also have the same attack range +2 including coastal bunkers, The enemy also you can return fire in the same way, also the aviation that you can bomb behind the lines, as it really is. This made rank 2 but does not work in the game only works range +1, so i was wondering if anyone knows how to activate the range +2 in the game.Cybvep wrote:You realise that in-game hex is a big chunk of territory in square kilometres? Battleship's guns weren't able to reach units located that far inland. Also, keep in mind that if tanks are able to attack units two hexes away, these units will not be able to fire back! The only unit with more than 1 range that would make sense is artillery. It could represent heavy artillery concentration, have high shock damage and low soft attack.
NEW UNITS TXT: Attack Range +2 to MotorisedCorps, Armour,Battleship and Bunker. Land Spotting +2 Sea Spotting +2
Class Garrison Corps MotorisedCorps Armour HeavyTank Fighter TacticalBomber StrategicBomber Sub Destroyer Battleship Carrier City Capital SeaPort Fortress OilField Mine Convoy Transport Partisan Airfield RailDepot SpareNaval1 SpareNaval2 SpareAir1 SpareAir2
Translation Garrison Corps Motorised_Corps Armour Heavy_Tank Fighter Tactical_Bomber Strategic_Bomber Sub Destroyer Battleship Carrier City Capital Sea_Port Fortress Oil_Field Mine Convoy Transport Partisan Airfield RailDepot SpareNaval1 SpareNaval2 SpareAir1 SpareAir2
Data garrison corps motorised_corps armour heavy_tank fighter tactical_bomber strategic_bomber sub destroyer battleship carrier city capital sea_port fortress oil_field mine convoy convoy garrison airfield raildepot spare_naval1 spare_naval2 spare_air1 spare_air2
Price 20 30 40 50 99 60 70 80 40 60 80 100 0 0 0 0 0 50 0 0 5 0 0 0 0 0 0
Manpower 10 20 15 5 99 3 4 5 5 10 15 20 0 0 0 0 5 0 0 0 5 0 0 0 0 0 0
Building Time 1 1 2 2 99 2 2 3 2 3 4 5 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0
Movement 2 4 5 6 99 15 18 22 13 16 14 13 0 0 0 0 0 0 11 11 3 0 0 0 0 0 0
Attack Range 1 1 2 2 99 8 10 15 1 1 2 6 0 0 0 2 0 0 1 1 1 1 0 0 0 0 0
Land Spotting 2 2 2 2 99 6 6 6 1 1 2 6 0 0 0 1 0 0 1 1 2 1 0 0 0 0 0
Sea Spotting 2 2 2 2 99 6 6 6 5 5 5 6 0 0 0 2 0 0 1 1 1 0 0 0 0 0 0
Ground Attack 2 4 4 6 99 3 4 2 0 0 2 3 0 0 0 3 0 0 0 0 3 1 0 0 0 0 0
Ground Defence 3 3 4 5 99 0 0 0 0 0 0 0 0 0 0 3 0 0 0 0 2 2 0 0 0 0 0
Shock Attack 0 1 2 1 99 0 0 0 1 2 3 1 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0
Air Combat 1 1 2 1 99 4 1 2 1 1 1 3 1 1 1 1 1 1 1 1 2 3 3 0 0 0 0
Naval Combat 0 0 0 0 99 2 3 2 5 3 6 4 0 0 0 4 0 0 1 1 3 0 0 0 0 0 0
Sub Combat 0 0 0 0 99 1 1 1 1 4 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Strategic Attack 0 0 0 0 99 2 3 6 0 0 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Quality 1 2 3 3 99 3 2 4 1 2 5 6 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0
Survivability 3 3 4 5 99 6 3 4 6 4 7 6 1 2 1 4 1 1 3 4 3 2 0 0 0 0 0
AntiTank Bonus 0 1 1 2 99 1 3 1 0 0 1 1 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0
Oil Consumption 0 0 1 1 99 1 1 1 1 1 1 2 0 0 0 0 0 0 0 1 0 0 0 0


