HELP MiniMod to Changes Sonar and AA

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bcnkor5
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HELP MiniMod to Changes Sonar and AA

Post by bcnkor5 »

for the next MegaMod I need help
viewtopic.php?f=374&t=66031&p=560225#p560225


1 Question: As up sonar range (DD) 1 hexagon to higher.
2 Question: Upload the range of the DD, BB, CV, HANGAR anti-aircraft. And as adding a switch AA, the DD, CV, HANGAR
3 Question: Upload the damage of the DD, BB, CV, HANGAR of 1 (standar) to higher.


These questions have proven on these routes, but still not get it to work
Path: Order of Battle - Pacific_Data\Resources\Data\units.txt
Path: Order of Battle - Pacific_Data\Resources\Data\effects.txt
Path: Order of Battle - Pacific_Data\Resources\Data\effectSequences.txt


4 Question:
Where are the new Unit (data to modify) of the game patches because
in 2units.txt "or" unitsB.txt "are not.

Example:
CV Essex unit_522 = 44
into english_1.txt
or
unit_26 = CV Akagi
unit_1 = CV Enterprise
into Order of Battle - Pacific_Data\Resources\Scenario\MidwayJapan\text_english.txt
Last edited by bcnkor5 on Tue Jul 21, 2015 7:00 am, edited 1 time in total.
adherbal
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Re: HELP MiniMod to Changes Sonar and AA

Post by adherbal »

Sonar range is hardcoded to 2 hexes at the moment and cannot be modded.

For all the other things you should modify a copy of units.txt (ignore unitsB.txt). Unit type names are stored in the TXT files in Order of Battle - Pacific_Data\Resources\Language folder. The names in the scenario txt files are custom names assigned in the scenario editor.
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bcnkor5
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Re: HELP MiniMod to Changes Sonar and AA

Post by bcnkor5 »

adherbal wrote:Sonar range is hardcoded to 2 hexes at the moment and cannot be modded.

For all the other things you should modify a copy of units.txt (ignore unitsB.txt). Unit type names are stored in the TXT files in Order of Battle - Pacific_Data\Resources\Language folder. The names in the scenario txt files are custom names assigned in the scenario editor.
Thank you for your attention and response.

I have made many changes and a more realistic minimod better balance.

1Question and reply: The Sonar (actually the sonar has much more range in reality), the submarine also has several hexagons to fire the torpedo, coming out of range of the sonar.

2Question and reply: For DD, BB AA range 2 is always 1 damage, the AA batteries are different for different boats.
But not works for me with these changes. Also The HANGAR not work adding advanced AA (For example FlaK 8.8cm German, with more distance and damage.) only basic fire (defense = air_defense, 9), would have to haver several types of hangar, port and bunker, light and heavy AT and AA.

units.txt
[BB_Nagato_45]
weaponEffect = Quad16inch_02
antiAirEffect = AATracers_x3

effectSequences.txt
[AATracers_x3] >>> (no option range AA)
3.0 damage >>> ( up de 1 default to 3 damage and hits but such damage not accumulate in attack, always 1 damage)
3.0 hit >>> ( up de 1 default to 3 damage and hits but such damage not accumulate in attack, always 1 damage)

3 Question and reply: This is very important are new units of the new path of aircraft and units that do not have access, you need to have public access within the units.txt or elsewhere for all units balanced is correct
bebro
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Re: HELP MiniMod to Changes Sonar and AA

Post by bebro »

Unfortunately I'm having difficulty to understand your questions, I'm unsure what you mean.

However, just a short note to this:
[BB_Nagato_45]
weaponEffect = Quad16inch_02
antiAirEffect = AATracers_x3

effectSequences.txt
[AATracers_x3] >>> (no option range AA)
3.0 damage >>> ( up de 1 default to 3 damage and hits but such damage not accumulate in attack, always 1 damage)
3.0 hit >>> ( up de 1 default to 3 damage and hits but such damage not accumulate in attack, always 1 damage)
If I'm not mistaken, the entries for effects are not unit stats that influence combat strength, they determine the visual effect in use.

To give a unit more powerfull AA values, you can change the numbers for "weapon = air_small_attack" and/or "weapon = air_large_attack"
bcnkor5
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Re: HELP MiniMod to Changes Sonar and AA

Post by bcnkor5 »

bebro wrote:Unfortunately I'm having difficulty to understand your questions, I'm unsure what you mean.

However, just a short note to this:
[BB_Nagato_45]
weaponEffect = Quad16inch_02
antiAirEffect = AATracers_x3

effectSequences.txt
[AATracers_x3] >>> (no option range AA)
3.0 damage >>> ( up de 1 default to 3 damage and hits but such damage not accumulate in attack, always 1 damage)
3.0 hit >>> ( up de 1 default to 3 damage and hits but such damage not accumulate in attack, always 1 damage)
If I'm not mistaken, the entries for effects are not unit stats that influence combat strength, they determine the visual effect in use.

To give a unit more powerfull AA values, you can change the numbers for "weapon = air_small_attack" and/or "weapon = air_large_attack"
At the end seeing the wiki I see is right in the game range sonar 2 heagonos (2000 yards), and 15 heagonos radar (15 kilometers).
ok thanks I've got lighter
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