Forgotten Units Mod and stuff...

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kondi754
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Re: Forgotten Units Mod and stuff...

Post by kondi754 »

terminator wrote: Sun Feb 17, 2019 12:58 pm
kondi754 wrote: Sun Feb 17, 2019 12:33 pm Thanks a lot, it's excellent hint :D
Everything is ok ? Can you show a picture of the SM79 Torpedo model in your post ?
kondi754 wrote: Sun Feb 17, 2019 12:33 pm Besides Savoia I have to change Marder's models, because they are wrong (Marder II in North Africa should look like Marder III, and vice versa :wink: )
Known bug should be fixed in the next patch...
Everythings fine but there are no thumbnails (small pictures on the panel at the bottom of the screen)
I know I have to create a new ones, but where to get a pattern, I would like it to look like those in the game
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

kondi754 wrote: Sun Feb 17, 2019 1:17 pm Everythings fine but there are no thumbnails (small pictures on the panel at the bottom of the screen)
I know I have to create a new ones, but where to get a pattern, I would like it to look like those in the game
Go to Unit Navigator and download the picture of the SM79 (it is strictly the same picture as in the original game) :

SM.79.jpg
SM.79.jpg (76.8 KiB) Viewed 3436 times

Put the picture in the folder Graphics>Units (create the folders if necessary) :

SM.79(2).JPG
SM.79(2).JPG (17.33 KiB) Viewed 3436 times

Rename the picture with the same name as for the unit (I suppose it is SM79_T).


Are the names of the units OK ? You should have SM.79(B) and SM.79(T) as for the Ju87C ?
kondi754
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Re: Forgotten Units Mod and stuff...

Post by kondi754 »

Thanks again, your hints are really helpful
It's easier way, I made almost good thumbnail of Marder II using thumbnail from the game which I save as screenshot :mrgreen: but your way is much easier and faster 8) thanks again Sensei :wink:

Everything else works fine, I put some screenshot in my mod's thread soon
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sun Feb 17, 2019 7:18 am SturmTiger version AT:
To Be Continued... not the last tank with a jammed MG34 :mrgreen:
Good finds. Thanks, terminator, for posting these together with the solution. Added to BugDB.

Sigh...neverending...I'll correct them in my mod.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

Unit Editor -> Next & Previous Unit function :

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terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

The Unit Editor Tool :

- functions of saving = OK
- compatibility of the new units.csv file after modifications = OK
- 3 optional filters added for navigation = Factions, Category & Class :

Capture d’écran (124).jpg
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Capture d’écran (125).jpg
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Capture d’écran (127).jpg
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Halvralf
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Re: Forgotten Units Mod and stuff...

Post by Halvralf »

terminator wrote: Thu Feb 21, 2019 2:56 pm The Unit Editor Tool :

- functions of saving = OK
- compatibility of the new units.csv file after modifications = OK
- 3 optional filters added for navigation = Factions, Category & Class :


Capture d’écran (124).jpg



Capture d’écran (125).jpg



Capture d’écran (127).jpg
Wow nice job there Terminator. Will it be avalible for download?
"They couldn't hit an elephant at this distance."
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Thu Feb 21, 2019 2:56 pm The Unit Editor Tool :
Looks good. Just use the KISS principle. :wink:
And don't forget that most units' stats have ranges for terrain cover (x-y).
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Fri Feb 22, 2019 12:11 am And don't forget that most units' stats have ranges for terrain cover (x-y).
Resolved the problem with this "close" variable :

Capture d’écran (24).jpg
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GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Fri Feb 22, 2019 7:25 pm Resolved the problem with this "close" variable :
Looks good. First there was the Unit Navigator, then the Unit Editor. Nice. :)
I know this is a work-in-progress, but do you plan to add more stats to change in the interface? Like air defense, torpedo stats and such?
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Fri Feb 22, 2019 11:29 pm Looks good. First there was the Unit Navigator, then the Unit Editor. Nice. :)
I know this is a work-in-progress, but do you plan to add more stats to change in the interface? Like air defense, torpedo stats and such?
Of course, I will add more stats.... and other things such as the possibility to change the dates :

Capture d’écran (24a).JPG
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PS: old units.csv file
stan23
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Re: Forgotten Units Mod and stuff...

Post by stan23 »

Allow modification of 'cool down' period.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

Halvralf wrote: Thu Feb 21, 2019 5:26 pm Wow nice job there Terminator. Will it be avalible for download?
Of course, there is still work to be done but the most difficult has been done. Maybe a Beta version next week-end ?

Added naval stats :

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Last edited by terminator on Sun Feb 24, 2019 7:16 am, edited 1 time in total.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

stan23 wrote: Sat Feb 23, 2019 2:58 pm Allow modification of 'cool down' period.
I’m afraid it’s an internal mechanism to the game so not editable, but I'm not sure (?)
GabeKnight
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sun Feb 24, 2019 6:57 am
stan23 wrote: Sat Feb 23, 2019 2:58 pm Allow modification of 'cool down' period.
I’m afraid it’s an internal mechanism to the game so not editable, but I'm not sure (?)
I think he meant the values in the "torpedo" column. :?:
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Sun Feb 24, 2019 7:24 am
terminator wrote: Sun Feb 24, 2019 6:57 am
stan23 wrote: Sat Feb 23, 2019 2:58 pm Allow modification of 'cool down' period.
I’m afraid it’s an internal mechanism to the game so not editable, but I'm not sure (?)
I think he meant the values in the "torpedo" column. :?:
It’s not clear to me what stan23 means exactly by "cool down". Is this about artillery, torpedoes... :?:
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sun Feb 24, 2019 7:40 am [It’s not clear to me what stan23 means exactly by "cool down". Is this about artillery, torpedoes... :?:
You can't do nothing about arty efficiency-loss in the units file. Or engineers and mines or similar. Those are hard-coded. You can change some of the construction cooldowns, I think (Jap "defensive doctrine", construction group-> airstip and such). Otherwise the only possible editable cooldowns are with torpedoes.

And if you're doing the torpedoes, I guess it would be a good idea to include the "torp. attack" value to be edited, too. I think everybody wishes for some stronger subs... :wink:
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Sun Feb 24, 2019 7:50 am And if you're doing the torpedoes, I guess it would be a good idea to include the "torp. attack" value to be edited, too. I think everybody wishes for some stronger subs... :wink:
I take it you’re talking about this column for the torpedoes on the planes and submarines :

torpedo.JPG
torpedo.JPG (16.12 KiB) Viewed 3184 times

Can you please remind me of the precise meaning of these 3 numbers :?:
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Re: Forgotten Units Mod and stuff...

Post by GabeKnight »

terminator wrote: Sun Feb 24, 2019 8:21 am I take it you’re talking about this column for the torpedoes on the planes and submarines :
Can you please remind me of the precise meaning of these 3 numbers :?:
Yep.
Cooldown, range, damage.

EDIT: I forgot you can also change the cooldown in the "switch" column, e.g. for MortarInfantry or BB Primary Guns. But I don't think those should be included in your editor. Too intricate.
terminator
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Re: Forgotten Units Mod and stuff...

Post by terminator »

GabeKnight wrote: Sun Feb 24, 2019 9:15 am
terminator wrote: Sun Feb 24, 2019 8:21 am I take it you’re talking about this column for the torpedoes on the planes and submarines :
Can you please remind me of the precise meaning of these 3 numbers :?:
Yep.
Cooldown, range, damage.
Thank you, added (the presentation is temporary, I will classify all this at the end) :

Capture d’écran (28).jpg
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GabeKnight wrote: Sun Feb 24, 2019 9:15 am EDIT: I forgot you can also change the cooldown in the "switch" column, e.g. for MortarInfantry or BB Primary Guns. But I don't think those should be included in your editor. Too intricate.
I think I’ll open a second window with advanced options (Menu > Options...) but we’ll see about that later.
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