gravyface wrote:rogerbacon wrote:gravyface wrote:I think the issue is the game editor: it's esoteric and clumsy and primitive. Until it's in the same league as something like Strategic Command 2's game editor, you're not going to see nearly as many mods.
Unless you know Java.
I now list this game as the thrid most moddable game EVER after Civ IV and Starfleet Command.
...and have a decompiler, and have no qualms about reverse-engineering the game?
All in the interests of education. I bought the game two days ago and looked at the text files that had unit costs and values in them. I saw files that said eng_* Ger_*... I thought those were teh values for the UK units, German units, etc. Well, I quickly found out that those were just language translation files and that all nations used the same values for their units. I thought, "That sucks". I almost deleted the game from my hard drive (yeah, I'm like that sometimes) but then I saw the game was written in Java. Far from my favorite language normally bu this time I was greatful. Suffice it to say, two days later I have Axis units and Allied units that use different values now. I originally wanted to do it by country, and still may, but for some reason the string "Germany" was not recognized as being the nationality of German units. It's probably a case-specific thing. Instead, I just used the int value for axis units (100, by the way. Allied are 200).
I plan to make units go above size 10 using the furmula 10 + exp/20. Sort of like Panzer General.
I need to change some routines in the combat section though. There are some arrays that go to 30 and I need to raise them to 60 to accomodate the extra attacks a size 15 unit cound make. Right now I have a problem of the little free decompiler I downloaded can't do the game.class file since it is too big. All of the other files are OK though.