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[Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Fri Oct 22, 2021 9:46 am
by Erik2
Destroyer_Tender has the date 1/2000 in Specialisations sheet.
Rationing has the date 2042.
I think the devs should either remove them, if they are not currently working, or fix the dates.
A 'new' campaign designer may use it in a creation and may add a bug to the campaign...
These specs have been like this for ages.

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Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Fri Oct 22, 2021 10:04 am
by terminator
Erik2 wrote: ↑Fri Oct 22, 2021 9:46 am
Rationing has the date 2042.
This is a specialization for
Battlefield 2042 
Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Fri Oct 22, 2021 1:51 pm
by Erik2
Well, you never know. Planning ahead...
I guess the date would be renamed 1942 whenever the devs finished the spec.
Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Fri Oct 22, 2021 8:02 pm
by GabeKnight
Assuming that nothing has been changed meanwhile, as far as I know, "Rationing" should work and does basically what the other two specs do.
The spec may miss a pic, though.
Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Fri Dec 23, 2022 7:12 pm
by Horst
If someone uses a mod then it should be no problem to include the
specialisations.csv with some changes.
All you need to is to remove the factions, e.g. for Destroyer_Tender "all", then you won't see these unsupported specs anymore.
If you edit stuff without mod for vanilla, there is no way around to modify the game files in the installation folder, what bad Horst does

.
Rationing is definitely working, as I have recently added it back into my modded game again.
I grew tired of the typical steps-of-3 air-cp in campaigns, that doesn't make using recon planes attractive.
No one wants to sacrifice 3 CP for three recon planes...
I've also created a unique icon for it, should someone be interested.
I should really check on all these strange specs again if something unused is working.
Something like the
Home_Gard spec is most likely working to allow the
Home_Guard and
Armadillo_MkIII units.
Both units have the
noPurchase and
noEditor trait, so these also have to be removed should someone actually create a
Sea Lion campaign on Brit side.
The
Home Guard unit lacks a unit picture but this can be quickly copied from Brit infantry as it also uses their models.
Armadillo_MkIII is basically combat-ready and has a unique broadside attack.

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Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Tue Jan 24, 2023 2:26 am
by bru888
Horst wrote: ↑Fri Dec 23, 2022 7:12 pm
Rationing is definitely working, as I have recently added it back into my modded game again.
I don't see how this can be when Rationing is listed thusly in english_11:

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Unless you mean in your modded version of the game. I'm just dealing with light editing of the vanilla game.
So thanks for the advice to remove the "all" faction from Destroyer_Tender and Rationing:

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I see in english_11 that Home_Guard, Free_French, and Resistance_Fighters are also undefined and they do not have ID numbers in specialisations.csv. I assume those are also dead ducks and that I should clear out the "britain" faction for them as well, just to be sure?

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Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Tue Jan 24, 2023 4:06 pm
by Horst
https://www.slitherine.com/forum/viewtopic.php?t=110862
I don't bite in my very rare topics, so why not asking such questions there?
I'm still here for answering questions, but can't guarantee throughout the whole year.
I prefer public questions & answers where everyone can learn something any day over some sneaky PMs.
As mentioned in my topic there, specs like
destroyer_tender are best trashed, although not mentioned it's best done by removing the faction countries, so you won't see them in the editors anymore.
Can all be done in the (original)
specialisations.csv file.
Adding a spec that gives more command points can be considered a cheat, but hey, we all should cheat now to counter something like official, pathetic x-ray mine reveal triggers, right?
Seriously, if you don't want to throw balance overboard, better don't restore any other mentioned spec, as the game works fine enough without them.
Re: [Spec Issue] [Inactive specs available in Campaign Editor] [v9.06]
Posted: Tue Jan 24, 2023 11:16 pm
by bru888
Okay, since you don't bite, and since you answered the one question pertinent to this thread here, I will overtly ask the other in your
OoB v9.2.5 - Fixes & Tweaks thread. Please go there at your convenience.