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(Unofficial) Modding Guide
Posted: Sat Nov 08, 2014 1:08 am
by GuyFawcett
Hi
I've started putting together a guide cobbled together from the manual, posts and my own discoveries.
If any body has more info to share I will keep updating.
Re: Modding Guide
Posted: Sat Nov 08, 2014 2:58 am
by LordValentai
That's a great compilation of things so far! Nicely done.
Re: Modding Guide
Posted: Sat Nov 08, 2014 7:42 am
by Adebar
Thank you very much! Great initiative; I think this manual will be essential for all scenario makers and modders.
Re: (Unofficial) Modding Guide
Posted: Sat Nov 08, 2014 8:47 am
by rbodleyscott
Thanks GuyFawcett.
I have stickied this thread.
Note, however, that the link to the STUB engine documentation (the most important bit of documentation for modders)
Code: Select all
http://www.slitherinebravo.net/GameWiki/doku.php?id=stub_engine
is not shown in full in the .pdf
Re: (Unofficial) Modding Guide
Posted: Sat Nov 08, 2014 2:53 pm
by GuyFawcett
New file has Stub engine reference
Re: (Unofficial) Modding Guide
Posted: Sun Nov 09, 2014 8:39 am
by jomni
Can you explain the purchase point calculation in your guide?
Re: (Unofficial) Modding Guide
Posted: Sun Nov 09, 2014 10:07 am
by rbodleyscott
jomni wrote:Can you explain the purchase point calculation in your guide?
I should note that the points costs are actually based on the UnitSize attrib divided by 100, not on the TotalMen attrib divided by 100. (Except for light foot and light horse, where they are based on the UnitSize attrib divided by 66.66666).
Re: (Unofficial) Modding Guide
Posted: Sun Nov 09, 2014 10:45 am
by jomni
rbodleyscott wrote:jomni wrote:Can you explain the purchase point calculation in your guide?
I should note that the points costs are actually based on the UnitSize attrib divided by 100, not on the TotalMen attrib divided by 100. (Except for light foot and light horse, where they are based on the UnitSize attrib divided by 66.66666).
Would you happen to have a numerical example?
Re: (Unofficial) Modding Guide
Posted: Sun Nov 09, 2014 11:19 am
by rbodleyscott
jomni wrote:rbodleyscott wrote:jomni wrote:Can you explain the purchase point calculation in your guide?
I should note that the points costs are actually based on the UnitSize attrib divided by 100, not on the TotalMen attrib divided by 100. (Except for light foot and light horse, where they are based on the UnitSize attrib divided by 66.66666).
Would you happen to have a numerical example?
The chart in GuyFawcett's guide represents his reverse engineered analysis of the squads file rather than the actual points system used to cost the units in the game. I cannot therefore explain how to use his chart, although it does appear to be a good rule of thumb. However, you should use the UnitSize attrib as the basis of the calculation rather than TotalMen. This may or may work correctly unless GuyFawcett adjusts the values in his chart taking this into account.
The points used in the game are loosely based on the FOGR points system, with adjustments where the slightly different rules in Pike & Shot make those (in our judgement) invalid. UnitSize/100 (NOT TotalMen/100) represents the number of FOGR elements in the unit, except in the case of light foot and light horse where UnitSize/50 represents the number of FOGR elements in the unit. (Because basically FOGR treats light foot and light horse elements as if they had half as many men as other types). However light troops have various advantages that make them worth more than the size of the unit would suggest, so are costed as if 1.5 times the UnitSize that they actually are.
I am sorry if this is confusing, but of course you don't have to stick to the points system used in development for your own units, you can adjust them relative to the other units to cost whatever you think they are actually worth in the game - compared with the points cost of existing units (which you may also wish to adjust).
Re: (Unofficial) Modding Guide
Posted: Sun Nov 09, 2014 11:43 am
by rbodleyscott
Also with regard to Experience and Elan. the rule of thumb is
Civilians 0
Raw 50
Regulars 100
Veterans 200
Ultimate Elite 300
though there are many shades in between - and the experience and elan are not, of course, always equal.
Troop Quality is the average of the Experience and Elan.
The way the game reports Quality partly depends on whether the Experience and Elan are equal:
If quality is in the range 0-40 then if Elan is less than Experience the game reports "Demoralised", otherwise "Untrained".
If quality is in the range 41-60 then if Elan is less than Experience the game reports "Disheartened", otherwise "Raw".
If quality is in the range 61-90 the game reports "Below Average".
If quality is in the range 91-110 the game reports "Average".
If quality is in the range 111-159 the game reports "Above Average."
If quality is in the range 160-210 the game reports "Superior".
If quality is in the range 211-249 the game reports "Highly Superior".
If quality is in the range 250-300 the game reports "Elite".
Re: (Unofficial) Modding Guide
Posted: Sun Nov 09, 2014 11:53 am
by nikdav
Very interesting, Richard...........the editor deep is impressive !
Re: (Unofficial) Modding Guide
Posted: Mon Nov 10, 2014 2:28 am
by LordValentai
Richard,
What is the difference between experience and elan in the game? Does one control rallying, the other combat benefits?
Thanks
Re: (Unofficial) Modding Guide
Posted: Mon Nov 10, 2014 8:33 am
by rbodleyscott
LordValentai wrote:What is the difference between experience and elan in the game? Does one control rallying, the other combat benefits?
Nothing really, except a way to define units in a logical fashion. The program only uses Quality, which is the average of Experience and Elan.
Re: (Unofficial) Modding Guide
Posted: Tue Nov 11, 2014 12:01 am
by GuyFawcett
Richard
Is it possible to show us what the actual point determining values are so that I could Replace mine in the document?
Guy
Re: (Unofficial) Modding Guide
Posted: Tue Nov 11, 2014 1:40 am
by jomni
Does experience go up to 300 like Elan?
Also is exact numerical quality used?
Does the game consider 175 and 200 rating differently (both within the superior band)?
Re: (Unofficial) Modding Guide
Posted: Tue Nov 11, 2014 8:32 am
by rbodleyscott
jomni wrote:Does experience go up to 300 like Elan?
Yes
Does the game consider 175 and 200 rating differently (both within the superior band)?
Yes, it is continuous. That is why we did it in 100s, to allow fine gradations. Same with armour and POAs.
Re: (Unofficial) Modding Guide
Posted: Fri Jan 09, 2015 7:37 pm
by parmenio
I've just been looking through the Scenario Design PDF and I came across this entry:
2.2 Unit Facing Indicator
The grey indicator is a compromise between visibility and messing up the period look.
To change the colour of the unit facing indicator change the colour code string in line 198 of Callbacks.bsf in
/PikeandShot/Data/Battle/Scripts
ShowFacingIndicator(x, y, facing, "7Fa6a6a6");
I'd been looking to change this myself and I ended up editing the "facing" DDS files in the following folder:
C:\Program Files (x86)\Steam\SteamApps\common\Pike & Shot\Data\UI\Textures\Battle
What's the relationship between the two as visually I can partially see my changes and I've done nothing to the Callbacks script file?
(when I say "partially", the colour chosen has obviously been affected something not of my making)
Thanks In Anticipation.
Re: (Unofficial) Modding Guide
Posted: Fri Jan 09, 2015 8:57 pm
by rbodleyscott
parmenio wrote:I've just been looking through the Scenario Design PDF and I came across this entry:
2.2 Unit Facing Indicator
The grey indicator is a compromise between visibility and messing up the period look.
To change the colour of the unit facing indicator change the colour code string in line 198 of Callbacks.bsf in
/PikeandShot/Data/Battle/Scripts
ShowFacingIndicator(x, y, facing, "7Fa6a6a6");
I'd been looking to change this myself and I ended up editing the "facing" DDS files in the following folder:
C:\Program Files (x86)\Steam\SteamApps\common\Pike & Shot\Data\UI\Textures\Battle
What's the relationship between the two as visually I can partially see my changes and I've done nothing to the Callbacks script file?
(when I say "partially", the colour chosen has obviously been affected something not of my making)
Thanks In Anticipation.
The .DDS is the texture, but the script recolours it. If what you want to do is change the colour, you need to change the script.
Re: (Unofficial) Modding Guide
Posted: Sat Jan 10, 2015 8:17 am
by parmenio
rbodleyscottp wrote:The .DDS is the texture, but the script recolours it. If what you want to do is change the colour, you need to change the script.
Thanks for that I'll give that a go.
Re: (Unofficial) Modding Guide
Posted: Sat Jan 24, 2015 6:41 pm
by M4RT14L
Very useful, thanks a lot!!