Page 1 of 1

Creating an Imjin War battle in the editor

Posted: Wed Sep 14, 2016 6:25 pm
by rebel1233
So how exactly do I do this? The default units are sengoku jidai. If I try to create a copy of the Imjin campaign it just doesn't detect it even after I change it's name in the txt file. I've tried all sorts of copying over squad files and such but I just can't manage to get Imjin war units into the editor. So how exactly do I do this?

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 6:34 am
by rbodleyscott
It should simply be a matter of cloning CAMPAIGNS/5ImjinWar instead of CAMPAIGNS/2ImjinWarCampaign

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 7:39 am
by rebel1233
And what's the difference between the two?

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 8:04 am
by rbodleyscott
rebel1233 wrote:And what's the difference between the two?
Quite a lot. The /2ImjinWarCampaign is set up to work only for strategic campaigns. It could be converted, but it is easier to use /5ImjinWar, which is already set up for historical scenarios.

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 3:55 pm
by rebel1233
Well if I make a copy of that campaign and then create and save a battle in the editor it doesn't show that battle in the historical campaign list. The campaign itself is shown and I can play any pre made scenarios but not any that I made.

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 4:11 pm
by rbodleyscott
rebel1233 wrote:Well if I make a copy of that campaign and then create and save a battle in the editor it doesn't show that battle in the historical campaign list. The campaign itself is shown and I can play any pre made scenarios but not any that I made.
This is because the cloned campaign contains a Campaign.txt file listing all its scenarios.

You need to replace (or add to) the scenario names in brackets by adding yours:

Code: Select all

LOCK 00000000

VAR BreakPoint1
VAR BreakPoint2

[Chungju]
[Chungju1]
[Imjin]
[Imjin1]
[Pyeongyang]
[Byeokjegwan]
[Byeokjegwan1]
[Chiksan]
[Chiksan1]
to

Code: Select all

LOCK 00000000

VAR BreakPoint1
VAR BreakPoint2

[MyScenarioName]
Alternatively you could simply delete the Campaign.TXT file from your campaign and then the program will automatically show all scenarios in the campaign.

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 5:13 pm
by rebel1233
Ok, thank you very much.

Now, I'm not sure if I ought to make a new post for a new question or if I can just ask it here. Anyway.
How would I go about increasing the amount of casualties caused by firearms and increase the chance for a volley to disrupt an enemy unit. I know how to edit certain unit stats and the very basics so if you could just tell me which file and which line to edit that'd be great. This question applies to both Pike and shot and Sengoku Jidai.

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 5:37 pm
by rbodleyscott
rebel1233 wrote:Ok, thank you very much.

Now, I'm not sure if I ought to make a new post for a new question or if I can just ask it here. Anyway.
How would I go about increasing the amount of casualties caused by firearms and increase the chance for a volley to disrupt an enemy unit. I know how to edit certain unit stats and the very basics so if you could just tell me which file and which line to edit that'd be great. This question applies to both Pike and shot and Sengoku Jidai.
If you increase the casualties you will increase the chance for a volley to disrupt an enemy unit.

You could do this by increasing the shooting POA.

For example, to increase the firepower of matchlocks ( == arquebus), you could increase the POA values in lines 1699, 1703, 1707, 1732 and 1750 in CombatTools.BSF

You would need a clone of CombatTools.BSF in your custom campaign in /Data/Battle/Scripts.

You will find the vanilla version in the main build in /Data/scripts. Don't edit it there, make a clone as above.

Note that the path is different in custom campaigns.

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 5:57 pm
by rebel1233
And is there any way to increase the chance for disruption without increasing the amount of casualties and without reducing unit quality?

Re: Creating an Imjin War battle in the editor

Posted: Thu Sep 15, 2016 6:07 pm
by rbodleyscott
rebel1233 wrote:And is there any way to increase the chance for disruption without increasing the amount of casualties and without reducing unit quality?
You could add a custom cohesion test modifier for being shot at by firearms. Obviously that would only have any effect if the firearms caused enough casualties to trigger a cohesion test.