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Converting SE slots into Core slots?

Posted: Fri Sep 15, 2017 12:10 pm
by ycloon
I've been toying with the idea of a GC playthrough with no SE units. However, there is a twist: I want the additional slots that come with SE units, but not the enhanced attack stats and ammo. (This will be a playthrough with no softcap).

So, I would like to know if there is a modding solution to convert SE slots into additional core slots. To illustrate my request, GC39 has a max of 18 core slots and a max of 2 SE slots. Can I mod PzC such that I convert the 2 SE slots into core slots? With the mod, there will be 16 core slots for the first scenario (14 + 2 formerly SE slots), for the next scenario, there will be 17 core slots (15 + 2 formerly SE slots) and so on. A brute force approach would be to change the core slots allowed for each scenario, but perhaps there is a more elegant solution?

Many thanks in advance.

Re: Converting SE slots into Core slots?

Posted: Fri Sep 15, 2017 12:19 pm
by nikivdd
I only see two options.
1) Run each scenario through the editor, raise core slots and change SE slots to 0
2) Cheat at beginning of each scenario with core X (x= number of SE units) and disable the SE units in the equipment file by adding a # before each SE unit ID.

Re: Converting SE slots into Core slots?

Posted: Fri Sep 15, 2017 11:28 pm
by ycloon
Thanks, Nico. Glad to know I have options.

Is there a thread for modding beginners on this forum?

Re: Converting SE slots into Core slots?

Posted: Sat Sep 16, 2017 4:58 am
by rubyjuno
Ycloon,

When I joined the forum and realised there were loads of mods, campaigns and scenarios made by the community, I went to the "Panzer Corps: Scenario Design" forum and started at the oldest post and worked my way forward to the newest. It might sound like a lengthy process, but this way you get to read everything in order and it makes more sense, and obviously you don't have to read every thread. Of course, you can save any information you find useful. There are many links to click on, downloads and good advice. There are quite a few dead links, but there is enough to make it worthwhile. That's my suggestion :D

Re: Converting SE slots into Core slots?

Posted: Sat Sep 16, 2017 10:43 am
by ycloon
Thanks, rubyjuno. Will check that out.

Re: Converting SE slots into Core slots?

Posted: Mon Sep 18, 2017 8:05 am
by JagdpanzerIV
just curious as to why you don't want any SE units?

Re: Converting SE slots into Core slots?

Posted: Tue Sep 19, 2017 12:10 pm
by ycloon
@Jagdpanzer IV: SE units are nice because they are more powerful than their core equivalent, they are free, and they are not covered by soft cap. I'm the type of player that wants to plan my core deployment in detail, including figuring out in which scenario I want to add what type of unit. The randomness associated with SE unit assignment messes up my planning some what. Of course, I could just reload a scenario until I get the desired SE unit assignment in the right scenario - and I have done that - but I'm frankly tired of doing that in a new playthrough. So, I see this mod as principally a way to facilitate my core planning and deployment. I'm not sure the difficulty level will be unambiguously raised. On the one hand, I don't get to use SE units and their better attack and ammo. On the other hand, I get additional core units sooner (SE allotments become core allotments in the first scenario, based on my current plan), which presumably should bolster the core's combat effectiveness.

Re: Converting SE slots into Core slots?

Posted: Tue Sep 19, 2017 12:15 pm
by ycloon
Also, SE units often mess up my unit count during the deployment phase. I would either under-deploy because I forgot that some units are SE, or over-deploy because I thought wrongly that a core unit was an SE unit. With my planned mod, such an issue should go away; my dodgy maths will still persist!

Re: Converting SE slots into Core slots?

Posted: Tue Sep 19, 2017 8:11 pm
by JagdpanzerIV
thank you for your explanations.