Okay... So... This is really embarassing. -1 reply

Please wait...

Viscount

I post to get attention

50 XP

25th January 2005

0 Uploads

69 Posts

0 Threads

#1 11 years ago

I doubt many of you remember me. Years back I released with another modder something called the Realistic Rescaling mod. Back in '07 I submitted a version meant to be used with DoW, WA and DC. Now, apparently, my memory is much more horrible than I thought. When making this one I enlisted the help of another modder who was kind enough to change some of the attributes for me, thus making it possible for soldiers to be built fully reinforced. I... apparently did not test this on Dawn or War or Winter Assault - just Dark Crusade. As such the first two games will quit to desktop immediately upon entering the main menu.

If at all possible, would someone be willing to help me convert the proper files so that the attribute modifications are applicable to Dawn or War and Winter Assault? It shouldn't be that hard. I'd do it myself but, alas, I really don't know how. I'll send the files to the first person willing to help via e-mail.




Thudo

The Internet ends at GF

50 XP

4th March 2003

0 Uploads

129 Posts

0 Threads

#2 11 years ago

So wait.. you simply want a squad to be reinforced right away to their max # in the squad?

ie. Guardsmen start with 5 reinforce-able to 9 so you want them just to start with 9?

If so, thats incredibly easy as the code is in the Unit's SBPS file under the code:

GameData[squad_loadout_ext][unit_max] = 9.000000 GameData[squad_loadout_ext][unit_min] = 5.000000 So if you set it to:

GameData[squad_loadout_ext][unit_max] = 9.000000 GameData[squad_loadout_ext][unit_min] = 9.000000..then the Guardsmen squad will be built to its max right when you build it.




Viscount

I post to get attention

50 XP

25th January 2005

0 Uploads

69 Posts

0 Threads

#3 11 years ago

Thudo;5175078So wait.. you simply want a squad to be reinforced right away to their max # in the squad?

ie. Guardsmen start with 5 reinforce-able to 9 so you want them just to start with 9?

If so, thats incredibly easy as the code is in the Unit's SBPS file under the code:

GameData[squad_loadout_ext][unit_max] = 9.000000 GameData[squad_loadout_ext][unit_min] = 5.000000 So if you set it to:

GameData[squad_loadout_ext][unit_max] = 9.000000 GameData[squad_loadout_ext][unit_min] = 9.000000..then the Guardsmen squad will be built to its max right when you build it.

You're goin' right over my head there I'm afraid. I personally don't know a thing about modding. I was the planner / outliner, not the actual code writer. ^^;

I mean I know what you're talking about, don't get me wrong, but I've never been able to do it myself even with instructions. -.-




Thudo

The Internet ends at GF

50 XP

4th March 2003

0 Uploads

129 Posts

0 Threads

#4 11 years ago

You never answered the ultimate question to which my veteran AE coding help can assist you:

Do you simply want your modded units to simply be produced to their max squad size? (ie. in vanilla they start with only 5 of 9 units in the squad BUT you wish to have them start as 9 -- a full squad)?




Viscount

I post to get attention

50 XP

25th January 2005

0 Uploads

69 Posts

0 Threads

#5 11 years ago

Thudo;5175099You never answered the ultimate question to which my veteran AE coding help can assist you:

Do you simply want your modded units to simply be produced to their max squad size? (ie. in vanilla they start with only 5 of 9 units in the squad BUT you wish to have them start as 9 -- a full squad)?

Oh, my apologies! That's what happens when I go right to the computer after waking up. XD;

Yes, that's exactly what I want - to have each soldier unit from every faction start out fully reinforced.




Thudo

The Internet ends at GF

50 XP

4th March 2003

0 Uploads

129 Posts

0 Threads

#6 11 years ago

Ok so whats the issue then? Extracting the code from the vanilla game OR actually editing it OR implementing it into the game.

You simply need to:

1) Extract the SBPS files from the guard faction inside the master SGA file of the game. 2) Use either Corsix Modstudio or RGDedit to make those changes in the code above in the extracted RGD files from #1. Save those changes. 3) Use the changed RGDs during load time.




Viscount

I post to get attention

50 XP

25th January 2005

0 Uploads

69 Posts

0 Threads

#7 11 years ago

Thudo;5175113Ok so whats the issue then? Extracting the code from the vanilla game OR actually editing it OR implementing it into the game.

You simply need to:

1) Extract the SBPS files from the guard faction inside the master SGA file of the game. 2) Use either Corsix Modstudio or RGDedit to make those changes in the code above in the extracted RGD files from #1. Save those changes. 3) Use the changed RGDs during load time.

*sigh* If I knew how to do all of this, I wouldn't be asking someone to do it for me now would I? :(

Once again; things like this go right over my head. I am not that techno savvy.




Thudo

The Internet ends at GF

50 XP

4th March 2003

0 Uploads

129 Posts

0 Threads

#8 11 years ago

Next question: why do this? Whats the purpose and reasoning to affect gameplay like this? The cost of the squad will obviously go up since now each squad will start with its max -- this will also impact the AI since its expecting a fixed cost for the squads based on the default starting squad size. Just understanding the rationale




Viscount

I post to get attention

50 XP

25th January 2005

0 Uploads

69 Posts

0 Threads

#9 11 years ago
Thudo;5175121Next question: why do this? Whats the purpose and reasoning to affect gameplay like this? The cost of the squad will obviously go up since now each squad will start with its max -- this will also impact the AI since its expecting a fixed cost for the squads based on the default starting squad size. Just understanding the rationale

To me and my friends it seems a bit odd that a squad would go out half-cocked. It also helps to make gameplay a bit quicker, as the micromanage your squads by adding too them new soldiers right when the come out the door is eliminated. So, to me, in the long run it pays off by having your troops come out fully reinforced from the get-go because not only are they such but you've saved precious time and resources.




Thudo

The Internet ends at GF

50 XP

4th March 2003

0 Uploads

129 Posts

0 Threads

#10 11 years ago

Well that was a gameplay decision called "over watch" by the Relic devs to simulate how it is in TT. TT can't be wrong as its universally accepted to be fun and a workable aspect of the game. I guess I suppose I see your point however many things in TT and the game don't make sense as compared to real life so game design is about offering something not always based on reality but what is fun and challenging.

Coding all this in the AE would be silly -- its better to scar-code it via a game mode. That way, its much easier to manage and you don't need a whole extra attrib for it. There might be scar code already done for this. Your best bet is to ask on relicnews in the DoW1 Modding section for a quick scar-coded game mod. Then yer all set!