You make new trooptypes by specifying a very limited number of variables and a “Based On” setting. The trooptype editor then creates your new trooptypes based on your input that modifies the settings the “Based On” trooptype is using.
You can also create reinforcement types here that allow you to group some of your trooptypes together for any replacement troops to be properly dispersed through the auto-reinforce mechanics.
Trooptype Editor Tutorial: https://youtu.be/39tYA6DzDhc
The masterfile has names set in tempString(600-699). Every slot with a name corresponds with SFTypeVar 0-99. Which is used by the event specified in rulevar(946) to create a trooptype. See the * Asterix indications further down on this page.
{EXPERT USE ONLY!} You can manually update them with a new master if you want too. The .CopyFromSFType refers to a slot so the order of the base SFTypes in the masterfile should not be changed. But the ammount of base SFTypes could be increased. You should normally not be in need to use update master since loading a trooptype library from this editor already uses the latest masterfile.
If you already have a trooptype library assigned to a historical library and/or an actual scenario… pay attention. Yes you can make changes to the trooptypes library: change the stats of each row or even add extra trooptypes or remove some trooptypes. It will import correctly in the historical library editor or the simple editor. But you CANNOT start 'afresh' as in clear the list or start from scratch and import a csv and expect the game too update it correctly when reloading it in the historical library editor or the simple editor. This is because the internal data connections used to reload a trooptype library are the ID numbers.
In the walk through we'll give some documentation for all buttons present in this intermediate editor.
Adds a new reinforcement type to the library. If you want replacement troops to properly arrive you'll need to assign your trooptypes to at least the 1st reinforcement type.
Removes the selected reinf. type from the library.
Allows you to rename the reinf. type. Keep in mind that this will NOT impact your scenario logic as reinforcement types are not referenced on name but on slot number.
In the replacement type reports and some OOB stats the reinf types are used and to properly present the player with for example the ammount of 'Light Tanks' requested we need to know the ratio to use. Basically you should really set the ratio the same as the ratio of the trooptypes that use it.
Click to change name of the library. Keep this name difficult enough to avoid duplicates with other designers' libraries.
Just for vanity give the name of the designer of the library. But it can be usefull to get in contact on the forums for example as well.
Here the designer has space to give some more information about how the library is set up and how he intends it to be used.
This one is quite important. If you share a library with others and one point update it, you should increase the version number. For that is a very visible way for the end-user to see if something has changed in the library and it will be shown to the end-user upon import in the Simple Editor.
Adds a new TroopType to the list above. You'll be asked to choose a 'BasedOn' type for your new troopType.
Deletes the selected TroopType.
Allows you to edit the current cell you have selected in the matrix above. You can also use {SPACE} key to do that.
Save your trooptype library. See below for more info.
Exits you back to main menu if advanced editor is blocked. Otherwise you go to scenario setup screen which gives you the option to modify this library in the advanced editor (not advised!)
Clears the current data and loads a fresh trooptype library.
This is usefull if you have very large ammounts of data. The default export mode seperates the data by {TAB} characters. You can import a file like this for example in excell and expand upon it.
After you might have edited an export data file in a 3rd party program you can import it again in the table.
Be sure to do this on the existing library and not a blank one. Importing a csv on an existing library table will sync the table with the csv data if they are on the same row.
{EXPERT USE ONLY} Reload the masterfile. Should not be necc.
You cannot change this. Its an internal ID that together with your library name will keep this trooptype (same as sftype) unique when in the simple editor.
Each masterfile (or ruleset) has a number of trooptype templates. Anything you create in the troopType editor must be based on such a template. The basic idea here is your trooptype is a copy of this template but then certain things are modified based on the data you supply in the other columns.
Set the name of the troopType as shown in game.
You should really specify a reinforcement type here. Keep in mind that all troopTypes sharing the same reinf.type can end up getting mixed together when replacement troops start arriving.
Optional. To keep things simple you should ommit. However if you specify this means that TroopTypes that belong that have this reinfType set as reinfType #1 can be used as replacements for the troopType you are now editing. For example you could say PzIII has reinfType1 Light Tanks and reinfType2 AssaultGuns. This way when no PzIIIs are available AssaultGuns will get sent over.
Give the description shown in game when a player opens the trooptype detail popup.
Is rendered on the counters
Is rendered in the illustrations of this troopType.
Try to pick something from the communitysound directory to avoid having to add sound files when you distribute your scenario.
Try to pick something from the communitysound directory to avoid having to add sound files when you distribute your scenario.
Put this to 100 to copy the settings of the template (basedOn). Put it lower to make this Trooptype consume less fuel and supplies. Put it higher >100 to make it consume more.
Attack power when attacking soft targets like infantry. When attacking a hex.
Attack power when attacking soft targets like infantry. When defending a hex.
Attack power when attacking hard targets like tanks. When attacking a hex.
Attack power when attacking hard targets like tanks. When defending a hex.
Or hitpoints if you like.
Attack power when attacking airborne targets at high altitude (like level bombers)
Attack power when attacking airborne targets at lower altitude (like fighters and divebombers)
Attack power for aircraft when attacking other aircraft in the air.
Attack power versus naval vessels (but not submarines)
Attack power versus submarines
Fields noted with an asterix * sign notify that these might be different if you are using a custom masterfile.