Subformationtype Models

Rulevar 534 has to be set to enable Subformationtype models. But it is not just a switch of this rulesvar. There have to be models created in the scenario you are using, like version 2 of the New Dawn ruleset (to be released somewhere in june 2014).

Models in a nutshell

Basically the models feature allows the player to create its own unique SFTypes while in play. This addition is in line with the previous officer addition and mainly provides flavour. The rules use an intricate system with marks and versions that gives names that feel close to historical reality. There is some strategy involved as well as the player can choose which improvements to research (specialize in tank-tank combat or tank-infantry, trade speed for hitpoints).

Status of this feature

Its added in the spirit of the New Dawn public beta ruleset and random games added some time ago. Its a free addition to the game, but the AI does not make particularly good use or any use of it and its really meant to test the feature for eventual full implementation and detail in a new Advanced Tactics game. Its a bare bones feature and basically a public beta. It could have been fleshed out more, but its quite enjoyable and immersive as it is. If you are interested in helping develop it further and fleshing it out or providing random graphics for the random tank models let me know please.

Furthermore I have been considering for the future the option of hiding the statistics so that you do not actually know how good or bad a certain model is.

Player info for New Dawn ruleset games

There is a button next to the strategic map with a tank and a paper sheet. Click here to go to the Subformationtype model designer interface. Here you are presented with a list of either all/concept/upgradeable/improveable models. When you click on in the list the following options might be available: Rename, Alter, New, Upgrade, Improve

When you research Light Tank, Medium Tank, etc… you can create your own model based on these concepts. When you research Light Tank II, Medium Tank II these are considered core research levels for their respective concepts and allow you to create Mark IIs or upgrade Mark Is to Mark IIs. When you research Tank-Tank Combat, Tank-Infantry Combat or Tank Mobility research fields this will allow you to improve existing models with your researched improvements (or create new models or upgraded models with them includeded)

Since the cost of new models, upgrades and improvements goes up the more models you have operational it is a bit of a dark art to know when to create a new model or do an upgrade or improvement.

Good luck! And remember this is still in public beta status so provide feedback in the forums so we can fine tune these feature.


Only available on a newly created model that has not been produced yet.


Only available on a newly created model that has not been produced yet. It allows you to make alterations to the basic design. Like for example increasing the armour at the cost of speed. Price of an alteration is cheap, but not free: (BASE MODEL COST / 5) in PP.


If you select a concept model you can create a new model based on this concept. Example of a concept is for example: Light Tank, Medium Tank or Heavy Tank. The price of a new model is (BASE MODEL COST * (number of new models created on all concepts) * Modifier per level of core tech utilized * Modifier for each improvement to be included) in PP. Based on your people the new model will receive a random name (from stringlist ID=121).


If you have already created models and after you have discovered new core research (for example: Light Tank II) you can upgrade your existing design to include the new technological insights. If you for example have created a “Dragon” light tank in round 1 and researched light tank II in round 3 you can upgrade your design which will give you a new model: “Dragon II”. The price of an upgrade is (BASE MODEL COST * Cost per same model


If you have an already created model you can chose to improve it if you have researched improvements that are not yet present in the design. By doing so you can for example covert a “Dragon II” to a “Dragon IIb”.

Modder info for New Dawn ruleset games

Check the 'anewdawn.at2' masterfile to see how I created the functionality for this scenario. Basically there are 2 easy parts: 1. Turn on rulevar 534 2. Make a stringlist with names for models

And one difficult part: 3. Add models to the SFType list. You do this by going to the SFType editor window. Adding or copying a SFType and going to tabsheet 'models-1'. Here you can turn on ModelsIsBase to 'true'. This makes this SFType a 'concept' that can be used by the regimes in the game to create their own models. I have given mouse-over explanations to all the other functions. But what might require some explanation is the following:

For interprenting the creation of new model

Remember what you are creating in the editor is a concept. When the player clicks on the concept (if it is available) and selects new he will create a new model (based on this concept). The moment the player creates a new model the event specified in ModelNewEvent will be called. The game will pass Tempvar9=New SfType # and Tempvar7=Number of core research levels increased to this event.

For Improvement options

To allow for improvements on models derived from this concept: Add research fields and set them to POS=1 (possible improvement). To allow for upgrades on models derived from this concept: Add research fields and set them to RES=1,2,3,4,etc.. (Set research for level) to specifiy the mark increases they correspond too.

For upgrade options

Remember the field ModelResearch(0) is the research field the regime must have for the concept to be available in the first place.

Word of caution

New SFTypes do eat memory. Thats why I made the cost of new models, upgrades and improvement slowly increase to create a natural cap. You should do the same.

subformationtype_models.txt · Last modified: 2016/02/26 18:24 (external edit)
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