Historical Unit Library Editor

Basics

Allows you to create Subunits, Historical Model units, historical units. You can also create people's here. Like for example: Wehrmacht, British, Romanian, SS, Militia, Polish, etc.. And associate them with a historical unit or model. You need to import a trooptype library in order to create your TOEs.

Walk through

This is the most complex intermediate editor. There are 4 tabscreens. Lets start with the first one and the general options

General options

1. Save historical library

Save the lib. See technical details above.

2. Load historical library

Will clear the memory and then load a new historical library. See technical details above.

3. Exit

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!)

4. Peoples tab

Shows all the peoples in the big matrix to the left and allows you to edit them.

5. Unit composition tab

Shows all the unit compositions (TOEs) in the big matrix to the left and allows you to edit them.

6. Historical Model tab

Shows all the historical unit models in the big matrix to the left and allows you to edit them.

7. Historical Unit tab

Shows all the historical units in the big matrix to the left and allows you to edit them.

Note: Do not confuse historical models and historical units

A historical unit is an instance of a historical model. You should never see see an actual model on the map only instances of them. One model can have unlimited instances.

8. Add Trooptype Library

In order to set unit compositions we need to have at least one trooptype library loaded. You do that by clicking this button.

You also use this button if you want to refresh an already attached trooptype library.

9. Remove Trooptype library

This actually removes all trooptypes from that library from the historical library and thus can cause unit compositions data to be deleted when you do so. Pay attention when you use this button.

10. Change Library name

Click to change name of the library. Keep this name difficult enough to avoid duplicates with other designers' libraries.

11. Change Author

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.

12. Change Information

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.

13. Change Version

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.

Tab1: People

14. Add People

Add an extra row to the matrix. Each row represents 1 people.

15 Remove People

Remove a people row from the matrix. Keep in mind this can cause unit models and historical models to lose data.

16. Change Cell

Allows you to change the selected cell in the matrix. Or press {SPACE} to have same effect.

17. Slot

you cannot change the slot#. Its equal to the row number basically.

18. Name

You can set the name of a people.

19. BreakAt

You can set the integrity (strength left) % of the unit below which it will have chance to BREAK. Units that break are removed from play completely.

20. Sideways graphic

If you specify something here it will be rendered on top of any trooptype sideways illustration. Make sure you use files with the same dimensions as the trooptype sideways illustrations for best results.

If you do not want to show anything pick the trans.bmp sprite.

21. People Symbol Gfx

Place to specify a relatively small graphic of choice. Will be rendered in the bottom (the 8 trooptype slots) next to the name. If you do not want to show anything pick the trans.bmp sprite.

22. Base morale

Base morale is the morale the unit will maximum reach without combat victories. Low is bad. High is good.

23. Color

Here you can specify an optional overrule color for this people. If you specify no color (or -1,-1,-1) the regime color will be used for counters with this people in it, if you specify a color this color will used instead. This is the best way to make a very clear difference between different kind of units of the same regime based on the people of their troops.

24. Artcode

If there are troops with this people and a trooptype that has multiple graphics (one below the other) in its files and artcodes defined (see trooptype editor) than the trooptype graphic will be used that has the corresponding art code with the code given here.

Tab2: Unit composition

Unit compositions (aka predefined units) are used to specify the ideal troops for a historical model.

25. Slot

Unchangeable. Based on row number.

26. ID#

Unchangeable. Just there for checkup purposes.

27. Name

Here you specify the name of this unit composition. For example : Inf Regiment or Hvy Pz Bat or… etc..

28. IsHQ

Specify if this is a TOE for a HQ or for a non-HQ unit.

29. Troop,People,Qty,Mor,Xp

There follow 40 fields. 8 x this set. These columns allow you to set 8 different subformations for this unitcomposition. Each subformation can have its own trooptype (loaded by button .8), people (set in tab#1), qty, morale points and experience points.

Tab3: Model composition

Historical models use people and unit compositions and allow you to optionally define historical units (that have to be based on a model).

30. Slot

Unchangeable. Based on row number.

31. ID#

Unchangeable. Just there for checkup purposes.

32. Name

Here you specify the name of this model.

33. Level

This mostly of interest to the AI and some specific game rulevars and possibly for event scripts as well. Pay attention when giving values here.

For non-HQ units specify: Individual unit (1) or Multi-unit (2). Only specify multi-unit is it actually has multiple unit compositions in different slots.

For HQs specifiy: Low HQ (5), med HQ (6), high HQ (7) or Supereme HQ(8). This is mostly of interest to the current officer action card libraries that have different cards for low HQs than med HQs+above. Think about what the lowest HQ level is in your library and be consistent.

34. Small Gfx

This is the 'nato graphic' or flag that will be shown on the counter of any instance of this model. If you leave blank a HQ will use the regime flag here instead.

35. Shortname

Put text here or leave blank. If you put text this text is displayed on the counter, if you leave blank the instance number of the historical unit will be displayed on the counter. Depends partly on if their is a nameCounter though.

36. Pol.Pts

Allows you to specify a cost for dynamically creating a new unit (without troops) of this kind in a running scenario. Suggested: 1pp per subunit

37. GfxSymbolUse

Suggested to keep on 'none'. However if you want you can specify a small icon here that will overrule the regime small icon rendered in the left corner of the unit counter.

38. NameCounter

If namecounter is set to -1 no name counter is used. If it is set to 0 or higher it will be incremented with each historical instance of this model created and the numeric added to the shortname.

39. CounterRomans

Only interesting for HQs. If is set to 'true' instead of numerical or otherwise name on the counter the roman numerals for the instance of the namecounter it is will be used. So only works with namecounter>=0.

40. UseModelCounter

You can let one model use the namecounter of another. This enables you for example to have consistent numbering for Infantry Divisions and Motorized Divisions.

41. People

Only interesting for administrative purposes AND blocking certain commanders from occupying certain HQs. Commanders of a certain people can only take place in a HQ set to a model of that people.

42. Max present

-1 means no limit. Otherwise there is a block for the ingame player at a certain point to create more empty instances of this model. Guess its a bit scenario dependend, but well nothing is perfect.

43. Unit, Gfx

There follow 12 fields. 6 subunits with each the same 2 fields.

For each subunit (minimum 1 needs to be specified) you can set the unit composition (Tab#2) to be used and the optional extra gfx.

The extra gfx can be interesting if you are defining models with a lot of different subunits to distinguish them from eachother.

Tab #4: Historical units

FULLY OPTIONAL TO USE OR NOT (The vanilla dc4 historical unit model libraries do not use it)

It is not necc. to create historical units, since you can create instances from Models directly in the Simple Editor. However you can also define the instances here and then place these on the map in the Simple Editor. Especially usefull if you want to really work more modular.

44 Slot

Unchangeable. Based on row number.

45. ID#

Unchangeable. Just there for checkup purposes.

46. Name

Here you specify the name of this historical unit. This name will be the same shown on the counter inside the game.

47. Based On Model

Specify the model this historical unit is an instance of

48. Shortname

This is exact text displayed on the counter. If a historical unit is generated on the fly in-game the shortname will depend on its models shortname, modelcounter and useRomans setting.

Note: tv variables

You should leave all these on 0. There are 5 tv variables. These should not be used in theory since they are not good for modular design. But I left them in to provide for exceptions. Just ignore them for now unless I announce otherwise.

 
historical_unit_library_editor.txt · Last modified: 2021/11/05 15:22 by vic
 
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