Trooptype Library Editor

Basics

You make new trooptypes by specifying a 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.

Updating your trooptype library already in use

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.

Walk through

In the walk through we'll give some documentation for all buttons present in this intermediate editor.

trooptype_editor1b2.jpg trooptype_editor1c.jpg

1. Add Reinf Type

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.

2. Remove Reinf Type

Removes the selected reinf. type from the library.

3. Rename Reinf Type

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.

4. Set Ratio

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.

5. Change Library name

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

6. 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.

7. 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.

8. 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.

9. Add Trooptype

Adds a new TroopType to the list above. You'll be asked to choose a 'BasedOn' type for your new troopType.

10. Remove Trooptype

Deletes the selected TroopType.

11. Change cell

Allows you to edit the current cell you have selected in the matrix above. You can also use {SPACE} key to do that.

12. Save Trooptype

Save your trooptype library. See below for more info.

13. 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!)

14. Load Trooptype

Clears the current data and loads a fresh trooptype library.

15. Export CSV

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.

16. Import CSV

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.

17. Reload master

{EXPERT USE ONLY} Reload the masterfile. Should not be necc.

18. Slot#

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.

19. BasedOn

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.

20. Name

Set the name of the troopType as shown in game.

21. ReinfType #1

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.

22. ReinfType #2

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.

23. Description

Give the description shown in game when a player opens the trooptype detail popup.

24. Symbol Gfx

Is rendered on the counters

25. Sideways Gfx

Is rendered in the illustrations of this troopType.

26. Move Sound

Try to pick something from the communitysound directory to avoid having to add sound files when you distribute your scenario.

27. Attack Sound

Try to pick something from the communitysound directory to avoid having to add sound files when you distribute your scenario.

28. Ratio

How much troops are represented by 1 individual of this trooptype? for example 10 means 1 individual of 'infantry' is represented as “10x infantry”

29. Weight

Weight points. Important for transport and movetype of unit calculations. You need 1 carry point for 1 weight point. But also only a 2 carry point vehicle can carry a 2 weight point (or less) troop type.

30. Carry

Carry points. See above #29.

31. Manpower

Manpower points. Manpower & ManpowerCarry works the same as Weight & Carry. You need 1 manpower carry point for 1 manpower point. However a 2 manpower troop type can be carried by 2x a single manpowerCarry point troop type as the manpower can disperse over several seperate vehicles.

32. ManpowerCarry

Manpower Carry points. See above #31.

33. Supply Mod

Put 100 here to have the same supply usage statistics as the basedOn trooptype. Put 200 to have double the usage, put 50 to have half.

34. Fuel Mod

Put 100 here to have the same fuel usage statistics as the basedOn trooptype. Put 200 to have double the usage, put 50 to have half.

35.Att Soft Pow

Attack power when attacking soft targets like infantry. When attacking a hex.

36.Def Soft Pow

Attack power when attacking soft targets like infantry. When defending a hex.

37.Att Hard Pow

Attack power when attacking hard targets like tanks. When attacking a hex.

38.Def Hard Pow

Attack power when attacking hard targets like tanks. When defending a hex.

39.Defense

Aka hitpoints.

40.Heavy Flak

Attack power when attacking airborne targets at high altitude (like level bombers)

41.Light Flak

Attack power when attacking airborne targets at lower altitude (like fighters and divebombers)

42.Dogfight

Not used. As there are no airforces moddeled as trooptypes in our scale.

43.Versus Naval

Not used. As there are no naval forces moddeled as trooptypes in our scale.

44. Versus Sub

Not used. As there are no naval forces moddeled as trooptypes in our scale.

45. Height Level Mod

Put 100 here to have the same extra AP cost for moving up/down hill. Put 50 to half that cost. Put 200 to double that cost.

46. Indirect Range

Note you cannot have >0 in BOTH #46 and #47. You have to choose if a trooptype uses indirect or direct fire. You can have both at 0 as a lot of trooptypes do not have ranged fire (1km/hex).

47. Direct Range

Note you cannot have >0 in BOTH #46 and #47. You have to choose if a trooptype uses indirect or direct fire. You can have both at 0 as a lot of trooptypes do not have ranged fire (1km/hex).

48. Direct 1st Mod

if #47 is >0 then we assume the use of direct ranged artillery fire is less effective than when used at more point blank range during regular combat. Put the % here of effectiveness at range 1. For example '50' means that the fire is only half as effective at range 1 than during normal regular combat. Put 100 for no modifier.

49. Direct 2nd Mod+

See #48. But for range 2, 3, etc… These are cumulative. So if you put 50 here it means range 2 is half as effective as range 1 and range 3 is 25% as effective as range 1 and range 4 is 12.5% as effective as range 1.

50. Ranged target

If 0 no effect. If >0 it is the chance that an individual of this troop type will be chosen as a target by enemy direct fire.

51. Scrappable

If >0 means this trooptype can be scrapped. If 100 it means scrapping always returns an trooptype. If 50 it means there is only 50% chance it returns such a trooptype.

52-57. Artcode 1-6

If multiple graphics (one below the other, top one is artcode1, second one artcode2, etc..) in #24 and #25 then here you can give each one an artcode. The graphis slot used in-game depends on the people's artcode number (the slot matching this artcode is used). You can set people's artcode in the historical model intermediate editor.

 
trooptype_library_editor.txt · Last modified: 2021/11/05 13:31 by vic
 
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