Tools,Terms,Objects and Properties

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Tools,Terms,Objects and Properties

HardThunder
First off finding any of this is not so good.
We have a development section, with non of this listed, or even available (the newest one is from 2010, and I know for a fact a few things have changed after that as I have had to update 5 or more times, and because the map is no longer, and not in the main folder it does not display when you are checking out games before you play.

An Object is what we would call a Unit, and properties are the normal and special things they (or map items) are and or do.
Like " is StrategicBomber" and that means what? I looked on the wiki page, and here.
Items/units/object seem to be able to move,Defend,Attack some with a default setting?
We also seem to be able to make up units by giving them properties, but what happens if I make a infantry unit "isrocket"? and what does that mean? As nothing tells me that is attack factories at a range of x,
Factories can be given damage, but other then lowering the amount of units that can be placed what does that mean?

I have seen nothing about how to make a new map skin, or a tool for doing so.

I know that I am the only one that has these problems, and they will never be asked again, but it may be a good idea to make a page, and notes just in case someone under 60 has a problem.
I don't hate you, just the person that plays you in the real world
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Re: Tools,Terms,Objects and Properties

RogerCooper
For detailed explanations of properties, download the "Pact of Steel" mod and look at pact_of_steel_2.xml. This has an explanation of all the properties. For example

"isRocket values: allows this unit to become a rocket if the player has the rocket technology.  If the unit is named exactly "aaGun" then it will require an image called "rockets".  If the unit is named anything else, then it will require an image with "_rockets" appended to its original name"

This explanation is incomplete as it does not say that this works like Rockets in some of the boardgames, striking an enemy factory within 3 and doing D6 damage.

               
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Re: Tools,Terms,Objects and Properties

HardThunder
RogerCooper wrote
For detailed explanations of properties, download the "Pact of Steel" mod and look at pact_of_steel_2.xml. This has an explanation of all the properties. For example

"isRocket values: allows this unit to become a rocket if the player has the rocket technology.  If the unit is named exactly "aaGun" then it will require an image called "rockets".  If the unit is named anything else, then it will require an image with "_rockets" appended to its original name"

This explanation is incomplete as it does not say that this works like Rockets in some of the boardgames, striking an enemy factory within 3 and doing D6 damage.
Thank you for taking the time to answer. Now after looking over all the documentation I can find, I have a few more.
                <unit name="jp_transport"/>
                <unit name="midget_submarine"/>
                <unit name="jp_destroyer"/>
                <unit name="super_carrier"/>
                <unit name="bunker"/> (Just making a unit with properties that can not move)
                <unit name="airfield"/>
                <unit name="harbour"/>
ShipYard and Paratroop/Airborn. I am thinking the last three are as in the case of ShipYard just a change in name and you can place ships. Paratroop/Airborn is just marking a unit for air transport and whatever other things the designer does.

Again thank you.
I don't hate you, just the person that plays you in the real world
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Re: Tools,Terms,Objects and Properties

crazy_german
That is setting the name of units, you can name units whatever you want.
<unit name="angry_Ex-Wife"/>
would create a unit named angry_Ex-Wife. Then add a unitAttachment, and put an image named angryexwife in your unit folder, and you can put the on the map and have them fight other units. The name has nothing to do with what units do, all of that is set under unitAttachments


<unit name="jp_destroyer"/>
This is so that Japan and other nations may use different destroyers, so that you can trigger changes to Japan's destroyers without changing everyone's. For instance, I believe there is a way for Japan's destroyers to carry infantry in Pact of Steel 2.
Correctly crazy, disingenuously German
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Re: Tools,Terms,Objects and Properties

HardThunder
OK Armor it seems would not be the same as Inf but I see nothing that addresses that (other then stated rules).

Armor has no other powers other then movement through one or more occupied territories?

In the real world it had, and has many more attributes. Like inf support, in fact they go hand in hand, and gain a great deal when used together.

Jet power just adds one to fighters? Long range just gives longer range to bombers. Strategic bombers just gain range?

It would be nice to have a list of object and attributes.

It would also be nice to know what attributes can be assigned to objects.
I don't hate you, just the person that plays you in the real world
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Re: Tools,Terms,Objects and Properties

crazy_german
HardThunder wrote
OK Armor it seems would not be the same as Inf but I see nothing that addresses that (other then stated rules).
I'm not sure what you are asking.
In the more traditional TripleA maps, armor has 2 movement and is typically the strongest land unit. You can make it so that armor increases infantry attack if you want, there are already maps that do this.

If you are creating your own map, then what existing maps do is irrelevant. You can let armor do all sorts of things, you can make tanks that fly, take multiple hits to kill, or deal extra damage if the opponent has no anti-tank. You could make tanks that create flying purple hippos every turn if you want, the engine can do all sorts of things
HardThunder wrote
It would be nice to have a list of object and attributes.

It would also be nice to know what attributes can be assigned to objects.
See this document for details on what can be modified. You will want to see the "unitAttachment" and supportAttachment sections in particular-pact_of_steel_2.xml
Correctly crazy, disingenuously German
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Re: Tools,Terms,Objects and Properties

HardThunder
In reply to this post by HardThunder
And the answer is
  No such thing as Armor. And INf only means you can move it in something on land if you have the right tec.

This is part of what should be the instructions for making a mod of any kind along with a note that this works with the current version of the game.
       
       
        <!-- the following options are allowed for "unitAttatchment"
                isAir values: if a unit is air or not, defaults to false
                isSea values: if a unit is sea or not, defaults to false. any unit that is neither air or sea, is land
                movement values: the allowed movement of a unit, defaults to zero
                attack values: the attack value, where a rolled dice must be equal or less than to hit the enemy
                defense values: the defense value, where a rolled dice must be equal or less than to hit the enemy
                hitPoints values: how many hit points this unit has (default is 1)
               
                artillerySupportable values: with the 'artillery' and 'unitSupportCount' ability, these three create a set of support attachments at the start of the game,
                                                                                                                allows the unit to receive support from an "artillery" unit (land, sea, or air are allowed)
                artillery values: with the 'artillerySupportable' and 'unitSupportCount' ability, these three create a set of support attachments at the start of the game,
                                                                                                                artillery gives support (+1 attack) to "artillerySupportable" units (land, sea, or air are allowed)
                unitSupportCount values: with the 'artillerySupportable' and 'artillery' ability, these three create a set of support attachments at the start of the game,
                                                                                                                unitSupportCount is the number of units that will be supported by the artillery, defaults to 1 if missing
                attackRolls values: number of rolls this unit gets on attack (default = 1)
                defenseRolls values: number of rolls this unit gets on defense (default = 1)
                chooseBestRoll values: true/false, whether we pick the best dice or use all dice rolls, when there is more than one roll (default false). When in Low Luck, we instead add +1 onto the power for each extra roll.
                isMarine values: gives the unit bonus attack if it is attacking amphibiously. Is an integer, so you can set it to give 1, or -1, or 3, etc.
                canBlitz values: allows the unit to move through multiple empty enemy territories in one turn
                receivesAbilityWhenWith values: gives a unit an ability when they are with, or on the same route as, another unit. currently only works with 'canBlitz'. example: value="canBlitz:armour"
                canBeGivenByTerritoryTo values: will allow a unit to be given from one player to another player, if it is in a territory with changeUnitOwners
                                                                                                                must be a list of Players who this unit can be given to.  example: value="Russians:Chinese"
                canBeCapturedOnEnteringBy values: will allow a unit to be captured from one player to another, if the specified player enters a territory with captureUnitOnEnteringBy
                                                                                                                must be a list of Players who this unit can be given to.  example: value="Russians:Chinese"
                canInvadeOnlyFrom values: is a colon dilimited list of the transporting units which this unit can perform amphibious assaults from.
                                                                                                                A unit which can not perform amphibious assaults may instead disembark during non-combat
                                                                                                                can be set to "all", or "none", or a list of some transports. if this option is not present, it defaults to "all"
                isInfantry values: allows the unit to be transported by 'isLandTransport' IF you have mechanizedInfantry technology
                isLandTransport values: allows the unit to transport "isInfantry" on a one-to-one basis, if you have the mechanizedInfantry technology
                isAirTransportable values: allows the unit to be transported by an "isAirTransport" unit, IF you have paratroopers technology
                isAirTransport values: allows an air unit to carry land units when you have paratroopers tech
                transportCost values: the space this unit takes up in a transport
                transportCapacity values: the amount of space of land units this unit can carry. can be used with sea or air units, except that air units will also require isAirTransport.
                isCombatTransport values: considers a unit to be a combat sea unit, even if it has transport capacity, for the purposes of convoys and restricted attack on transports
                isParatroop values: does nothing
                isMechanized values: does nothing
               
                canScramble values: allows the aircraft to enter a surrounding sea zone if the enemy is doing an attack on or from the surrounding sea zone
                maxScrambleDistance values: the distance out an aircraft can scramble. anything higher than 1 is not supported well at this point.
                isSuicide values: makes a unit die before combat begins, however they do get to roll
                isKamikaze values: allows an air unit to use up all of its movement to go to a battle
                isStrategicBomber values: allows a unit to bombing factories and canBeDamaged units
                bombingMaxDieSides values: is the max dice sides for a strategic bombing or rocket attack.  the default is to use the diceSides for the map.  this property is optional and is only used when you have "Use Bombing Max Dice Sides And Bonus" turned on.  this property is no longer affected by "Low Luck for Bombing and Territory Damage".
                bombingBonus values: is a number added to the die rolled, to give the total cost [displayed as a new die rolled], for strategic bombing and rockets only.  this property is optional (default is zero) and is only used when you have "Use Bombing Max Dice Sides And Bonus" turned on.  this property is no longer affected by "Low Luck for Bombing and Territory Damage".
                                                                                                                example: if you want a unit to throw a 12 sided die, then add 4 onto the result, you would do: <option name="bombingMaxDieSides" value="12"/> and <option name="bombingBonus" value="4"/>
                bombingTargets values: is a list of units that this unit may strategic bomb or rocket attack.  if not present, then all units that can be damaged are legal targets. example: <option name="bombingTargets" value="factory:bunker:airfield:harbour"/>
                carrierCost values: the space this unit takes up when sitting on a carrier
                carrierCapacity values: the amount of space or air unit this unit can carry.
               
                canBombard values: allows a sea unit to bombard the enemy during an amphibious assault
                bombard values: the value this unit bombards at. defaults to the attack value of the unit if missing
                blockade values: allows the unit to do damage up to the value of land territories surrounding a blockade zone, to the enemy's income
                isDestroyer values: cancels out an isSub unit's first strike and submerge abilities, and allows it to be hit by air units if using ww2v3 rules
                isSub values: allows the unit to roll dice before other units, and submerge or retreat from battle even on defense, and if using ww2v3 rules not be hit by air unless the enemy has an isDestroyer
               
                canBeDamaged values: sets if a unit can be attacked by strategic bombing raids or by rockets.  isFactory also allows these things
                maxDamage values: is the total bombing damage the unit can take (defaults to 2 if not set).  If a factory, and canProduceXUnits = -1 or is missing then maxDamage will be a multiple of the territory value (maxDamage defaults to 2 if canProduceXUnits = -1), otherwise it will be a set number
                                                                                                                So for example, if the unit isFactory Or canProduceUnits, And canProduceXUnits = -1, And maxDamage = 3, THEN you will be able to do 3x the territory value in damage to this unit.
                                                                                                                If However, canProduceXUnits = 2, and maxDamage = 3, then you can do up to 3 damage to this unit.
                maxOperationalDamage values: is used with certain features like isAirBase, repairsUnits, and givesMovement to determine if those features work or not based on the current damage of this unit. A disabled unit will not participate in combat too.  Does Not work with isFactory or canProduceUnits.
                canDieFromReachingMaxDamage values: means that if this unit reaches its maxDamage, then it will die.  maxDamage must be larger than zero
                isInfrastructure values: means a unit does not participate in combat, and they will be captured if the attacker is successful
                destroyedWhenCapturedFrom values: is a list of players who destroy a non-combat unit instead of letting it be captured.  destroyedWhenCapturedFrom just takes the value input then adds "FROM:" to the beginning, then calls destroyedWhenCapturedBy with the new value.
                destroyedWhenCapturedBy values: is a list of the players who destroy this non-combat unit instead of capturing it.  all non-combat units are normally captured by default. is a colon delimited list of player names.
                                                                                                                You can prefix them with single instance of "BY:" or "FROM:" in order to determine if it is being captured by, or captured from, that determines if the unit is destroyed.
                                                                                                                examples: <option name="destroyedWhenCapturedBy" value="BY:Chinese:Japanese"/> and <option name="destroyedWhenCapturedBy" value="FROM:Russians:Chinese"/>
                whenCapturedChangesInto values: allows a unit to change into a different unit when captured from a specific player to a specific player.  "fromPlayer:toPlayer:transferAttributes:unitType:numberOfUnits".  accepts "any" instead of a player name. allows multiple.
                                                                                                                examples: <option name="whenCapturedChangesInto" value="any:any:true:Minor_Factory:1"/> and <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/>
                isAirBase values: allows units with canScramble to scramble from a territory with this unit
                maxScrambleCount values: max number of units which can scramble from this air base. defaults to infinite.
                givesMovement values: allows a unit to give movement to other units.  must be an integer, followed by a colon ":", followed by the name of the unit
                repairsUnits values: is a colon delimited list of all the units this unit can repair. it should start with the amount to be repaired (or use 'count' for the amount to be repaired) each turn. if not used, defaults to 1.
                                                                                                                units to be repaired must be in the same territory as this unit. unless the unit being repaired is sea, and the unit repairing it is land, in which case the sea unit must be adjacent to the land unit
                                                                                                                example: option name="repairsUnits" value="1:battleship:super_carrier"
                whenCombatDamaged values: this property lets you set certain behaviors for when this unit is damaged. the value is the effect, while the count is the damage from where to where. (example: <option name="whenCombatDamaged" value="unitsMayNotLandOnCarrier" count="1:2"/>)
                                                                                                                units start at zero combat damage, and usually die at 1 damage. some units have 2 hp, so you can use this with 1:1 to say that when a unit has 1 damage they have this effect.
                                                                                                                currently only allows: unitsMayNotLandOnCarrier, unitsMayNotLeaveAlliedCarrier
                canIntercept values: allows this unit to participate in air raids (air battles for strat bombing), as a defending unit
                canEscort values: allows this unit to participate in air raids (air battles for strat bombing), as an attacking unit
                canAirBattle values: allows this unit to participate in air battles (for normal battles), as an attacking or defending unit
                airDefense values: defense value of interceptor
                airAttack values: attack value of escort
                fuelCost values: fuelCost is a list of at least one resource that get used up for each point of movementCost a unit does.  (can have multiple). example: <option name="fuelCost" value="Fuel" count="5"/> and <option name="fuelCost" value="PUs" count="1"/>

        production related:
                isFactory values: just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1
                                                                                                                isFactory is no longer its own variable. Instead isFactory just sets the above variables. setting is factory will possibly overwrite those variables, so do not use it if you are planning to set those variables to something else.
                                                                                                                allows a unit to produce other units, not participate in combat, be placed anywhere you owned at the beginning of the turn, be capturable, and be damaged by rockets and raids
                canProduceXUnits values: allows a factory-type unit to produce a set amount of units no matter where it is located.  if -1 then it will produce at the value of the territory where it is.
                                                                                                                if greater than -1, you must have "maxDamage" set to some number if the unit is also "canBeDamaged" or "isFactory".  defaults to -1 if missing.  this option will only work if "Damage From Bombing Done To Units Instead Of Territories" game property is turned on.
                canProduceUnits values: allows a unit to be a factory, without all the other things that come with being a factory (like capturable, land, non-combat, etc).  So if you want flying factories, go ahead. Just don't complain if you get errors.
                createsUnitsList values: is a list of units that this unit will create every turn at the end of the turn. can have multiple instances
                createsResourcesList values: is a list of resources that this unit will create every turn at the end of the turn. can have multiple instances

        placement related:
                maxBuiltPerPlayer values: is the number of this unit that can be BUILT by a player.  If they have fewer than this number they can build more, if they have more than this number they can not build more
                                                                                                                [this does not cause excess ones to disappear, and the player can still capture more and more of them if they are capturable]
                canOnlyBePlacedInTerritoryValuedAtX values: the minimum territory value to place the unit there. defaults to "-1" which means anywhere
                unitPlacementRestrictions values: a list of territories where this unit can not be built. list can contain any number of territories, including sea zones .
                                                                                                                every unit may have a list, and the lists may be different for each unit. default is no list.
                                                                                                                the list may be turned on/off with "Unit Placement Restrictions" game property
                unitPlacementOnlyAllowedIn values: is the direct inverse of unitPlacementRestrictions
                requiresUnits values: is a list of units required to be present in the territory in order for you to build this unit there.  Can have multiple instances. Only one instance needs to be true in order to build.
                                                                                                                examples: <option name="requiresUnits" value="CombatEngineer:Truck"/> would mean we need at least one CombatEngineer AND at least one Truck in order to build there.
                                                                                                                If after that line we had a second line saying <option name="requiresUnits" value="SuperEngineer"/> then it would mean OR we need at least one SuperEngineer.
                consumesUnits values: requires that a unit be present in a territory, then when this unit is placed the other units are destroyed / upgraded into this unit.  Can have multiple instances of this, which means it consumes multiple types of units.
                isConstruction values: allows the unit to be placed in territories that don't contain factories. only "constructionsPerTerrPerTypePerTurn" contructions of "constructionType" may be placed per territory per turn.
                                                                                                                may have only "maxConstructionsPerTypePerTerr" constructions Total per territory with/without a factory unless you enable "More Constructions with/without Factory", which will allow up a total number of up to the territory value
                                                                                                                and "Unlimited Constructions" game property allows unlimited constructions total in a territory
                constructionType values: is just a unique string which identifies what kind of construction this.
                                                                                                                if two or more constructions have the exact same constructionType (and the same PerType rules), then they will follow the same rules for placement.
                                                                                                                example: if you have little_bunker and big_bunker both as type "bunker", with constructionsPerTerrPerTypePerTurn=2, then you could place 2 littles, or 2 bigs, or 1 little and 1 big in a territory
                                                                                                                if you do not want this unit to be effected by the global properties "More Constructions with/without Factory" and "Unlimited Constructions", then make sure the type ends in "structure". example: "harbour_structure"
                constructionsPerTerrPerTypePerTurn values: is how many of this type you can place in a territory every turn
                maxConstructionsPerTypePerTerr values: is how many max of this type may be in a territory. this must be greater than constructionsPerTerrPerTypePerTurn
                                                                                                                if "More Constructions with/without Factory" = true, then the minimum will be either maxConstructionsPerTypePerTerr or the PU value of the territory (whichever number is greater) in territories with/without factories
                                                                                                                if "Unlimited Constructions" = true, then this number becomes 10000
                special values: a colon delimited list of possible options for this unit.  Currently only supports: "canOnlyPlaceInOriginalTerritories"

        aa related:
                isAA values: just sets isAAmovement, isAAforCombatOnly, isAAforBombingThisUnitOnly, isAAforFlyOverOnly, isInfrastructure, and isRocket to true. (allows a unit to shoot at air units before combat starts and not participate in the rest of combat, have certain movement restrictions, and be capturable)
                isAAmovement values: just sets canNotMoveDuringCombatMove to "true", and only for aa guns it will set the stacking limits (movementLimit, attackingLimit, placementLimit) to "1:allied" when playing by classic rules
                attackAA values: the value that an isAA unit will attack at, for shooting at air units before battle
                attackAAmaxDieSides values: sets the dice sides for aa guns.  defaults to whatever you chose above in diceSides (or 6 if you didn't choose).  All units with the same typeAA must have the same dice sides.
                                                                                                                Be Warned that all aa attack values (including with Radar and without Radar), MUST divide into attackAAmaxDieSides without remainders, or else there WILL be errors in LowLuck!
                offensiveAttackAA values: same as attackAA but for offensive side
                offensiveAttackAAmaxDieSides values: same as attackAAmaxDieSides but for offensive side
                maxAAattacks values: sets how many times this unit may fire its AA guns. Defaults to -1, which means infinite. If not infinite, then aa guns can stack.
                                                                                                                (If you have multiple aa of the same type-group in a territory, and they have different attack values or dicesides, and different maxAAattacks, then what happens is that the engine will roll for the best attack/diceSides and for the best maxAAattacks, even if that is two different units
                                                                                                                For example, if you have an aa gun that has infinite attacks and rolls a 4/20, and you have another gun with only one attack and rolls 3/6, then you will end up rolling infinite times at 3/6.  This might be fixed in the future.)
                mayOverStackAA values: sets if this unit may fire aa more times than there are aircraft (default = false).
                maxRoundsAA values: sets how many rounds the AA may fire in. negative (-1) means infinite. (default = 1).
                damageableAA values: sets if this unit can damage a two-hitpoint unit, instead of killing it instantly with aa fire (default = false = kill instantly).
                isAAforCombatOnly values: allows this unit to be an AA gun for normal combat only.  it will not defend against strategic bombing raids.
                isAAforBombingThisUnitOnly values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit).  it will not defend against a normal attack.
                isAAforFlyOverOnly values: allows this unit to be an AA gun only when being flown over. if the air unit moves into this territory and stays, then this will not fire.
                                                                                                                isAAforFlyOverOnly will only work if "AA Territory Restricted" is turned off, and will normally only fire during combat move and not during noncombat move, unless you also turn on "Always on AA".
                typeAA values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA")
                                                                                                        Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results.
                targetsAA values: a list of unit types which this aa gun can hit. (defaults to all air units) (any aa guns in the same group should have the same targetsAA)
                willNotFireIfPresent values: a list of unit types for which if they are present in the battle, this aa gun will not fire.
                isRocket values: allows this unit to become a rocket if the player has the rocket technology.  If the unit is named exactly "aaGun" then it will require an image called "rockets".  If the unit is named anything else, then it will require an image with "_rockets" appended to its original name
                canNotMoveDuringCombatMove values: true or false, defaults to false, does not allow this unit to move during 'combat move phase'
                movementLimit values: only affects normal movement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too)
                attackingLimit values: only affects movement into enemy territory/units. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too)
                placementLimit values: only affects placement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too)
                                                                                                                example: <option name="placementLimit" value="allied" count="1"/>

FYI Just a note, Not one thing inside of a tank, and or part of a tank was made out of aluminum, or any other metal until (per say)  the M-60 tank. Look it up in Janes. Last time I check it noted that the M-60 was the first tank that made use of light metals. Truth is it was only beat out as the first Armored fighting veh by only a few month by the M-113. The only reason the M-113 has aluminum armor is so it can be carried by a C-130 (it cost a great deal more to make aluminum Armor, let alone the cost of aluminum). The only savings is it is easier to machine, but you lose on that when you try welding it (and dealing with flat plats machining is almost zip). Also a battery of Arty takes up about the same space a company of grunts. Just about all Arty units had transport. They pulled the guns , and then got the ammo after they dumped the gun. The only countries that had Mobile gun divisions was the USSR, and China as far as I know. The only Infantry units in the US army that did not have transport quickly after D-day was the Airborne. We did not walk into Germany we drove.

Yes some things we put in games are fun, and help others to enjoy them more. I will look at all the items, and see about how to make a presentation of it.
I don't hate you, just the person that plays you in the real world