Release: Wargame modding suite | v0.8.0 Pre-Release

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FleF[FFR]
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Re: Release: Wargame modding suite

Postby FleF[FFR] » Tue 24 Sep 2013 14:58

Thanks! Большое спасибо

The 2 first (bonus and activation) are already very interesting!
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Re: Release: Wargame modding suite

Postby Grosnours » Tue 24 Sep 2013 15:38

Congrats for the awesome work you've put in here and I hope Eugen "plays the game" and doesn't voluntarily alter RD future file structure too much so we can port those tools to the new game.
In the meantime, I'm inpatient to test ideas like command infantry, static artillery and whatnot. :)
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diana olympos
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Re: Release: Wargame modding suite

Postby diana olympos » Tue 24 Sep 2013 18:02

An uneducated guess cause i can't have PC before next week end.

Does somebody can have a look at decks and how they are stored/work?

Can be cool to create a deck editor with search filter and everything....
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realfakealex
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Re: Release: Wargame modding suite

Postby realfakealex » Tue 24 Sep 2013 22:35

diana olympos wrote:An uneducated guess cause i can't have PC before next week end.

Does somebody can have a look at decks and how they are stored/work?

Can be cool to create a deck editor with search filter and everything....



I had a quick look at the "everything" database, can't seem to find my personal decks... but found the ones used in campaign and I think the starting decks..

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enohka
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Re: Release: Wargame modding suite

Postby enohka » Tue 24 Sep 2013 22:54

enohka wrote:Well the profile is for me at: \Steam\userdata\2346410\222750\remote

This file has a "SAV0" header, at offset 68 starts a zipped block, if you just use zlib to unzip this block you get a raw .ndfbin which can be opened via file -> open in the modding suite (select *.* all files) Tho, editing wont be possible if you open it like this.



The decks are in the profile, remember, you cant save if you open it that way.

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realfakealex
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Re: Release: Wargame modding suite

Postby realfakealex » Wed 25 Sep 2013 06:24

Enohka, why you make this tool so addictive and fun??

I can't stop myself from making stupidity amazing units :(

eg...
http://cloud-2.steampowered.com/ugc/109 ... E27DD4C08/

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Mako
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Re: Release: Wargame modding suite

Postby Mako » Wed 25 Sep 2013 06:26

Wait, could this be used to find the actual RoF of units?
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

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Hob_Gadling
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Re: Release: Wargame modding suite

Postby Hob_Gadling » Wed 25 Sep 2013 06:30

Mako wrote:Wait, could this be used to find the actual RoF of units?


There is no such thing. But yes, if there was one this could be used to find that.

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Mako
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Re: Release: Wargame modding suite

Postby Mako » Wed 25 Sep 2013 06:32

Hob_Gadling wrote:
Mako wrote:Wait, could this be used to find the actual RoF of units?


There is no such thing. But yes, if there was one this could be used to find that.


Can you elaborate on that?
If there's two kinds of players, those that like challenges and those that want a fair game, pubstomps should make everyone happy.

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Re: Release: Wargame modding suite

Postby Hob_Gadling » Wed 25 Sep 2013 06:51

Mako wrote:Can you elaborate on that?


There's up to 5 separate values that determine RoF. The value you see in armory is mangled from aimtime, shots per salvo, time between shots in salvo, reload time between salvoes and ammo usage per shot.

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