release 0.8.2 (transportation and unit stats)
- editing price of battlegroups (independent)
- intelligent transport handling (through unit/modules/transportable)
- display ECM, Suppression, Accuracy, Stabilization, Armor, RPM, speed for all types of units
- double-click on unit in deck now select unit, select limitation, bring Units & Limitations window to front
- double-click limitation change selected unit's limitation in deck grid and close Units & Limitations window
- bigfix: inability to remove transport from limitation
BGM release 0.8.1 (comforting one)
+ division country editable (right-click on division)
- bugfix: changing objectives enables 'save' button
- bugfix: changing objectives changes summary of objectives for affected bg
- bugfix: changing division name changes it for all battle groups with the same division
- bugfix: subsitution of pawn correctly updated for all bg's involved
- bugfix: changing sort order of bg grid causing change of selected bg
- if unused pawn available, then substitution of pawn will use unused pawn (so it won't affect other pawns)
p.s. as it is coming closer from beta version to release, I'm focusing on cleaning up program from bugs - not adding new functionality. I want clean, simple, functional, clear and capable tool by version 1.0
BGM Version 0.8
- pawn model browse-able within campaign (within all campaigns through settings - it's experimental)
- pawn model can be changed (right-click on pawn cell) with different pawn from global pawn list (unfortunately this list only contains limited amount of units - not all)
- double click on unit in deck opens Unit & Limitation window with that unit selected
- deck grid displays unit role
- added unit role. this is particularly important for upgrade campaigns from old mods. in case developer changed id and unit name we're searching for similar by country, role, moving type and transport function
- upgrade campaign(s) functionality. it should still be considered experimental - many things are left behind, but mostly it works
- player/computer detecting algorithm updated (Busan Pocket had some issues, but now's moddable)
- please test it - many things have been re-worked and I frankly just don't have time to test everything
- configuration dialog (.dic file pattern are just patterns - you don't have to fill in full path - if string is unique - it will find it)
- more unit data in Unit & Limitation window
- unit roles displayed (convenient for search)
- change campaign division combo box bug fix
- export campaign button still closed, sorry about that - don't have enough time to test - next weekend
- summary re-worked
- computing 'difference' with original campaign
- limitation and units window show battle groups for all campaigns
- new experimental column 'on map' representing whenever bg shows up at turn 0 on map
- filtering battle groups with 'side' checkbox
- unified select .dat file dialog for both dictionary and ndf data files
- unit information added: movement type, max damage, prototype'ity
- moral and cohesion reworked into dialog with bunch of other parameters
- new bugs and donate button
- bugfix for different localizations - now should be more compatible with different versions - (support 'dev' and 'us' both)
- health and action points editing is through choosing -not changing original instance, so it's independent among battle groups
- Pawn ID - look for pawn id of battle group you want to make and assign the same number - it's pawn on strategic map
- Division Icon and Battle Group Icon - I hope self-explanatory, experiment with it - some icons are not implemented so will appear screwed
- changing 'Type' also changes behavior and description of battle group
- FOB's added to list of units (initial check was refusing them because of being 0-year old as too old to be true)
- some fixes here and there as usual
- comparing modded battle groups with original to make change list easier
- applying changes to different .dat files to upgrade mod's to new game patches
- new limitation bug-fix, another one
- DataGridViewComboBoxCell error fix on campaign change
- it does work with 430.578 (for testing i'm using 4300000587\ndf and 4300000564\4300000574\zz_win and 2nd korean war campaign
- battle group names editable
- battle group type (MimeticType) viewable
- battle groups filter introduced (somewhat convenient for big-scale modding)
- list native transports only check box in unit\limitation window - to pick right one quickly
- bug fixes related to limitations change (sadly had to fix some code in WMS, so it's no more plain WMS-compatible on source-level)
- transport and super transport can now be edited withing limitation grid in Units & Limitations Window
- some internal work on turrets and weapons (will show up in 0.8)
- hierarchy of battle groups
- you decide
- bg descriptions can be changed
- objectives re-worked
- unit's view now have basic turrets/weapons information
- adding/erasing new limitations (there's some issue with this...let me know if experience it)
What it does?
- allows you to view/change decks of different campaigns in Red Dragon
- allows to browse through all units
- allows to change battle groups objectives and departure zones
- allows to change initial/max moral, initial/max action points, cohesion, health of battle groups
possible issue with opening ndf files
you need to open 2 ndf files in order for program to run:
ndf_win.dat - this file contains all units and battlegroups informations
zz_win.dat - this contains text for unit names and descriptions of battle groups
error check while opening those files is very basic - i'm checking if table 'everything' exists in ndf_win (it describes decks and units) and i check if path dev\localisation\unit exists within hash file zz_win.dat. until you'd open correct files programs won't run. if for some reason you're having problem with start up of program try to erase settings file, which normally located in : c:\users\<user_name>\AppData\Roaming\edataFileManager\bgsettings.xml
right now changing objectives is a bit annoying - it will show message with list of groups unavailable to become targets. this is temporary (trans table references are really annoying part of ndf design). another moment - if you're changing objectives, don't switch 'show all bg' check box off. another detail - i haven't tested this with new 587(?) release - my game seems to be broken by now (even with re-installation) ... might be memory or video card issues - development will stop until this resolved (i've left trouble ticket in support forum)
I. What is BGM
BGM is a modding tool for Wargame-III Red Dragon (WG). It allows you to change content of battle groups and their parameters. It DOES not allow neither it intended to be used to change parameters of units. Current release (0.6) was tested with WG release 585.
BGM makes changes in two files of the game (which you might want to backup).
NDF_Win.dat - contains all units, decks, battle groups information and campaign logic (as well as bunch of other stuff).
ZZ_Win.dat - contains texts. All battle groups descriptions, names, unit names, unit's weapons, ammunition and turrets names (and some more). During first start of BGM it will ask you to open those files. Default locations for those files in version 585 is:
C:\Program Files (x86)\Steam\SteamApps\common\Wargame Red Dragon\Data\WARGAME\PC\430000585\
There is a possible problem locating correct game files. Thing is - there are more than one file with same name in sub-folders, so choosing right one is important. From release to release information is traveling (travelling - if you're outside US from one file to another in case data is updated and old files are reused in case data in them is still relevant. Trial and error and common sense are your best friends.
III. Game files structure (skip this if you're familiar with WMS)
I won't be going into full depths (hc svnt dragones) of NDF files (data storage format used by WG), but somethings you should know before using this tool. Every .DAT-file is a collection of .NDF-files with path (for example "pc\ndf\patchable\scenario\campdyn_crown_jewel\ndfscripting.ndfbin" file is stored in NDF_Win.dat and contains data, related with "Pearl of the Orient" campaign). Each NDF files can be perceived as a database, which contains tables (CLASSES in ndf-language). Data in those classes often refer to data in other classes, even outside of NDF-file and sometimes outside of particular .DAT-file. It is important to understand, that because of those references, lots of information is shared-reused by similar objects. For example price of battle group is stored in the file ndfscripting.ndfbin in class TDynamicCampaignProducerModuleDescriptor in field Price, but the same instance of this class can be referenced by different battle groups, so whenever you will change this value directly you'd change price for all those battle groups. BGM trying to work around some of those issues or at least warn you if this happens.
IV. Data hierarchy
Here's relationship between units, decks and battle groups. To understand how BGM works you'd have to understand those relationships. I'm not writing about unit and it's details (turrets, ammunition and such) - may be later if BGM will start doing unit management (not next release at least).
IV.1 Units - represents all units in game as well as transports and naval transports
- stored in pc\ndf\patchable\gfx\everything.ndfbin
- storage class - TUniteAuSolDescriptor
- referenced by Limitations
IV.2 Limitations - represents unit (with transport) and their availability amount (aka veterancy).
Veterancy is a list of 5 numbers, defining numbers of this unit-transport combination for each training level
- stored in pc\ndf\patchable\gfx\everything.ndfbin
- storage class - TLimitationPerUnit
- referenced by Decks
IV.3 Decks - represents collection of Limitations
- stored in pc\ndf\patchable\gfx\everything.ndfbin
- storage class - TWargameNationDeck
- referenced by Battlegroups
IV.4 Battlegroup - particular deck, combined with name, descriptions, pawn icon, health, moral, cohesion and action points.
- stored in
- storage class - TModularUnitDescriptor
- referenced by other Battlegroups
V. Program Interface
General concepts - clicking column titles sort things (if click-able), yellow field means you can change it (usually)
BGM have two windows - main window with deck/battlegroups and units/limitations window
V.1 Main window Deck List (left-top). You can't change anything here, left column is corresponding Id in TWargameNationDeck, name is deck's export name and price is total cost of all units and transports in this deck. Selecting (clicking) deck will focus deck content in Deck Content Grid
V.2.Main window Deck Content Grid (right-top). Self-explanatory. You can modify content of the deck by removing units (press 'Delete'), adding new units (type Limitations ID in last empty line and hit 'Enter') or changing Limitation ID in first yellow field (type different number and hit 'Enter'). Limitation ID can be looked up in 'Units and Limitations' window.
V.3.Main window Battlegroup Grid (bottom). All yellow field are editable. You cannot add new battle group and you cannot delete one. Once you click on battle group, corresponding deck will be selected in Deck List and its content will be displayed in Deck Content Grid. Clicking on Objectives will open annoying message box with list of bg's you currently can't set as objectives and then show you dialog with bg's and zones to set as objectives. All there is self-explanatory, - just keep image of your campaign handy.
V.4.Units & Limitations window. Top - filters to make your units-neat-picking life easier. Unit grid - clicking particular unit will bring on to next grid list of Limitations bound to this unit. Those are Limitations ID, which you should be using in Main Window Deck Content Grid. Selecting particular Limitation will show battle groups which use them. In Limitations Grid you can add new (type in veterancy numbers, divided by '/') or delete one or change veterancy numbers for existing.
V.5.Units & Limitations window. Right panels show some information about turrets of selected unit. This is work in progress - a lot of information, which we really don't care right now about
VI. Why I can't pick unit in Deck Content Grid?
There are quite few answers to this from simple "you are going to pick from thousands long drop down list?" to "you need to pick veterancy too", but better I will just quote Murakami "If you can't understand it without explanation, - you can't understand it with explanation". That's just how WG data mechanics works.
0.7 version definitely will see the light sometime this year - there's just some things I wanted to fix and try (actually VI could be done and just in spite of bad data structure logic i'm going to do it.... After that future development will be put on hold until I have goodideas list;). No visual map representation for zones so far - don't want to go into graphics. Right now it's all about functional tool for making revised campaigns. The one, which will be harder, diverse, strategically demanding and will keep challenge to the very end.
WMS creators - this tool wouldn't make it without you.
WG - this goes w/o saying.