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Just found this on YouTube. Nice. :)
hey what resource do you have on modding. i have made a complete overhaul of your mod and would like to delv further into modding for this game
Wow!
If you mean what I think you mean (i.e. Have I got a "How to Mod Guide, Step- by-Step"), then - no.
I always intended to make one but I've been so wrapped up in my mod that I just ran out of time. What I can tell you is that almost everything you need to know can be found with the Forum search function. Anything you can't find (and that would be very little) you can ask on here or in the Discord. The Discord link you can find in the descriptions of most of the pinned mods. I seldom use Discord myself but it's great when you are really stuck for an answer.
So I suggest you start by looking at the Default vanilla game. This has all the elements that are required for any WOTS mod. Examine the directory structure and set your mod up the same way. Study the way json files are set out and copy that. If you don't understand a function then use search. There is most often an answer here.
Study other mods. How did they do This? That? and Why?
I promise you - most of the modding process is ball aching tedium, repetitive, and frankly quite boring. But when you start getting somewhere it is soooo rewarding.
When you decide on a Mod story try to construct it like a novel. Try your best to make something interesting and entertaining. You won't always succeed and most often you will fall on your backside trying - but it's fun. And best of all, when you are very old like me, it keeps your mind active even if your body is falling apart :)
Hope this will be helpful. Come back when you get stuck. In the meantime, just SEARCH and LEARN.
Good luck.
I keep an older copy of the Med Mod around(V 2.21, to be specific), mostly for messing around with the files and enjoying the OP strategic bombers, but some of the ship models just. . . don't work. Like in the museum, they glitch out and fall out of the world, and when used in campaign, they freeze the game because their in-world models just won't load. What makes this a problem is that the AI will use those ships in their task forces, and subsequently make it impossible to fight them off. I can say for certain that it is not a result of my file modifications, and I have no idea how to fix them.
As such, I'm hoping to learn how to disable them via the mod files, and keep the AI from using them. Any and all advice, tips, etc, would be appreciated.
And yes, it's 99.9% certain the problem is with your edits. Get the files back to where they were and have another go. :)
It is a little confusing, specially when you realise that the Allied version of my Atlantic Campaign is called "Battle of the Atlantic" and always has done since my Atlantic Campaign was first released about 18 months ago.
I hope nobody accuses me of copying YorT's title. :) However, I believe the Battle of the Atlantic has always been called that since Churchill first used the term during World War 2.
BTW, I was lucky enough to be given an advance copy of the new Atlantic mod by YorT recently. It really is a superb piece of work and will be a classic.
Yes, but It also has a new campaign - Algerie! Francais!. It's a new map and includes French ships.
I've also tried to update the old campaigns as best I can, so it should be all new gameplay.
The nine campaigns comprise:
2 x Atlantic Campaigns (Allied and Axis)
3 x Mediterranean Campaigns (Allied - part 1 and Allied - part 2 plus 1 x Axis player version)
2 x Murmansk Campaigns (Allied and Axis)
2 x Algerie! Francais! Campaigns (Allied and Axis)
(Plus, of course, the Vanilla Campaigns)
The details are as the previous post #670, and the updated mod - with the new campaign - is available now and the download link is in the main body of this page.
Probably one of the most difficult parts of modding is trying to balance fighters, bombers etc. to give decent game play. You can never please everyone so in the end you go with your own preference.
Fortunately it is within your power as a player to change things to suit your preference. If you want to make the fw 190 more difficult to shoot down just go to the unit files and edit them.
Go to StreamingAssets> override> unit> air> and select the plane you want to edit. Let's choose the fw 190 a-8
Open the fw 190 a-8 folder and there are five files inside. Select the fw 190 a-8_data.txt
Open that file and find a wall of json code.
Don't be intimidated by the code. Just look at the top half dozen lines. As this:
{"unitSubtypeString":"Fighter","length":8.95,"width":10.51,"displacement_weight":3050,"testDepth_ceiling":10600,"crew":1,"maxKnots":282.0,"range":1185,"acceleration":1.0,"deceleration":1.0,"dive":18.0,"climb":16.0,"maxTurnRate":12.0,"turnRate":11.0,"speedPenaltyAtMaxTurn":0.35,"maxShaft":500.0,"unitRadarSizeModifier":0.6,"unitVisualSizeModifier":0.5,"surfaceRadarStrength":0.0,"airRadarStrength":0.0,"armorAbsorbProbability":0.31,"defaultFlightNumber":4}
Notice near the end is an item - "armorAbsorbProbability":0.31
The 0.31 number determines the "strength" of your plane, higher is stronger. So if you changed this to "armorAbsorbProbability":0.6
The plane would be more difficult to shoot down. When you are happy with your edit just choose File...Save and you are good to try out your more powerful fw 190 a-8.
*Important* Always make a backup copy of the file before you edit - to safeguard against the inevitable stuff ups you will make. We ALL make those.
Enjoy your new fw 190.
BTW. You don't need to wait. My new content is there to download.