Victory At Sea Pacific

Victory At Sea Pacific

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Bob Dole Feb 22, 2019 @ 6:30am
Mod file attributes and calculations
Hello,

I'm having a look at doing some of me own personal modification to the game to taylor it to my own liking.

I'm hoping to get a bit of input regarding what things do, and how their calculations are done, to be able to better understand them for balancing purposes. Note: if something in the list seems to be self explanatory regarding what it does, its because I'd like to know how it calculates. Alternatively, I may have specific questions about a stat, in parentheses (if there is no specific question, I just want to know how it calculates and/or works).

Of course, I understand if any of the calculations are proprietary.

AircraftDefinitions
  • Traits (what traits are available, what do they do)
  • FuelCapacity (is this for one aircraft or for all aircraft in the flight?)
  • WeaponTraits (see Traits)
  • FighterAmmo (Can any payload with ammo intercept? Can the game handle values greater than 1?)

GlobalConstants
  • All Inaccuracy Constants (Is there a way to define these for each individual ship? Is there a modable constant for weather, time of day, and radar-guided fire control?)

ProjectileDefinitions
More of a general question here: Is it possible to further define individual shell, torpedo etc. properties that are more specific? I'd like to be able to give each ship appropriate munition speeds for the armaments they use.

ShipClassDefinitions
  • Armour
  • TorpedoBelt
  • SpecialTraits (what traits are available, what do each of them do)
  • AAStrength
  • LocalAA
  • TurnSpeed
  • Acceleration
  • Deceleration

ShipWeaponDefinitions
  • Strength
  • Traits (what traits are available, what do they do)
  • IsLightGun

WeaponDefinitions
  • DisplayName (what names will the game engine accept?)
  • ArmourPiercing
  • Damage
  • GunCalibre

Regards,

Bob Dole AKA Bigwilleh

Addendum: is it possible through modding to add a shipyard with 1 slot to basic ports that can build pt boats and armed tugs, and a shipyard to minor ports with 2 slots that can build pt boats, armed tugs, corvettes, and gunships? I would rather like to be able to rebuild my coastal defense flotillas (let's be honest, nobody is ever going to build pt boats at Puget sound and then go through the bother of gassing them all the way up to the aleutians). If so, is it also possible to allow or deny access to upgrading ships outside of a major port, to avoid unreasonable retrofits in the middle of nowhere?
Last edited by Bob Dole; Feb 22, 2019 @ 12:01pm
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Showing 1-12 of 12 comments
Davinci Feb 24, 2019 @ 5:24pm 
@ Bob Dole

Most of this is just guessing on My part, and some You have probably already figured out by now.

(AircraftDefinitions)

Traits - (Large) might give the AI a larger window to shoot at, (Tough) - harder to bring down.

Fuel Capacity - I think that it means for one plane - but the only way to be sure would be to send out a flight and monitor the fuel before and after that flight. The game might round off the number.

Weapon Traits - the amount of damage inflicted on a target.

Fight Ammo - A fighter can carry both ammo and a bomb, and the (Icon) for both will appear above the planes health bar.

FighterAmmo - I think that the ( 1) just means that ( this ) unit can fire at planes.

It appears that the Game only uses values ( 0, or 1 )

GlobolDefinitions - I don't see any reference to weather - is it in the game?

Time - controlled by the ( Daylength )

Radar - appears to be controlled by the ( ShipclassDefinitions )

Projectile - it seems possible if the ( name ) is defined correctly in the ( csv ) files, but it might have to be listed in multiple (csv) files to work.

Shipclass - the higher the number the better strength of the unit.

Turnspeed - I did experiment with submarines, makes them harder to hit, but drives the AI crazy.

The planes just stay above the sub doing wild circles back and forth. Not Good!

The ( LightGun ) - is one that I like - it makes the ammo look like tracers.

WeaponDefinitions -
DisplayNames - probably anything that starts with ( UI_ ) - would work.
ArmourPiercing - higher is probably more deadly.
Damage - higher is probably better.
GunCalibre - appears to be the size of the shell.

PortDefinitions - controls the size of the starting ports, but it appears that only ( one ) can be assigned to a base.

Hope this Helped!

davinci
SpecTRe_X Mar 8, 2019 @ 4:09pm 
There's no file that controls the actual shells or torpedoes as far as I've found. Anything weapon related in in the WeaponDefinitions.CSV
Davinci Mar 8, 2019 @ 10:24pm 
Originally posted by Agent X:
There's no file that controls the actual shells or torpedoes as far as I've found. Anything weapon related in in the WeaponDefinitions.CSV
Doesn't the "Projectile" file cover that?

Or are you referring to something else?
SpecTRe_X Mar 8, 2019 @ 11:25pm 
Originally posted by Davinci:
Originally posted by Agent X:
There's no file that controls the actual shells or torpedoes as far as I've found. Anything weapon related in in the WeaponDefinitions.CSV
Doesn't the "Projectile" file cover that?

Or are you referring to something else?

Balls, my bad. You're right, I should have checked before posting. I don't know how I overlooked that.

Excuse me while I work on getting my foot out of my mouth. :steamfacepalm:
Davinci Mar 9, 2019 @ 9:30am 
Originally posted by Agent X:
I don't know how I overlooked that.
I messed around with the files for a few hours, but decided to play the default game for now.

The past game that I played for years also used the ( csv ) files for Modding, so it's good that this game uses that format also.

I have been reading a lot of your past post on Modding this game, so keep up the good work.
SpecTRe_X Mar 11, 2019 @ 4:12pm 
Originally posted by Davinci:
Originally posted by Agent X:
I don't know how I overlooked that.
I messed around with the files for a few hours, but decided to play the default game for now.

The past game that I played for years also used the ( csv ) files for Modding, so it's good that this game uses that format also.

I have been reading a lot of your past post on Modding this game, so keep up the good work.

CSVs are okay, but I prefer XML. That's just me though, and is due to how I ground my teeth on Empire at War and Forces of Corruption back in the day. Plain text is good too, just keep LUAs away from me. I never did get the hang of those and it kept me from doing anything fun with CoH and HW2.

Thanks for the kind words, and I'll definitely be modding this game for the foreseeable future.

@Bob Dole: Have you compiled any shell characteristics for mod yet? If so, you you mind passing or posting them somewhere. I think that's what I'd like to start working on for v2.07 but I haven't spent any time gathering those stats. I'm happy to share the results and credit.
Last edited by SpecTRe_X; Mar 11, 2019 @ 4:16pm
Bob Dole Mar 11, 2019 @ 9:21pm 
Originally posted by Agent X:
Originally posted by Davinci:
I messed around with the files for a few hours, but decided to play the default game for now.

The past game that I played for years also used the ( csv ) files for Modding, so it's good that this game uses that format also.

I have been reading a lot of your past post on Modding this game, so keep up the good work.

CSVs are okay, but I prefer XML. That's just me though, and is due to how I ground my teeth on Empire at War and Forces of Corruption back in the day. Plain text is good too, just keep LUAs away from me. I never did get the hang of those and it kept me from doing anything fun with CoH and HW2.

Thanks for the kind words, and I'll definitely be modding this game for the foreseeable future.

@Bob Dole: Have you compiled any shell characteristics for mod yet? If so, you you mind passing or posting them somewhere. I think that's what I'd like to start working on for v2.07 but I haven't spent any time gathering those stats. I'm happy to share the results and credit.

I haven't done yet. I'll start working on it tomorrow I think, depending on how the week goes.
Last edited by Bob Dole; Mar 11, 2019 @ 9:22pm
SpecTRe_X Mar 11, 2019 @ 10:05pm 
Sounds good. I've been gathering my info from this site, maybe it will help you too.

http://www.navweaps.com/Weapons/index_weapons.php
Bob Dole Mar 12, 2019 @ 5:48pm 
Originally posted by Agent X:
Sounds good. I've been gathering my info from this site, maybe it will help you too.

http://www.navweaps.com/Weapons/index_weapons.php

Thanks for posting that...I wasn't sure where I was going to find reasonable info for the Japanese ships, since a lot of the records were destroyed.

Also, theres a reasonable chance I may get lost for a couple days just digging through that lol.
SpecTRe_X Mar 13, 2019 @ 11:12am 
Originally posted by Bob Dole:
Thanks for posting that...I wasn't sure where I was going to find reasonable info for the Japanese ships, since a lot of the records were destroyed.

Also, theres a reasonable chance I may get lost for a couple days just digging through that lol.

Been there, done that, wrote the book. lol

If you need help getting back send up a flare and I'll send help. :)
Bob Dole Mar 18, 2019 @ 4:08pm 
Just an update RE when I get things togethor, am coming up on finals in a couple weeks, and wrapping up the last of midterms, so for the moment I'd say I need to focus on real life academics.

Come mid-April however, I'll have ample free time.
SpecTRe_X Mar 18, 2019 @ 9:09pm 
Originally posted by Bob Dole:
Just an update RE when I get things togethor, am coming up on finals in a couple weeks, and wrapping up the last of midterms, so for the moment I'd say I need to focus on real life academics.

Come mid-April however, I'll have ample free time.

Real life, what's that? ;)

Take your time and do well, the mods will still be around when you're done.
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