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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
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      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them
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Kelly's Heros

Moddding EOS

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Brit,

How easy is it going to be to mod EOS, like swap out unit icons and add or change music tracks? Not that what you have is not very good and usable, but I'm sure when we get a hold of the ruleset editor we may want to create specific units like Tiger tanks, etc.

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Brit   
Brit,

How easy is it going to be to mod EOS, like swap out unit icons and add or change music tracks? Not that what you have is not very good and usable, but I'm sure when we get a hold of the ruleset editor we may want to create specific units like Tiger tanks, etc.

I actually hadn't thought of changing out the music tracks.

As far as the other issues, I'll break up the question into parts.

When creating your own ruleset, you can start from an existing ruleset or start from scratch.

* Units

The attributes of all units are changable. The attributes include things like: their name, movement rate, movement range, damage, attack/defense values, how does terrain affect movement rates/defense values, what units they can contain, and how much space the unit has. If you take a look at the Official 1900-2030 ruleset, then ask "what varies between these 100+ units?" All of those variations are modifiable. You can also define that a unit can only be built in a city if it has a particular city improvement (eg. you need to have a shipyard in order to build battleships, or a uranium refinery to build nukes).

All units can have 0 or more tags. The tags are used to for containment and view details. So, you can say that a "transport" can contain all units with an "infantry" or "vehicle" tag. But a "transport aircraft" can only contain units with a "paratrooper" tag. This allows you to setup some complicated containment rules. The tag system also allows you to define visibility ranges. So, an aircraft might have a default view range of 100, but it's view-range for all units with the "submarine" tag is 25, and its view-range for all units with the "aircraft" tag is "200".

The rules allow you to define your own "Movement Types" and "Combat Types". In the Official 1900-2030 rules, I define two types of ground-units: "Infantry" and "Vehicle". They have different modifiers for terrain-based movement rates, and terrain-based maintenance costs. The ground-units are split into two combat types: "Soft" (infantry and non-armored vehicles) and "Armor". The combat types are used for setting up the entrenched-defense bonus, and terrain-based defense multipliers. All units have combat values against each combat type. This means that a particular unit might have very good attack values against "Soft", but very bad attack values against "Armored". Inside the ruleset editor, you can makeup whatever movement-types and combat-types you want. So, you could create one movement type and one combat type for all ground units (for simplicity), or you could make-up a dozen different combat types for units, and name them something like "infantry", "lightly armored", "medium armored", "heavy armored", etc.

The game has a bunch of unit images already, and you can use any of the pre-existing unit images. There is not currently any way to add your own unit images to the system, but I'd like to add that, and add it to the game's upload/download system that currently allows players to share maps, scenarios, and rules with each other.

You can define which units are available to players at the very beginning of the game, and define which units are only available after a particular technology has been researched.

* City Improvements

You can define which city improvements are available in the game. You can name them, set their construction cost, and setup their effects. The city-improvement effects are not completely open-ended. There's a bunch of things to can change (like how much does a factory improve the production value of a city), but you can't come-up with completely new effects. Right now, the images for city-improvements are the seven buildings you see in the "Official 1900-2030" rules. You can pick any of those images, but there is currently no system for adding new images. (If you look at the file-system, you can see that's it's actually trivial to add unit or building images to the system, but they won't get shared with other players. Like the unit-images, I'd like to add building-images to the upload-download system in the future. Until that happens, I'm saying that you can't actually add unit-images to the system -- if you added your own images and tried to play multiplayer with rules that use your new images, and those other people didn't have the images, it would crash their system.)

Like units, you can define which city-improvements are available to players at the very beginning of the game, and define which ones are only available after a particular technology has been researched. Here's an image of the city-improvement editor page:

RulesEditor-CityImprovements.png

* Technology

You can construct your own technologies. You name them, set their cost, and setup the their prerequisites. Then, you can arrange them into a technology-tree.

* Unitsubsets

There is also a "Unitsubset" system in place so that certain players have access to certain units, technologies, or buildings. This means that, theoretically, someone could create a system where a rules-system has a "German" unitsubset (which has Tiger tanks, V2 rockets, etc), a Japanese unitsubset (which has Zeros and Kamikazis), and an American unitsubset (which has Sherman Tanks and atomic bombs). Thus, certain players would only have access to certain technologies in the game.

The rules-editor is not a scripting system. It's a system with a bunch of variables, and it allows you (in some cases) to define your own keywords.

* Some things you can't do in the rules-editor:

You cannot add your own images or animations. (But, I'd like to add this.)

You cannot makeup your own resources. The game is limited to money, oil, food, and iron. You cannot, for example, add "water", "aluminum", "diamonds", or "uranium" to the resources. It would be nice to expand on this.

You cannot add resource-improvements (like investing in oil-fields to improve oil-production). You also cannot have resources become exhausted over time. (So, you cannot simulate some sort of 'peak oil' situation.)

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aka_Hawk   
...

* Some things you can't do in the rules-editor:

You cannot add your own images or animations. (But, I'd like to add this.)

You cannot do this in the editor, but you can by creating new folders and files in the ..\data\images\units\ folder of EoS.

Here are a couple of examples.

new_inf_ex.png

(new infantry unit to the right)

This was simply done by copying the entire ..\data\images\units\infantry folder to ..\data\images\units\infantry2, and then batch process all the png files in Paint Shop Pro in order to change the color of all the files. This means I also get to keep all the nice animations. NB! I found out that it was smart to rename the files as well, since having the same name as the original files seemed to confuse the program in the Rulset Editor. The _ImageDesc.unit file had to be updated with the new names as well.

counters_ex.png

Here I just tried to create some boardgame style counters with standard Nato symbols. They look crappy, but you get the idea. :)

Of course, I cannot create new ruleset and then distribute it because other don't have these new graphics, but I am confident Brit will make that possible in the editor eventually. ;)

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counters_ex.png

Here I just tried to create some boardgame style counters with standard Nato symbols. They look crappy, but you get the idea. :)

Hello, first post and already a first question :D.

I see you managed to integrate a new image, could you explain the procedure please.

I tried on my side, but the result is not up to par, with a white background unpleasant, Is it be possible to circumvent this problem?

screenshot326.png

I use gimp.

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hoolaman   

Just fire up the image editor, it is fairly self-explanatory.

If you open up the unit images that come with the game you can see they are small squares that have transparency around the unit sprite.

You need a single image for each frame of each animation for every facing direction.

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I am attempting to add an Helicopter image to the game.

All seem to work except for transparency.

I use GIMP, add an alpha channel, remove the background.

Here is the final example of the png file.

Can you see what is wrong ?

post-32155-141867621822_thumb.png

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Brit   
I am attempting to add an Helicopter image to the game.

All seem to work except for transparency.

I use GIMP, add an alpha channel, remove the background.

Here is the final example of the png file.

Can you see what is wrong ?

On initial inspection, it looks fine. I'll have to put it into the image editor and see what happens.

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Brit   
I am attempting to add an Helicopter image to the game.

All seem to work except for transparency.

I use GIMP, add an alpha channel, remove the background.

Here is the final example of the png file.

Can you see what is wrong ?

I tried this file, and everything is working fine for me, including transparency. Are you running with 24-bit or 32-bit color (rather than 16-bit color)?

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