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Old 27-06-2007, 00:35   #1
Barnacle Bill
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Naval Brigades in Scenario .inc

I'm trying to mod a scenario in Armageddon with the ships starting with installed brigades. The only examples I can find in the vanilla files are with CAG's, but I already knew how to do that. What I'm looking for is how to do multiple brigades (putting just 1 on DD's works fine). I tried getting the relevant text out of a savegame...

division = {
id = { type = 4712 id = 32477 }
name = "5th CA. Division"
model = 2
type = heavy_cruiser
extra1 = naval_anti_air_l
extra2 = naval_radar_l
extra3 = naval_fire_controll_l
extra4 = none
extra5 = none
brigade_model1 = 0
brigade_model2 = 0
brigade_model3 = 0
brigade_model4 = 0
brigade_model5 = 0 }

With this, I get a heavy cruiser that has only the fire control. In game, I can add the AA & radar to it, but I can't seem to have it start with them already installed.

Deleteing the entries for the brigades not installed...

division = {
id = { type = 4712 id = 32477 }
name = "5th CA. Division"
model = 2
type = heavy_cruiser
extra1 = naval_anti_air_l
extra2 = naval_radar_l
extra3 = naval_fire_controll_l
brigade_model1 = 0
brigade_model2 = 0
brigade_model3 = 0 }

...now I get no brigades installed and a starting strength of 0!

I've checked several Armageddon-based modes and haven't found any using naval brigades yet.

Anbody know how to make this work?
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Old 27-06-2007, 08:22   #2
Chromos
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Hi,
If I remember correctly you have to add right behind the type of attachement the model-type.

division = {
id = { type = 4712 id = 32477 }
name = "5th CA. Division"
model = 2
type = heavy_cruiser brigade_model = 0
extra1 = naval_anti_air_l brigade_model = 1
extra2 = naval_radar_l brigade_model = 1
extra3 = naval_fire_controll_l brigade_model = 1
extra4 = none
extra5 = none
}

But I don't remember the right coding now.
Maybe start a game were you give yourself the needed techs and reduce the buildtime of ships and Brigs. Than add all brigs you want, save and view the savefile..

Kind regards,
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Old 27-06-2007, 14:51   #3
Barnacle Bill
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The first way I showed was obtained by cut & paste from a savegame file in which I had done exactly as you suggest - build the ships with the brigades then save after the ships are completed and deployed. I was pretty surprised when it didn't work.

I'll try your idea of putting the model right after the associated extra statement, as opposed to the way it is in the savegame with all the extras listed first and then all their models.
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Old 27-06-2007, 18:01   #4
Barnacle Bill
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No, that didn't get it - it also produced ships with no brigades & strength of 0.
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Old 28-06-2007, 01:31   #5
Gormadoc
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Iam almost sure that putting more than one brigade on the ships in the Inc files is bugged. Think its tied to the only one brigade upgrades bug.
Only thing i have gotten to work for sure is this.

division =
{ id = { type = 12700 id = 87 }
name = "HMS Royal Sovereign"
type = battleship
model = 1
extra = naval_improved_hull_l
brigade_model = 1
}

The game wont accept any ekstraX x = 1-5 it ignores the first and uses the last extra defined. In your case above it was firecontrol. You could add the navalbrigades as undeployed but then you cant be sure what ships the AI will put them on, if any. Probaly need to mod the navalbrigade section of militarybuilds section in AI files. You will actually have to add that section since it is not specified in the AI files and the default used by AI only has numbers for s version of navalbrigades. This is the code to add brigades to the deployment pool in Inc files.
Code:
  navaldivision = { 
        id = { type = 12700 id = 300 } 
        name = "Radar" 
        model = 0
        brigade_model = 0 
        extra = naval_radar_l   
        strength = 100.0000
        organisation = 0.0000 
        morale = 30.0000 
        experience = 0.0000 
        defaultorganisation = 0.0000 
        redep_unit_name = "" 
        }
Dont think that all are actually necesarry, but the above works. Could probably cut strengt, org, morale experience and defaultorg out.
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