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Knuffelmof
May 14, 2004
3.120
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Hoi2-Wiki only talks about modding unit/brigade stats ... how does one add a new Bde-model ? Is it even possible ?

This would only have to be something that a human player uses, any A.I. issues I'd leave aside ...
 
Apr 1, 2005
784
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1) # 2 - Advanced
Model = {
cost =3
buildtime =60
manpower =2
defensiveness =3
toughness =3
defaultorganisation =7
softness = -8
softattack = 4 #4
hardattack = 2 #2
supplyconsumption = 1
fuelconsumption = 0.45
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}


2)
application = { # Advanced Armored Car
id = 2550
name = TECH_APP_ARMOR_50_NAME
desc = TECH_APP_ARMOR_50_DESC

position = { x = 432 y = 312 }
year = 1942

component = { # Heavy Machine Gun
Id 2551
name = TECH_CMP_ARMOR_50_1_NAME
type = artillery
difficulty = 3
}
component = { # V2 engine
id = 2552
name = TECH_CMP_ARMOR_50_2_NAME
type = mechanics
difficulty = 3
}
component = { # Advanced light Armor Plating
id = 2553
name = TECH_CMP_ARMOR_50_3_NAME
type = mechanics
difficulty = 3
}
component = { # Mounted Feild Glasses
id = 2554
name = TECH_CMP_ARMOR_50_4_NAME
type = electronics
difficulty = 3
}
component = { # Advanced Armored car prototype Tests
id = 2555
name = TECH_CMP_ARMOR_50_5_NAME
type = technical_efficiency
difficulty =3
}
required = { 2160 }
effects = {
command = { type = new_model which = armored_car value = 2 }
command = { type = scrap_model which = armored_car value = 0 }
command = { type = army_detection which = us value = 5 }
}
}
5)
TECH_CMP_ARMOR_55_NAME;Advanced Armoured Car;;;;;X
TECH_APP_ARMOR_55_DESC;;;;;;;;;;;X
TECH_CMP_ARMOR_55_1_NAME;Heavy Machine Gun;;;;;X
TECH_CMP_ARMOR_55_2_NAME;V2 engine;;;;;X
TECH_CMP_ARMOR_55_3_NAME;Advanced light Armour Plating;;;;;X
TECH_CMP_ARMOR_55_4_NAME;Mounted Feild Glasses;;;;;X
TECH_CMP_ARMOR_55_5_NAME;Advanced Armoured car prototype Tests;;;;;X


3)
BRIG_MODEL_10_2;Advanced Armored Car;;;;;x
4)
SHORT_TECH_APP_ARMOR_55_NAME;Advanced;III;;;;;X

this is every thing i had to put in to make a new armoured car but it works on the same principle and u have to edit about 5 files to create a new brigade its not too hard if u now wot ur doing

edit this was just to add onto a existing type of unit but u could rename an existing one and change it too how u want it
 
Last edited:

Zanza

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You can change existing brigades only. E.g. you can add new models to existing brigades like adding another light tank brigade or something. You can also rename a brigade (not the internal name though) and use it for something else. E.g. you could take the rocket artillery or something and rename it into torpedo boats or escort fighters and make it attachable to ships resp. bombers.
 
Apr 1, 2005
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Colonel Kraken said:
That's awesome, boo! Do you know where the picture file is for the brigade attachments? I want to change 'em to NATO symbols, but I can't find the file.

Thanks a bunch!


the pic files are in hoi2/gfx/interface/models
 
Apr 1, 2005
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in my post with the the details of adding i have added number) and i will indicate were each file goes

1)goes into hoi2/db/units then click on brigades or divs depending on wot ur our adding

2)goes into hoi2/db/tech/armor_tech.txt

3)hoi2/config/unitnames.csv (near the bottom of the file)

4)hoi2/config/technames.csv (but this line goes in at the bottom of the file)

5) hoi2/config/technames.csv (these lines go in near the top of the file0

i will ADD THese in when i can remember were i put them

if any errors come up just tell me send me a copy and i will see wot is wrong because i am not sure if this was my final version so there may be a mistake somewere in the information in post 2 but it should all be correct and if there is an error the game will tell u were it is when the game loads
 
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unmerged(8021)

Captain
Mar 1, 2002
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Thank you very much, boo.

Zanza said:
You can change existing brigades only. E.g. you can add new models to existing brigades like adding another light tank brigade or something. You can also rename a brigade (not the internal name though) and use it for something else. E.g. you could take the rocket artillery or something and rename it into torpedo boats or escort fighters and make it attachable to ships resp. bombers.

You say you can change only existing brigades, but then you say you can add another light tank brigade. Do you mean change an existing brigade type to a light tank brigade, thus adding to the total number of light tank brigades (but decreasing the number of some other type)?

I'm having a hard time seeing what the different parts of those files mean. What part determines to what type of unit you may attach the brigade?

Boo, would you mind explaining (a little anyway) what each part of these files are for?

Thank you.
 

unmerged(29126)

Knuffelmof
May 14, 2004
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Sry if I was bit unclear . I didn't mean a new brigade-model but a new TYPE ... like ... ooh I dunno ... SP-AA, UFOs or stuff ...

I assume that it's not enough to simply write a selfprop-AA.txt file and put it in the corrects brigades folder. Doesn't it have to be bound into a list somewhere so that the game engine recognizes that after the modding X+1 brigades are available instead of X ?

You use
BRIG_MODEL_10_2 for ADV.AC

can I just create a new BRIG_MODEL_11_0 and it will automatically be picked up by the engine ?
 
Apr 1, 2005
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Colonel Kraken said:
No, I don't mean the pictures for individual units. I mean the little square symbols on the right hand side of the units when you click on a stack.


those pics r in interface/gfx

and the file you r looking for is auxillary.bmp
 
Apr 1, 2005
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this is an explaination i will not finish it straight away but i will continue adding
over today and saturday

disgustoid

You use
(BRIG_MODEL_10_2 for ADV.AC)
here the 10 standed for amoured car and the 2 meant that it wa the 3rd type of amoured car as it starts as 10_0 then _1 then _2 and so on


can I just create a new BRIG_MODEL_11_0 and it will automatically be picked up by the engine ?

no u nead too use a number that has not been used i will come bck too this question

colonel kraken
to allow certain units too have a h arm u have too go into file db/units/divisions then click on the type of unt u want there will be all aircraft there and ships and divisions then click on one of the units say infantry this brings up all the infantry stats and above it it says all about wot brigs are allowed too be used
so all u have too do to allow a brig too be able to be used by a certain division is add a line at the top of the file

allowed_brigades = artillery
allowed_brigades = anti_tank

so on and so forth

1) this file represents the stats of the unit and all the stuff u see in game also determins build time/cost and upgrade time/cost

2)this part of the filke shows wot things get researched , you know the 5 symbols that show up in the research screen when u r trying to select the correct team for the job

3)tells u the name of the unit and wot unit number it is

4)this is linked to number 2 & 5

5)this paragraph is linked to number #2
EDIT I HAVE FINISHED IF U WANT MORE INFO JUST ASK
 
Last edited:

Zanza

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Disgustoid said:
Sry if I was bit unclear . I didn't mean a new brigade-model but a new TYPE ... like ... ooh I dunno ... SP-AA, UFOs or stuff ...
That's only possible at the expense of one existing brigade type.

can I just create a new BRIG_MODEL_11_0 and it will automatically be picked up by the engine ?
Nope.
 

unmerged(49653)

Private
Oct 22, 2005
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I am a bit confused!

We can add new units (divisions). Right? Without sacrificing the existing ones…

Imagine a little case:
I want to introduce new kinds of infantry and cavalry, low tech, that aren’t upgraded.

For instance: I want a colonial infantry…

So, I changed the file infantry.txt in the hoi2/db/units/divisions, changed some data, deleted all the models except one, and saved as colonial.txt.

But, then I am a little confused. What must I do? Can someone help me?
Can someone give a pattern?

Boo, in your post (n.2) aren’t all the steps, right?
 

unmerged(46333)

Colonel
Jul 13, 2005
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hold on im trying to add modern tank as a light_armor because i can't add more armor techs
what am i doing wrong the game won't load when i start
Code:
application = { # Semi-Modern Tank
 id = 2550
 name = TECH_APP_ARMOR_55_NAME
 desc = TECH_APP_ARMOR_55_DESC

 position = { x = 24 y = 350 }
 year = 2000

 component = { # Reactive Armor Plates
  id = 2551
  name = TECH_CMP_ARMOR_55_1_NAME
  type = mechanics
  difficulty = 9
 }
 component = { # 150mm Tank Gun
  id = 2552
  name = TECH_CMP_ARMOR_55_2_NAME
  type = artillery
  difficulty = 9
 }
 component = { # Modern Engine
  id = 2553
  name = TECH_CMP_ARMOR_55_3_NAME
  type = mechanics
  difficulty = 9
 }
 component = { # Infrared Optical Sights
  id = 2554
  name = TECH_CMP_ARMOR_55_4_NAME
  type = electronics
  difficulty = 9
 }
 component = { # Modern Tank Prototype Tests
  id = 2555
  name = TECH_CMP_ARMOR_55_5_NAME
  type = technical_efficiency
  difficulty = 9
  double_time = yes
 }
 required = { 2140 }
 effects = {
  command = { type = new_model which = light_armor value = 3 }
	command = { type = scrap_model which = armor value = 4 }
	}
}
 
Apr 1, 2005
784
0
well you can add new techs onto something like this

basic amoured car
improved armoured car
advanced armoured car (i added this 1) so you add units like this if you want but i am not sure about adding an extra new tech in like ligth tanks , medium tanks and so on and then make a new file for supper floating miricle tanks i think yes you would have to re design an extiisting tech to do that

check if that id is in use already from another tech in the armour file
have you done any of my other steps where i have added stuff to the other file

also you have put year 2000 r u using the no time limit mod and if have you put this file into the correct hoi2 the one with the no time limit or have you put this file into the hoi2 directory with out the ntlm

and the only other reason i can think it's not working is
1. not put all the info into the relavent files
2. trying to use this file on a version of hoi2 that has no 'no time limit mod
 
Last edited: