Modding Campaign

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Modding Campaign

Post by T5k »

I'd like to know where can i edit the building restrictions:
for example if i want to have more than 5 research centres,
and is it posible to edit/import skirmish mode research tree?

I'd like to edit this in 2.2 beta 1

Thanks in advance :D
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Re: Modding Campaign

Post by T5k »

mkay, i figured out how to modify structure limits in campaign,
but can some1 please explain me how research is transferred from mission to mission?

and coul it be possible to make campaign resesarch identical to skirmish research?
So basically you'd still have artifacts, only they wouldn't have any real meaning...

Basically you'd only need time and could finish 1st mission fully developed.
alienkid10
Trained
Trained
Posts: 71
Joined: 07 Apr 2009, 22:38

Re: Modding Campaign

Post by alienkid10 »

How to mod structure limits for campaign?
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Modding Campaign

Post by whippersnapper »

.

- If you have the time and skills you can basically do anything you want.

- That said, I'm not clear at all what you hope to achieve by your changes.

- From my understanding all you will succeed in doing is fundamentally breaking the Campaign.

- However, I could be totally misunderstanding what you're proposing to do which is why I ask what is your
goal with these changes..

- regards, whipper.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: Modding Campaign

Post by Zarel »

T5k wrote:mkay, i figured out how to modify structure limits in campaign,
but can some1 please explain me how research is transferred from mission to mission?

and coul it be possible to make campaign resesarch identical to skirmish research?
So basically you'd still have artifacts, only they wouldn't have any real meaning...

Basically you'd only need time and could finish 1st mission fully developed.
You can make campaign research identical to skirmish research by copying everything in mp.wz -> stats/research/multiplayer/ over to warzone.wz -> stats/research/cam1/, etc.

This will probably cause a crash as you'd be missing some of the MP functions, so you'd probably need to add those lines to functions.txt and names.txt. Check the error log for this kind of thing.

But seriously. This is a terrible idea. The game would become way too easy. Why would you want that?

Also, how did you modify structure limits? That was one of the things I always had trouble finding.
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Re: Modding Campaign

Post by T5k »

Basically i want to make a whole new research three with new models, so your units wouldn't look like those of for example new paradigm -
What i mean is, I'd like to make for example when you get the artefact to research bug body from new paradigm, for it not to look like the bug from new paradigm, but to be a project's version of that body, so you don't get that rather ugly yellow/green combo, and it would be more interesting (atleast for my taste)

For building limits i just modified base.wz\script\data\(corresponding mission)
So if you want to make it that you have say 10 factories instead of 5 through your entire campaign you have to edit limits for each mission...

Also in campaign 2 and 3 i didn't notice any limits for cyborg factory or vtol factory limits... Maby they all use same value as vehicle factory?
and for changes to apply you must start a new campaign...

----here is how original cam1a.vlo strucure limits part looks like

/* Set Structure Limits */
powerGen STRUCTURESTAT "A0PowerGenerator"
oilDerrick STRUCTURESTAT "A0ResourceExtractor"
research STRUCTURESTAT "A0ResearchFacility"
factory STRUCTURESTAT "A0LightFactory"
//powerModuleHack STRUCTURESTAT "A0PowMod1"
command STRUCTURESTAT "A0CommandCentre"
numPow INT 5 //Limit on number of Power Generator Buildings
numExt INT 40 //Limit on number of resource Extractors
numFac INT 5 //Limit on number of Factory Buildings
numRes INT 5 //1 //Limit on number of Research Facility Buildings


----and here is modified version of that section

/* Set Structure Limits */
powerGen STRUCTURESTAT "A0PowerGenerator"
oilDerrick STRUCTURESTAT "A0ResourceExtractor"
research STRUCTURESTAT "A0ResearchFacility"
factory STRUCTURESTAT "A0LightFactory"
//powerModuleHack STRUCTURESTAT "A0PowMod1"
command STRUCTURESTAT "A0CommandCentre"
numPow INT 50 //Limit on number of Power Generator Buildings
numExt INT 200 //Limit on number of resource Extractors
numFac INT 12 //Limit on number of Factory Buildings
numRes INT 15 //1 //Limit on number of Research Facility Buildings

Also, in campaign 2 and 3 the way this looks like changes
----camp2 and camp3 first missions scripts

/* Structure Limits */
numStrucStats int 6 //MAX 5. Must be same as number of limits given next
strucStat[0] STRUCTURESTAT "A0PowerGenerator"
strucLimit[0] int 5
strucStat[1] STRUCTURESTAT "A0ResourceExtractor"
strucLimit[1] int 40
strucStat[2] STRUCTURESTAT "A0ResearchFacility"
strucLimit[2] int 5
strucStat[3] STRUCTURESTAT "A0LightFactory"
strucLimit[3] int 5
strucStat[4] STRUCTURESTAT "A0CommandCentre"
strucLimit[4] int 1
strucStat[5] STRUCTURESTAT "A0ComDroidControl"
strucLimit[5] int 1




So basically if i want to edit research i would have to do a loooot of scripting ?
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: Modding Campaign

Post by Zarel »

T5k wrote:So basically if i want to edit research i would have to do a loooot of scripting ?
Nope, the research tree itself doesn't have much scripting; it's mostly spreadsheets (although I just edit them as text files).
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Re: Modding Campaign

Post by T5k »

KK, i'll look into research later, i just hit a problem...
While getting more than 5 research centres wasn't a problem, factories seem to be - i tried to build 6th factory but it wouldn't show up, so i used debug options menu, but after i built it game crashed, sayng i built more factories than allowed... any way to change that ?
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: Modding Campaign

Post by Zarel »

T5k wrote:While getting more than 5 research centres wasn't a problem, factories seem to be - i tried to build 6th factory but it wouldn't show up, so i used debug options menu, but after i built it game crashed, sayng i built more factories than allowed... any way to change that ?
Looks like you hit a hard limit.

Why do you need so many factories and research centers, anyway? o_O Having that many structures just makes the game unmanageable - you'd be constantly managing your structures. It would probably easier just to double research speed, factory production speed, etc (that's all in functions.txt - have fun).

In general, whenever you want to increase structure limits, ask yourself why you need so many, and whether or not it would be better to get your results a different/better way that doesn't make the game less fun.
User avatar
Black Project
Regular
Regular
Posts: 751
Joined: 04 Apr 2008, 20:53

Re: Modding Campaign

Post by Black Project »

T5k wrote:KK, i'll look into research later, i just hit a problem...
While getting more than 5 research centres wasn't a problem, factories seem to be - i tried to build 6th factory but it wouldn't show up, so i used debug options menu, but after i built it game crashed, sayng i built more factories than allowed... any way to change that ?
Read the Txt. Editiing manual, it can help you a lot with modding: http://developer.wz2100.net/wiki/TxtEditing

But try not to make the Heavy Cannon causing +1000 of damage (joke) xD xD xD xD xD

Regards BP
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Re: Modding Campaign

Post by T5k »

I want to make factories assignable to more than 1 commander, and since i usually have 15+ commanders it is really kinda hard to get reinforcements to them, so i though of making dinamic factories - factory closest to the commander would supply units to it, and commander would have it's own "build" menu - so you would basically order what units you want to have in it's group and how many of that kind. When a unit gets destroyed, factory would automatically make it's replacement :)

even more micromanagement automated and more time to focus on strategy :D
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Modding Campaign

Post by whippersnapper »

T5k wrote:I want to make factories assignable to more than 1 commander, and since i usually have 15+ commanders it is really kinda hard to get reinforcements to them, so i though of making dinamic factories - factory closest to the commander would supply units to it, and commander would have it's own "build" menu - so you would basically order what units you want to have in it's group and how many of that kind. When a unit gets destroyed, factory would automatically make it's replacement :)

even more micromanagement automated and more time to focus on strategy :D
- Those are excellent command and control re-design ideas. Would make a huge positive difference in MP.

- regards, whipper.
.
"I need no warrant for being, and no word of sanction upon my being. I am the warrant and the sanction." Anthem

"Art is the selective recreation of reality according to the artist's metaphysical value judgments." A. Rand
.
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Re: Modding Campaign

Post by T5k »

btw does anny1 know where savegames are located?
User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK

Re: Modding Campaign

Post by Mysteryem »

T5k wrote:btw does anny1 know where savegames are located?
For windows xp and below: My Documents\Warzone 2100 2.1\savegame
I'm not completely sure for other operating systems, but: Go up a level from your maps folder and then you will see the savegame folder.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
T5k
Greenhorn
Posts: 8
Joined: 03 Mar 2009, 16:20

Re: Modding Campaign

Post by T5k »

Thanx, i'm running xp btw :)