Shardur Posted February 29, 2012 Report Posted February 29, 2012 Hi, I encountered a problem while trying to modify a campaign with new ground units/ships. However i have no idea what the numbers in the "gobjects.dcg" stand for. Example: Ships.Tral 1 1 1 1 0 1 1 None Ships.Tramp 1 0 0 1 0 1 1 None Ships.Shuka 1 1 1 1 0 1 1 None Ships.MAS501 2 1 1 1 0 1 1 None Ships.SubTypeVIIC_Srf 2 0 0 1 0 1 1 Ships.Submarine Ships.SubTypeVIIC_Sub 2 0 0 1 0 1 1 Ships.SubmarineP Ships.USSSaratogaCV3 1 0 0 0 1 1 1 None Ships.USSBBGeneric 1 0 0 0 1 1 1 None What do the numbers behind the type specify? I know the first one defines if it is Axis or Allied but what of the rest? PS: Also: Do I need to do more than add the units to "gunits.dcg" and "gobjects.dcg"? Quote
Lowengrin Posted March 2, 2012 Report Posted March 2, 2012 The other numbers refer to which game version the ground unit/ship is active in. For everything new, you can just "0" out all of them except the last one (which is IL-2 1946 and should be set to "1"). The unit at the end of the list is the substitute to use if you are using an earlier version of the game. And yes, you'll need to add them to the other files as well. Quote
Shardur Posted March 3, 2012 Author Report Posted March 3, 2012 Ok so what are all the files the new units have to be added to? Quote
Lowengrin Posted March 4, 2012 Report Posted March 4, 2012 Ok so what are all the files the new units have to be added to? Ground units need to be added to: armor.dcg: this is only for armor units (tanks, armored cars, etc). It sets up their start and end dates, their replacement type and their infantry attack/defense points. gobjects.dcg: this is for stationary objects only gunits.dcg: this is for all moving ground units shipnames.dcg: this is only for ships and only to give them names by default Quote
Shardur Posted March 5, 2012 Author Report Posted March 5, 2012 Thank you very much. Infantry attack/defense points? How do they work? Quote
Lowengrin Posted March 6, 2012 Report Posted March 6, 2012 Each location can have "troops" at the location. These troop values are tracked in the locations.dcg. Basically, infantry is abstracted in DCG. Tanks have an attack value against them and a defense value - which is basically the most damage they can do to the infantry when the tanks are in an attack role or a defense role. Anyway, if you want to add a new tank, just find an old one that's similar what you think the new one is and use those stats. Quote
Shardur Posted March 6, 2012 Author Report Posted March 6, 2012 So does DCG decide by situation on the battlefield who is attacking and who is defending? Or is the side that is defined in the "allcampaigns.dcg" as attacker always using the attacker values and the other side always the defender value? Quote
Lowengrin Posted March 7, 2012 Report Posted March 7, 2012 So does DCG decide by situation on the battlefield who is attacking and who is defending? It will decide based on the number of troops, tanks, vehicles present at a location. The attacker is always the side with the stronger forces. Quote
Shardur Posted March 7, 2012 Author Report Posted March 7, 2012 Thank you very much, I think that is all the questions I have for now. Quote
Lowengrin Posted March 8, 2012 Report Posted March 8, 2012 You're welcome. If you have more questions, don't hesitate to ask. Quote
[URU]Fox Posted January 14, 2013 Report Posted January 14, 2013 Sorry to bring this back to life... I have a question regarding new ground units: If I add some modded unit (like infantry) to the the armor.dcg file, does that make it able to capture territory based on DCG infantry points? Quote
Lowengrin Posted January 15, 2013 Report Posted January 15, 2013 If you add modded units (including infantry) to the armor.dcg file (and the gunits.dcg as well), they will act as armor and capture territory if the DCG infantry points are reduced to zero. Quote
[URU]Fox Posted January 15, 2013 Report Posted January 15, 2013 If you add modded units (including infantry) to the armor.dcg file (and the gunits.dcg as well)' date=' they will act as armor and capture territory if the DCG infantry points are reduced to zero.[/quote'] Excellent! That brings a whole lot of options for HSFX campaigns. Thanks a lot for the quick answer. Quote
idefix44 Posted April 18, 2017 Report Posted April 18, 2017 I want to add the Semovente 75/18 in the armor.dcg file. But it seems that its alias in IL2 (4-Semovente_751840) is too long. Am I wrong? It seems to be fine with the gobjects.dcg and the gunits.dcg files. Quote
Lowengrin Posted April 19, 2017 Report Posted April 19, 2017 Yes, it's at least one character too long. Why can't modders be more conservative with their naming conventions? Quote
idefix44 Posted April 19, 2017 Report Posted April 19, 2017 I don't use any modded version. The Semovente 75/18 is available in the stock version since 4.11. As well as the others italian materials: Autoblindo AB 41 Carro Armato L6-40 Carro Armato 13-40 Semovente 47-32 Wich are available in DCG... May be do you skipped adding it. Luckily it's never too late. I want to use it to create some DCG campaigns using the Tobruk map Thanks by advance. Quote
Lowengrin Posted April 20, 2017 Report Posted April 20, 2017 IF I have changed the character length of this file using code in the past, it's a quick fix to modify it again.... Quote
idefix44 Posted April 20, 2017 Report Posted April 20, 2017 Take your time, Sir. I'll double the amount of Semovente 47-32 and substitute half of them when/if the Semovente 75/18 become available in DCG. Have a good day. Quote
Lowengrin Posted April 21, 2017 Report Posted April 21, 2017 On closer inspection, "4-Semovente_751840" should work. The string extracted is 18 characters long. So it just needs to be run right into the next value with no spaces. I want to add the Semovente 75/18 in the armor.dcg file. But it seems that its alias in IL2 (4-Semovente_751840) is too long. Am I wrong? It seems to be fine with the gobjects.dcg and the gunits.dcg files. Quote
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