Campaign Series II? - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Campaign Series (https://www.theblitz.club/message_boards/forumdisplay.php?fid=8) +--- Thread: Campaign Series II? (/showthread.php?tid=67414) |
RE: Campaign Series II? - Crossroads - 06-01-2015 (05-31-2015, 12:38 AM)Jason Petho Wrote: The game is already moddable. Yep. My little Dev Diary on modding units can be found here: http://www.matrixgames.com/forums/tm.asp?m=3611260 RE: Campaign Series II? - dgk196 - 06-02-2015 (06-01-2015, 04:02 AM)Battle Kat Wrote:(05-31-2015, 12:38 AM)Jason Petho Wrote: The game is already moddable. Hello.... Just took a look at your link... man that is great stuff... I'm not a programmer... but, is interesting data to say the least... I'll be having a 'programming' friend of mine look it over with me to see if its something that I can boil down in a step by step process, though I think it is somewhat already, that I may post variations for units. I'd like to see if my friend can direct me into a universal unit modifier, so that any or all units can be changed by using a mod for just that purpose. Thanks very much.... Dennis RE: Campaign Series II? - Crossroads - 06-02-2015 Certainly. Start small, change one thing, see how it plays out. Also, I'd strongly advice to sticking to the recommendation to use JSGME to enable and disable your mod. Data files are delicate things. Arkady's Unit Viewer is a great help, as it reads unecrypted files anyway. If it reads your new platoon data correctly, then likely whatever you did you got it right. If you need any help just post here |