RE: Panzer campaigns modding basics
Ah, so the unit.dat - I was looking at the last set of data being all text, rather than the last column of numbers. I will have to research that to see if I can figure that out, I don't have any idea off the top of my head, but I have some notes from many years ago, on what I found when creating new OOBs, etc.
If you strictly want to create new units of existing types (components), then that is straightforward, just go to the formation (not a unit) where you want to add the unit and right click, choose Add. To create new unit types, you can either add new rows to units.dat, or to see where the values fit, then in the Add (or Edit) unit dialog, you would setup your unit type values and type in a new component name. Be sure to click save while on that new unit, at the bottom of the Org/Unit Dialog box. I like to pick a current component close to what I want and change from there to start. Then this new component can be used for new/existing units, or new units of its type copied and pasted.
I guess I overstated the smallness of the shells, that was more for the smaller guns, so they could reach across. But even for most of the bigger guns, many fired shells only about 60-70% of the normal shell size to get their extended range. For example, the 40.6 cm guns in Battery Lindemann fired 600 kg shells for land targets, versus 1030 kg shells normally. So still big, but much smaller than normal. Smaller guns had bigger trade offs in shell size.
Rick
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