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Militia/Colonials

model = {
cost = 4
buildtime = 40
manpower = 5
maxspeed = 4
defaultorganisation = 30
grounddefence = 8
airdefence = 2
softattack = 1
hardattack = 0
airattack = 1
transportweight = 10
supplyconsumption = 1
fuelconsumption = 0
speed_cap_art = 3
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
 
That concludes todays installment ladies & Gents.

Tune in, same time, same channel, at some unspecified future date. For MORE!!!
 
Cruiser visibility

Is visibility a reflection of its ability to hide or to find? (I'm thinking it's to hide) - is there anything that controls its ability to find? I was thinking BBs, Transports should have absolutely none (they're found), BC and CA types have maybe 10-15% chance of spotting and CL, SS types something like 20-30% forcing the player to rely on what historically were scouting types (hey that's why BCs were invented right? Heavy Scouting arm)

Best regards,
Richmond
 
Code:
models = { 
        none = 0 
        artillery = 0 
        antitank = 0 
        antiair = 0 
        engineer = 0 
        night_fighter = 0 
        infantry = { 0 } 
        cavalry = { 0 } 
        motorized = { 0 } 
        mechanized = { 0 } 
        panzer = { 0 } 
        paratrooper = { 0 } 
        marine = { 0 } 
        bergsjaeger = { 0 } 
        militia = { 0 } 
        fighter = { 0 } 
        strategic_bomber = { 0 } 
        tactical_bomber = { 0 } 
        dive_bomber = { 0 } 
        naval_bomber = { 0 } 
        torpedo_plane = { 0 } 
        transport_plane = { 0 } 
        flying_bomb = { 0 } 
        flying_rocket = { 0 } 
        battleship = { 0 } 
        cruiser = { 0 } 
        destroyer = { 0 } 
        carrier = { 0 } 
        submarine = { 0 } 
        transport = { 0 } 
        } 
    allowed = { 
        infantry = yes 
        cavalry = yes 
        motorized = no 
        mechanized = no 
        panzer = no 
        paratrooper = no 
        marine = no 
        bergsjaeger = yes 
        militia = yes 
        fighter = yes 
        strategic_bomber = no 
        tactical_bomber = no 
        dive_bomber = yes 
        naval_bomber = no 
        torpedo_plane = no 
        transport_plane = no 
        flying_bomb = no 
        flying_rocket = no 
        battleship = yes 
        cruiser = yes 
        destroyer = yes 
        carrier = no 
        submarine = yes 
        transport = no 
        }

This is from a random country.inc file - this part clearly specifies what units and what type of model each country begins with. This is still largely undone.

Who's up for this one? :)
 
Begins with or is allowed to have, ever? In other words, if you develop the tech for a unit marked as "no", will you then become able to build it?

If that's how it works, it may be an answer to the problems of the game crashing when you try to build aircraft at the start - just set them all to "no".
 
I think disabling units in the inc really disables them for good. At least that's what I was told. There are some units (dive bomber, mech, tranports, many others) that you don't have at start by default and are made available by research. The ones that are available at start by default I don't think you can disable until researched. (I was thinking of proposing switching fortress infantry and tanks because of this. I think tanks are available at start unless you disable them for good.)
 
StephenT said:
Begins with or is allowed to have, ever? In other words, if you develop the tech for a unit marked as "no", will you then become able to build it?

If that's how it works, it may be an answer to the problems of the game crashing when you try to build aircraft at the start - just set them all to "no".

Well the coding I listed doesn't appear in the standard HOI's country.inc files, which leads me to believe that what a country recieves at the beginning of a scenario is determined by what tech advances a country has. If there's a conflict then I think it would be expedient to remove the above coding from the country.inc files.
 
Battleships

Ladies, Gentlemen and Amirals of the Sea,

Brace yourselves for another Jane's Fighting Ships update...

# 0 - Pre-Dreadnaughts
model = {
cost = 8
buildtime = 600
defaultorganisation = 25
manpower = 1
maxspeed = 12
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 90
seadefence = 8
airdefence = 2
seaattack = 8
airattack = 1
subattack = 1
shorebombardment = 4
transportcapability = 0
aircraftcapacity = 0
range = 8000
supplyconsumption = 1
fuelconsumption = 1
}
# 1 - Basic Dreadnought
model = {
cost = 12
buildtime = 730
defaultorganisation = 30
manpower = 1
maxspeed = 16
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 90
seadefence = 15
airdefence = 2
seaattack = 14
airattack = 1
subattack = 1
shorebombardment = 6
transportcapability = 0
aircraftcapacity = 0
range = 8000
supplyconsumption = 1
fuelconsumption = 1
}
# 2 - Battlecruiser
model = {
cost = 12
buildtime = 730
defaultorganisation = 30
manpower = 1
maxspeed = 20
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 90
seadefence = 12
airdefence = 2
seaattack = 12
airattack = 1
subattack = 1
shorebombardment = 6
transportcapability = 0
aircraftcapacity = 0
range = 8000
supplyconsumption = 1
fuelconsumption = 1
}
# 3 - Improved Dreadnought
model = {
cost = 14
buildtime = 730
defaultorganisation = 30
manpower = 1
maxspeed = 18
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 90
seadefence = 18
airdefence = 2
seaattack = 20
airattack = 1.5
subattack = 1
shorebombardment = 9
transportcapability = 0
aircraftcapacity = 0
range = 9000
supplyconsumption = 1
fuelconsumption = 1
}
# 4 - Advanced Dreadnought
model = {
cost = 15
buildtime = 730
defaultorganisation = 30
manpower = 1
maxspeed = 20
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 90
seadefence = 20
airdefence = 2
seaattack = 24
airattack = 2
subattack = 1
shorebombardment = 12
transportcapability = 0
aircraftcapacity = 0
range = 10000
supplyconsumption = 1
fuelconsumption = 1
}
 
Carriers

# 0 - Seaplane Carrier
model = {
cost = 10
buildtime = 547
defaultorganisation = 20
manpower = 2
maxspeed = 12
surfacedetectioncapability = 5
airdetectioncapability = 4
subdetectioncapability = 1
visibility = 70
seadefence = 4
airdefence = 3
seaattack = 1
subattack = 0
airattack = 1
shorebombardment = 0
transportcapability = 0
aircraftcapacity = 1
range = 8000
supplyconsumption = 1
fuelconsumption = 1
}
# 1 - Basic Carrier
model = {
cost = 10
buildtime = 730
defaultorganisation = 30
manpower = 2
maxspeed = 16
surfacedetectioncapability = 7
airdetectioncapability = 6
subdetectioncapability = 1
visibility = 70
seadefence = 6
airdefence = 4
seaattack = 1
subattack = 0
airattack = 1
shorebombardment = 0
transportcapability = 0
aircraftcapacity = 2
range = 8000
supplyconsumption = 1
fuelconsumption = 1
}
 
Cruisers

# 0 - Old Cruiser
model = {
cost = 6
buildtime = 310
defaultorganisation = 25
manpower = 1
maxspeed = 12
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 40
seadefence = 4
airdefence = 3
seaattack = 3
subattack = 1
airattack = 0.5
shorebombardment = 2
transportcapability = 0
aircraftcapacity = 0
range = 6000
supplyconsumption = 0.5
fuelconsumption = 1
}
# 1 - Light Cruiser
model = {
cost = 7
buildtime = 310
defaultorganisation = 30
manpower = 1
maxspeed = 25
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 2
visibility = 40
seadefence = 6
airdefence = 2
seaattack = 4
subattack = 1
airattack = 1
shorebombardment = 2
transportcapability = 0
aircraftcapacity = 0
range = 7000
supplyconsumption = 0.5
fuelconsumption = 1
}
# 2 - Armoured Cruiser
model = {
cost = 8
buildtime = 500
defaultorganisation = 25
manpower = 1
maxspeed = 12
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 60
seadefence = 6
airdefence = 3
seaattack = 6
subattack = 1
airattack = 1
shorebombardment = 4
transportcapability = 0
aircraftcapacity = 0
range = 9000
supplyconsumption = 0.6
fuelconsumption = 1.1
}
# 3 - Improved Cruiser
model = {
cost = 9
buildtime = 365
defaultorganisation = 30
manpower = 1
maxspeed = 28
surfacedetectioncapability = 1
airdetectioncapability = 2
subdetectioncapability = 5
visibility = 40
seadefence = 8
airdefence = 3
seaattack = 8
subattack = 2
airattack = 1.5
shorebombardment = 4
transportcapability = 0
aircraftcapacity = 0
range = 10000
supplyconsumption = 0.6
fuelconsumption = 1.1
}
# 4 - Advanced Cruiser
model = {
cost = 9
buildtime = 455
defaultorganisation = 30
manpower = 1
maxspeed = 32
surfacedetectioncapability = 2
airdetectioncapability = 3
subdetectioncapability = 6
visibility = 40
seadefence = 10
airdefence = 4
seaattack = 10
subattack = 2
airattack = 2
shorebombardment = 5
transportcapability = 0
aircraftcapacity = 0
range = 12000
supplyconsumption = 0.4
fuelconsumption = 0
}
 
destroyer

# 0 - Torpedo Boat
model = {
cost = 5
buildtime = 95
defaultorganisation = 30
manpower = 1
maxspeed = 30
surfacedetectioncapability = 3
airdetectioncapability = 2
subdetectioncapability = 9
visibility = 50
seadefence = 3
airdefence = 2
seaattack = 2
subattack = 3
airattack = 0.5
shorebombardment = 1
transportcapability = 0
aircraftcapacity = 0
range = 3000
supplyconsumption = 0.5
fuelconsumption = 1
}
# 1 - Torpedo Boat Destroyer
model = {
cost = 5
buildtime = 140
defaultorganisation = 30
manpower = 1
maxspeed = 32
surfacedetectioncapability = 3
airdetectioncapability = 2
subdetectioncapability = 10
visibility = 50
seadefence = 4
airdefence = 3
seaattack = 3
subattack = 4
airattack = 0.5
shorebombardment = 1
transportcapability = 0
aircraftcapacity = 0
range = 4000
supplyconsumption = 0.5
fuelconsumption = 1
}
# 2 - Basic Destroyer
model = {
cost = 6
buildtime = 140
defaultorganisation = 30
manpower = 1
maxspeed = 30
surfacedetectioncapability = 3
airdetectioncapability = 2
subdetectioncapability = 12
visibility = 50
seadefence = 6
airdefence = 3
seaattack = 4
subattack = 5
airattack = 1.5
shorebombardment = 2
transportcapability = 0
aircraftcapacity = 0
range = 5000
supplyconsumption = 0.5
fuelconsumption = 1
}
# 3 - Improved Destroyer
model = {
cost = 7
buildtime = 140
defaultorganisation = 30
manpower = 1
maxspeed = 32
surfacedetectioncapability = 3
airdetectioncapability = 2
subdetectioncapability = 14
visibility = 50
seadefence = 8
airdefence = 3
seaattack = 5
subattack = 6
airattack = 1.5
shorebombardment = 3
transportcapability = 0
aircraftcapacity = 0
range = 6000
supplyconsumption = 0.6
fuelconsumption = 1.1
}
# 4 - Advanced Destroyer
model = {
cost = 7
buildtime = 140
defaultorganisation = 30
manpower = 1
maxspeed = 32
surfacedetectioncapability = 3
airdetectioncapability = 2
subdetectioncapability = 14
visibility = 50
seadefence = 10
airdefence = 3
seaattack = 5
subattack = 6
airattack = 1.5
shorebombardment = 3
transportcapability = 0
aircraftcapacity = 0
range = 6000
supplyconsumption = 0.6
fuelconsumption = 1.1
}
 
Submariners!

# 0 - Early Submarine
model = {
cost = 5
buildtime = 110
defaultorganisation = 30
manpower = 1
maxspeed = 12
surfacedetectioncapability = 3
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 12
seadefence = 3
airdefence = 3
seaattack = 1
subattack = 1
airattack = 0.5
shorebombardment = 0
transportcapability = 0
aircraftcapacity = 0
range = 1500
supplyconsumption = 0.2
fuelconsumption = 0.5
}
# 1 - Short-Range Coastal Submarine
model = {
cost = 5
buildtime = 160
defaultorganisation = 30
manpower = 1
maxspeed = 16
surfacedetectioncapability = 4
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 10
seadefence = 5
airdefence = 4
seaattack = 4
subattack = 1
airattack = 0.5
shorebombardment = 0
transportcapability = 0
aircraftcapacity = 0
range = 2000
supplyconsumption = 0.3
fuelconsumption = 0.7
}
# 2 - Long-Range Coastal Submarine
model = {
cost = 6
buildtime = 160
defaultorganisation = 30
manpower = 1
maxspeed = 18
surfacedetectioncapability = 5
airdetectioncapability = 1
subdetectioncapability = 1
visibility = 9
seadefence = 6
airdefence = 10
seaattack = 6
subattack = 1
airattack = 0.5
shorebombardment = 0
transportcapability = 0
aircraftcapacity = 0
range = 3000
supplyconsumption = 0.5
fuelconsumption = 0.8
}
# 3 - Open Seas Submarine
model = {
cost = 8
buildtime = 160
defaultorganisation = 30
manpower = 1
maxspeed = 18
surfacedetectioncapability = 5
airdetectioncapability = 1
subdetectioncapability = 3
visibility = 7
seadefence = 10
airdefence = 8
seaattack = 8
subattack = 2
airattack = 0.5
shorebombardment = 0
transportcapability = 0
aircraftcapacity = 0
range = 6000
supplyconsumption = 0.3
fuelconsumption = 0.5
}
 
Well chaps,

Thanks, aircraft and brigades still to do. I have assigned the model name to the file, but the values are still at the original default. I might get these done tommorow.. will that be too late?

NB. Who should I post these to for assembly?
 
Kaiser Bill said:
Well chaps,

Thanks, aircraft and brigades still to do. I have assigned the model name to the file, but the values are still at the original default. I might get these done tommorow.. will that be too late?

NB. Who should I post these to for assembly?

So 20_0 appears to be torpedo boat, and not a gunboat, as I have read somewhere in the tech thread :eek:o
Well.... I will have to redesign this destroyer part in the models.csv again (sigh!) :wacko:
 
Dibo said:
So 20_0 appears to be torpedo boat, and not a gunboat, as I have read somewhere in the tech thread :eek:o
Well.... I will have to redesign this destroyer part in the models.csv again (sigh!) :wacko:

Dibo,

I took the information from the large scenraio folder which has the model names & numbers in.
 
StephenT said:
OK, here's a first proposal for a rewriting of the file db\units\transport_plane.txt to make it into a Zeppelin.

Is the speed meant to be an actual figure in kilometres per hour? (I'm guessing, this being a Swedish game, it won't be miles per hour :) ) 'Cause that's what I've assumed: early Zeppelins flew at about 80 kph. Likewise, I've given ranges in km. Combat factors: the first model is unarmed, although researching tech 9403 will give it a strat and tac bombing factor.

Code:
## Airship

# 0 - Pre-War unarmed dirigible
model = {
	cost 				= 35
	buildtime			= 240
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 80
	surfacedetectioncapability	= 3
	airdetectioncapability		= 1
	surfacedefence			= 4
	airdefence			= 4
	airattack			= 0
	strategicattack			= 0
	tacticalattack			= 0
	navalattack			= 0
	transportcapability		= 0
	range				= 4000
	supplyconsumption 		= 3
	fuelconsumption			= 3
}
# 1 - Basic Airship
model = {
	cost 				= 36
	buildtime			= 240
	defaultorganisation 		= 35
	manpower			= 2
	maxspeed			= 90
	surfacedetectioncapability	= 3
	airdetectioncapability		= 1
	surfacedefence			= 8
	airdefence			= 6
	airattack			= 0
	strategicattack			= 1
	tacticalattack			= 0
	navalattack			= 0
	transportcapability		= 0
	range				= 5000
	supplyconsumption 		= 3
	fuelconsumption			= 3
}
# 2 - Improved Airship
model = {
	cost 				= 40
	buildtime			= 240
	defaultorganisation 		= 40
	manpower			= 2
	maxspeed			= 100
	surfacedetectioncapability	= 3
	airdetectioncapability		= 1
	surfacedefence			= 12
	airdefence			= 8
	airattack			= 1
	strategicattack			= 3
	tacticalattack			= 0
	navalattack			= 1
	transportcapability		= 0
	range				= 6000
	supplyconsumption 		= 3
	fuelconsumption			= 3
}
# 3 - Advanced Airship
model = {
	cost 				= 44
	buildtime			= 240
	defaultorganisation 		= 45
	manpower			= 2
	maxspeed			= 120
	surfacedetectioncapability	= 3
	airdetectioncapability		= 1
	surfacedefence			= 16
	airdefence			= 8
	airattack			= 1
	strategicattack			= 5
	tacticalattack			= 0
	navalattack			= 2
	transportcapability		= 0
	range				= 7000
	supplyconsumption 		= 3
	fuelconsumption			= 3
}

Stephen,

These stats are fine, but the cost is outrageous!

I suggest they should be dropped by about 25 across the board. I am guessing it is a hold-over from the old transport div file?
 
Tanks

Provisional stas for tanks.

They are a bit basic, but then time is short.

# 0 - Female Tank
model = {
cost = 20
buildtime = 200
manpower = 12
maxspeed = 4
defaultorganisation = 30
grounddefence = 4
airdefence = 1
softattack = 8
hardattack = 2
airattack = 0
transportweight = 30
supplyconsumption = 10
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 1 - Male Tank
model = {
cost = 20
buildtime = 220
manpower = 12
maxspeed = 4
defaultorganisation = 30
grounddefence = 4
airdefence = 1
softattack = 6
hardattack = 4
airattack = 0
transportweight = 30
supplyconsumption = 10
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 2 - Light Tank
model = {
cost = 14
buildtime = 180
manpower = 12
maxspeed = 6
defaultorganisation = 30
grounddefence = 6
airdefence = 0
softattack = 6
hardattack = 3
airattack = 0
transportweight = 30
supplyconsumption = 10
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 3 - Cruiser Tank
model = {
cost = 15
buildtime = 200
manpower = 12
maxspeed = 7
defaultorganisation = 30
grounddefence = 6
airdefence = 0
softattack = 7
hardattack = 4
airattack = 0
transportweight = 30
supplyconsumption = 10
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 4 - Land Battleship
model = {
cost = 16
buildtime = 240
manpower = 12
maxspeed = 5
defaultorganisation = 30
grounddefence = 8
airdefence = 0
softattack = 8
hardattack = 6
airattack = 0
transportweight = 30
supplyconsumption = 16
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 5 - Modern Tank (40+mm)
model = {
cost = 17
buildtime = 240
manpower = 12
maxspeed = 6
defaultorganisation = 30
grounddefence = 8
airdefence = 0
softattack = 10
hardattack = 6
airattack = 0
transportweight = 30
supplyconsumption = 12
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 6 - Modern Tank (70+mm)
model = {
cost = 17
buildtime = 240
manpower = 12
maxspeed = 6
defaultorganisation = 30
grounddefence = 8
airdefence = 0
softattack = 9
hardattack = 8
airattack = 0
transportweight = 30
supplyconsumption = 16
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
# 7 - Modern Tank (100+mm)
model = {
cost = 17
buildtime = 240
manpower = 12
maxspeed = 6
defaultorganisation = 30
grounddefence = 8
airdefence = 0
softattack = 10
hardattack = 10
airattack = 0
transportweight = 30
supplyconsumption = 20
fuelconsumption = 4
speed_cap_art = 4
speed_cap_eng = 4
speed_cap_at = 4
speed_cap_aa = 4
}
 
Brigades

Chaps,

the final installment, aircraft & the attached brigades.

Anti-Air (GAS)
model = {
cost = 8
buildtime = 80
manpower = 2
# maxspeed = 0
softattack = 0
hardattack = 0
supplyconsumption = 3
}
Anti-tank(Siege artillery)
model = {
cost = 8
buildtime = 80
manpower = 4
# maxspeed = -2
softattack = 6
hardattack = 4
supplyconsumption = 3
}
Artillery
model = {
cost = 5
buildtime = 60
manpower = 2
# maxspeed = -1
softattack = 3
hardattack = 1
supplyconsumption = 2
}
Engineers
model = {
cost = 2
buildtime = 35
manpower = 2
maxspeed = 2
grounddefence = 4
supplyconsumption = 1
}