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Old 27th Mar 08, 3:53 PM Forum Rules   # 1
Octopus Rex
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AE Basics: Increasing Pop Cap

Rating: Newbie

Required knowledge: basic Attribute Editor know-how.

So, you got bored with the regular 20/20 pop caps huh? Want a bit more action? A bit more "OMFG, look at dat fukkin' carnage d00d!!" in your life? Well, here's how it's done.

(First you need to setup a new mod: DC + SS)

The overall pop stuff is controlled in the racebps, this is a racebps with the relevent race_squad_cap_table section expanded:


Fig. 1 - racebps

So we're starting with Space Marines, GW poster boys that they are. Now, there's many ways in which you can do this, we're going to go over the most simple and direct approach. You can tweak later to your hearts content, but for now be a good soldier and do as your told, GOT THAT, PRIVATE?

As you can see the 'base' number is the number you start the game with, and the max is the full max with all upgrades/researches built. You need to decide what you want to set your caps to, but we're just going to double it straight up. Apparently double the caps = double the fun, but I'm not so sure....but who cares what I think, I just write the frikkin' tutes huh?

So set 'em to 20-0-40-40, save to binary and you've doubled the caps for that race. Simple huh?

However.....

While you have doubled the caps themselves, you are still stuck with the same methods of increasing it. So for example, each Space Marine vehicle cap adds 5 to it. There's still only four of those, so you still can only get 20 vehicle cap. To actually get all the max caps in games you need to double the methods of acquisition too.

We need to find the researches they use to increase it. Go to the researches section and find the squad_cap and support_cap. Head into the modifiers section, expand the first modifier and change the number 5 to 10.


Fig. 2 - Cap modifiers on researches

***Weird Bit One***

Now, you'll notice that after changing the first one, all the others will change to 10 too. They will inherit that piece of data from the parent file. I know what you're thinking (naturally I'm psychic) - "ooo, groovy, dat means I don' aff to type 10 in all da uvver wons roight?" - WRONG! Okay, so the data has inerited and that's fine - they all say 10. But if you haven't changed a file at all yet it won't save to binary. You can tell if you changed a file because it will have a little asterisk by it:


Fig. 3 - awww, pwetty astewisks!!

So you need to make sure each of them bitchez gets an asterisk. Do this by changing the 10 to something random, clicking away, then changing it back. And yes, it's a bit weird.

Unnecessary Technical bullshit: It's because until you've changed the LUA and saved it there will actually be no LUA in yourmod datageneric folder, it will still be reading the DXP2 one. As it is inheriting various data it will look fine in the AE. Once there is an LUA in yourmod folder it will burn the RGD properly even if there's no asterisk on the LUA.

***Weird Bit Two***

If you look in the requirements for each space marines research you will see that the 2nd, 3rd and 4th say they require the chaos versions of the researches. I have no fucking clue why they say that. The LUA itself says the space marine research and the RGDs also say the correct one (I checked using Corsix). When you save the LUAs to binary it will save as the correct space marine one, but for some bonkers reason it still says the chaos one in the AE.....wtf? Anyway. So, just leave that well alone and all will be fine.

Moving on:

Next you need to do the same for the squad cap researches. Also, you need to go through and find the marine sergeant EBPS (both ASM and Tacs): they have a modifier on them that increases the squad cap by 1 called squad_cap_player_modifier, so go change the value to 2. The Machine Cult also has a similar modifier, support_cap_player_modifier, in exactly the same place. Double that value too. EBPs can be found in entity_blueprint -> building/troop -> etc and look for modifier_apply_ext when you find the file you want.


Fig. 4 - another dry and boring shot of the AE. Whoopy-frikkin'-do.

Save all them bad boys to binary and go check your SMs work before we go any further.

The other races are pretty similar, and I don't want to go into detail other than Orks:

Remaining Change List

Racebps for all races - both base caps and both max caps.

Chaos - researches, Machine Pit & Aspiring Champs (both kinds)
Eldar - exarchs, Support Portal & Webway gates
Necrons - listening posts have both increases on them
Tau - All on buildings: both Command Posts, the Path to Enlightenment, Coalition Centre and the Vehicle building.
Guard - Buildings again: Infantry Commands, Mechanised Command and Mars Pattern Command.
Sisters - researches and vehicle building.
Dakr Eldar - slave building and skimmer construction building.

Orks

Orks are a little different. They have pop. This basically craps the whole thing up as it is so heavily tied in to the tech tree. vehicle cap is fine and dandy and normal though, so that's okay. K, so take a peek this funky, extra table they have on their racebps:


Fig. 5 - Ork specific table

Change the max_pop_cap to 200 for da big mob. You can change the base_pop_cap to 30 too while you're at it. Fix the support cap too, it's in the same place as all others. Now find the ork banners' modifiers and change the population_cap_player_modifier to 20 and support cap modifier to 4. Now, what you'll find is that the population will go up really quickly and so you'll be able to build various buildings/troops quicker than normal. If this doesn't bother you then fine, what the heck, it's just a bit of fun. If this does bother you then read on....

Find the requirements on all the squad files for your orks, specifically the pop one. Some have it and some don't


Fig. 6 - pop_requirements

Double that total pop requirement. You'll need to do all troops and vehicles. If a squad doesn't have the pop requirement then don't add one, just leave it alone and move on.

The ork_pop_levels can be found under tuning_types > ui > ork_pop_level. These define the various stages of the WAAAGH! meter, so we want to double all of these as well. However, this doesn't work for some reason, and I can't be arsed to find out why right now, the UI can be a right hassle. So leave that alone. If I find out how I'll update.


Fig. 7 - a spicy looking table that in fact doesn't do shit. Mint.

You may or may not want to double all the hard caps too. You can find out how to do that here.

And you're done.

Go mash some stuff up big-stylee.


Fig. 8 - WWEEEEEEEEEEEEEEEEE!!!!

Peace out.

Note: the only other stuff you might need to change are starting_squads, teamcolour_preview and the starting_res, these are all pretty self_explanatory so I won't bother going into it.
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Last edited by Octopus Rex : 9th Feb 09 at 5:45 AM.
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Old 5th Apr 08, 12:20 PM   # 2
Tausimon
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I am a real newbie! And I can't get this to work.

First problem:
I do the marine section click save binary then it doesnt do anything in the game.

Second:
I can't find the "Cap modifiers on researches" for the other races apart from chaos.

Thanks in advance!
 
Old 5th Apr 08, 12:30 PM Forum Rules   # 3
Octopus Rex
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Researches - the only other race that has the modifiers on researches are Sisters of Battle. Make sure you check the list in the middle of the tutorial which tells where to find all the other bits. (sounds like you missed it)

Second - obvious I know, but make sure you're actually playing your mod and not regular DC, otherwise the changes won't show. I've made that mistake plenty of times!
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Old 14th May 08, 3:51 AM   # 4
wazza
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Is some one able to upload this mod already done if possible in a module format so i can see how it is done.

Thank you.
 
Old 14th May 08, 5:10 AM Forum Rules   # 5
Octopus Rex
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Well, which bit are you having difficulty with? I can see how that would be useful, but the point of the tutorial is kind of to tell you how it's done so that you wouldn't need to figure it out by looking.
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Old 15th May 08, 4:00 PM   # 6
Blutak
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Mine wasn't always working with saving just binary but always works with saving reg then binary, try that?
 
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