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Panzer Command is fairly
easy to mod provided certain strict rules are followed.
The xml file may be edited with notepad, wordpad or .net utility.
1. The game links downward. Starting at the scenario level.
This can be edited using John Sestan's game editor.
2. Within the scenario units are assigned. Units can be either
armored units or infantry units.
3. To create a new armored unit simply make a copy of an existing one
under a unique file name.
4. Change its type oldname (type="oldname") to a new unique newname
(type="newname"). The type text will be used by the scenario to identify
the unit.
5. The armored unit will have various data associated with it.
Speed, dates and other encyclopedic data can be added.
6. If this unit has a weapon that weapon is identified in the <gun>
tag. The gunid="gunname" will be a unique type in the gun file.
7. Gun files can also be edited or added. If you want to add a new
gun table simply copy and existing one change its file name and change the
type="gunname" in the file.
8. Mods to guns and tanks are easy as no changes to the Shell Killpower
table need be made. Just use the default killpower of the shell.
This depend just on type per shell size.
9. For infantry where their fire power decreases with range further work must
be don The infantry killpower must be further defined by the type in the
<ammunition tag. This is set at all ranges in the Shell Killpower
table. To override this value a table entry must be made in the
Shell Killpower table just for that type.
An example would be the gun of a "1942 Pioneer" is a "1942 Pioneer". The
ammunition type is "AP" but an AP shell has a default killpower of -3 for all
ranges. You don't want that as your killpower as that really applies for
large single shot guns. You want the killpower to reflect all the small
arms of the pioneer squad. So an sub-entry must be made into the Shell
Killpower table. Under shelltype="AP" many sub-entries will be found
having the tag <weapon type="name" where type would be "1942 Pioneer".
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