Post by Major Pain on Nov 28, 2015 23:43:14 GMT 1
Alass asked a very good question about GEN II on Grot's Topic.
So to not take up more space on Grot's Topic, I will address the Question here. I am going to also address the new Folder System.
Each copy of GEN II will be registered with a 'Unique ID Number' embedded within the code. Any duplication would track back to that specific copy. There is one other failsafe that I will not divulge.
Each copy will also have its own "Unique Code Key" to allow GEN II to run, each user will have a Registered Copy that will only replicate once.
Further copies will require a "Unique ID Number" and "Unique Code Key" since it will be a new version.
Inside a specific computer, the game files are duplicated in another Folder for the purpose of Modding and Advancing new projects... much like we can already do with BK1.2 and all other titles. The GENII.exe can also be copied for a 2nd version inside the same machine.
The program will store both Run Versions of GENII.exe in the Computer Registry. Much like my discussion and teachings about not installing your games from the :
C:\Program File Folder
This game will only Install in the Folder:
C:\Blitzkrieg I Generation II
The game files will install in the Parent Folder:
Example:
[-] C:Blitzkrieg I Generation II
[-] BKI-GENII_GAME
[=] RUN
[+] Backup
[-] DATA
[-] 1_System_Files
[-] BackSystems
[=] Cursor
[+] Editor
[+] Fonts
[=] Icons
[=] LOGS
[+] Movies
[=] Music
[-] USER_INTERFACE
[+] Textes
[+] UI
[+] Bridges
[+] Buildings
[+] Effects
[+] Fences
[+] Medals
[-] MISSIONS
[-] MAPS
[+] Multiplayer
[+] Single_Player
[-] Scenarios
[+] Campaigns
[+] Chapters
[+] Custom
[+] ScenarioMissions
[+] Single_Player
[-] Support
[+] Containers
[+] Descriptions
[+] FieldSets
[+] Graphs
[+] Patches
[=] Profiles
[+] Scripts
[=] Settings
[+] TemplateMissions
[+] Templates
[+] Tutorials
[-] Objects
[+] Flags
[+] Flora
[+] Roads
[+] SimpleObjects
[+] TerraObjects
[+] Water
[+] Sounds
[-] Terrain
[+] Autumn
[+] Spring
[+] Summer
[+] Winter
[-] UNITS
[=] Data-Factions
[-] FACTIONS
[+] France
[+] Germany
[+] Italy
[+] Japan
[+] Other
[+] Poland
[+] Russia-USSR
[+] UK-Commonwealth
[-] United_States
[+] Humans
[-] TECHNICS
[+] Amphibious
[+] Artillery
[+] Auto_Trucks
[+] Aviation
[+] SPG
[+] Tanks
[+] Trains
[+] Squads
[+] WEAPONS
[+] MODS_DATA <---(Follows same Folder Arrangements as Folders under DATA)
[+] SAVES
[+]BKI-GENII_PROJECTS
A second version of GEN II will be installed in the Folder:
[-] C:Blitzkrieg I Generation II
[+] BKI-GenII_Projects
(See Above)
Further, as the project continues to evolve, and because I do not wish to prevent future updates or new builds... I will release the Source Files for all of my work which will be placed in the folder:
[-] C:Blitzkrieg I Generation II
[+] BKI-GenII_SourceFiles
So after GEN II is up and running after BETA, the GEN Folders will look like this:
[-] C:Blitzkrieg I Generation II
[+] BKI-GENII_GAME
[+] BKI-GenII_Projects
[+] BKI-GenII_SourceFiles
In order to make the Release a bit more USER Friendly, the First Level Folders under DATA are arranged so the Folders that are the most usually modified are considered First Tier. You can see this in the above Folder Arrangement.
Folders that contain Files that are not usually Modified are considered Second Tier.
The Exception is in the Mission Folder that contain Maps and Mission Files; Chapters, Campaigns, etc...
Another Exception is how Units Files are addressed.
I've tried to structure the Mission Folder so it makes more sense for Mappers.
A huge Change is how the Different Nations are Set up.
A new Folder named FACTIONS will contain all of the Units for each nation or Army. I used the Word FACTION because sometimes you might have a Situation where before the War you did have a legitimate Nation Forces available. But then the Nation is Converted to a Puppet State, and the Forces might be divided between the Puppet State and Exiled Government Forces.
You only need to consider France for the best Illustration of this.
So the Factions would be:
FRANCE-1940
FRANCE- Vichy
FRANCE- Free
Of course, the Factions might have the same type of Units... but they might also gain other Types from their Allied Partners. But in order to maintain consistency within the GAME Tables, these Faction tables must observe the Uniqueness of each type of Unit. There is no restriction where a faction might use a Unit from Another Factions Unit Folders. Example: The France-Free Units might take control of several tanks from the German Resource Folders. The Map DATA takes over Control of the Unit Tables to handle and keep track of these units, which is the same as in the original BK.
Each Faction must be Established in the Faction.xml File, which formerly was in the Parties.xml File under the Data Folder. This file is resides in the Data-Faction Folder, and only lists the Parties that are Available within the game. The Crew/Soldier Assignment Data has been moved to the Faction_Data.xml. Example: France_Data.xml
The Opponent's data files are no longer used in the Textes/Opponents Folder.
Example of the Faction.xml File:
<?xml version="1.0"?>
<!-- Blitzkrieg-I_Generation-II -->
<!-- Concept: Major Pain -->
<!-- Copyright: NIVAL Interactive 2014-2017 -->
<base>
<FactionInfo>
<item><FactionName>France-1940</FactionName></item>
<item><FactionName>France-Vichy</FactionName></item>
<item><FactionName>France-Free</FactionName></item>
<item><FactionName>Germany</FactionName></item>
<item><FactionName>Italy</FactionName></item>
<item><FactionName>Japan</FactionName></item>
<item><FactionName>Poland</FactionName></item>
<item><FactionName>Russia-USSR</FactionName></item>
<item><FactionName>UK_Commonwealth></item>
<item><FactionName>United_States</FactionName></item>
</FactionInfo>
</base>
Example of the United_States_Data.xml:
<?xml version="1.0"?>
<!-- Blitzkrieg-I_Generation-II -->
<!-- Concept: Major Pain -->
<!-- Copyright: NIVAL Interactive 2016 -->
<base>
<FactionDATA>
<item>
<FactionName>United_States</FactionName>
<GeneralName>USA</GeneralName>
<Paratrooper>USA_Paratrooper</Paratrooper>
<!-- GUNS -->
<GUN-AntiTank(3)>USA_AT_Crew</GUN-AntiTank(3)>
<GUN-Artillery(4)>USA_ART_Crew</GUN-Artillery(4)>
<GUN-Howitzer(4)>USA_HOW_Crew</GUN-Howitzer(4)>
<GUN-HMG(3)>USA_HMG_Crew</Gun-HMG(3)>
<GUN-Mortar(2)>USA_Mortar_Crew</Gun-Mortar(2)>
<!-- SUPPLY -->
<SupplyTruck(2)>USA_Supply_Crew</SupplyTruck(2)>
<SupplyDepot(5)>USA_Supply_Squad</SupplyDepot(5)><!-- (Facility Based) -->
<!-- Transportation -->
<TransportTruck(2)>USA_Transport_Crew</TransportTruck(2)>
<TransportCarrier(2)>USA_Carrier_Crew</TransportCarrier(2)>
<TransportTrain(4)>USA_Train_Crew</TransportTrain(4)>
<!-- Medical -->
<MedicalField(2)>USA_MED_TEAM</MedicalField(2)>,!-- (Foot Team) --/>
<MedicalTruck(2)>USA_MED_CREW</MedicalTruck(2)>
<MedicalUNIT(5)>USA_MED_UNIT</MedicalUNIT(5)><!-- (Facility Based/Hospital-MEDTents) -->
<!-- Engineering -->
<EngineerTechnical(2)>USA_ENG_COM_Team</TechnicalCombat(2)><!-- (Explosives/Mines) -->
<EngineerCombat(10)>USA_ENG_COM_Squad</EngineerCombat(10)><!-- (Trenches/Fortifications/Wire) -->
<EngineerConstruction(2)>USA_ENG_CON_Crew</EngineerConstruction(2)><!-- (Buildings/Bridges) -->
<EngineerMechanical(5)>USA_ENG_MEC_UNIT</EngineerMechanical(5)><!-- (Repairs-Facility Based) -->
<EngineerRecovery(2) >USA_ENG_REC_Crew</EngineerRecovery(2)><!-- (ARV/TRV Vehicles) -->
<!-- Armor Crews -->
<ArmorCar(2)>USA_ArmorCar_Crew</ArmorCar(2)>
<ArmorMINI(3)>USA_ArmorMINI_Crew</ArmorMINI(3)>
<ArmorLight(4)>USA_ArmorLight_Crew</ArmorLight(4)>
<ArmorMedium(5)>USA_ArmorMedium_Crew</ArmorMedium(5)>
<ArmorHeavy(6)>USA_ArmorHeavy_Crew</ArmorHeavy(6)>
<ArmorSpecial(7)>USA_ArmorSpecial_Crew</ArmorSpecial(7)>
<ArmorSPG(8)>USA_ArmorSPG_Crew</ArmorSPG(8)>
</item>
</FactionDATA>
<base>
You can see by the Examples that the Definitions concerning Guns, Supply and Engineers has been greatly expanded. In Addition, this is where all Trucks, Tanks, SPGs and Facilities Unit Assignments are defined.
In other words... A Tank now has a Defined Crew Associated with it. The Numbers in Parentheses are the number of soldiers attached to that crew or team. All vehicles will have a Crew defined.
At times, this may not align with actual crew sizes... but the person making the assignments can apply any Assignment to get the actual number. The Armor Definitions have no effect on the actual Size of type of the Tank. These are only defined for the purpose of Crew Assignments based on the Type of Unit.
In a Units 1.xml file, under the Top 'RPG' definitions, we find the entry for Crew=" ". The number entered here will be the actual Crew Size for that Unit.
Example: Sherman Tank
Crew="5"
Passengers="13" <--How many riders the tank can carry>
<KeyName>M4A1(75)</KeyName>
<StatsType>Mech</StatsType>
<Type>arm_medium</Type>
<AIClass>track</AIClass>
In the above case, the Crew has been defined as 5... and the "Type" has been defined as Armor-Medium. When we look at the Defined Crew Size in the United_States_Data.xml, we see that the the crew size agrees.
But if the Crew was actually 6, then the Crew should be set as "6" and the Type would be defined as Armor-Medium. The Game Table will set up an exception so that the Definition would be the Armor-Heavy Crew, rather than the Armor-Medium Crew.
If you Look at the <ArmorSPG(8)>USA_ArmorSPG_Crew</ArmorSPG(8)> Definition, we find that 8 Crewman are defined in the Crew. This is in line with Units like the M7_Priest and the Archer. But if we try to apply this to the StuG, then the number is too high. So the Crew might be defined as 4, then the Game Table will use the Armor-Light Crew of 4.
Because this might confuse some players who are creating MODs or new units, I may change this to simplify the Crew Assignments.
Example:
<!-- Armor Crews -->
<ArmorCrew(1)>USA_ArmorCrew_1</ArmorCrew(1)>
<ArmorCrew(2)>USA_ArmorCrew_2</ArmorCrew(2)>
<ArmorCrew(3)>USA_ArmorCrew_3</ArmorCrew(3)>
<ArmorCrew(4)>USA_ArmorCrew_4</ArmorCrew(4)>
<ArmorCrew(5)>USA_ArmorCrew_5</ArmorCrew(5)>
<ArmorCrew(6)>USA_ArmorCrew_6</ArmorCrew(6)>
<ArmorCrew(7)>USA_ArmorCrew_7</ArmorCrew(7)>
<ArmorCrew(8)>USA_ArmorCrew_8</ArmorCrew(8)>
Under this Definition Set, the Crew size is Defined under the Top RPG, and the "Type" will select the actual Crew under Squads.
Because Artillery and Gun crews varied, I may change that Section so it looks like the Armor Sets.
Example:
<!-- GUN Crews -->
<GunCrew(1)>USA_GunCrew_1</GunCrew(1)>
<GunCrew(2)>USA_GunCrew_2</GunCrew(2)>
<GunCrew(3)>USA_GunCrew_3</GunCrew(3)>
<GunCrew(4)>USA_GunCrew_4</GunCrew(4)>
<GunCrew(5)>USA_GunCrew_5</GunCrew(5)>
<GunCrew(6)>USA_GunCrew_6</GunCrew(6)>
<GunCrew(7)>USA_GunCrew_7</GunCrew(7)>
<GunCrew(8)>USA_GunCrew_8</GunCrew(8)>
This may make more sense to most people since the Gun Set is really defined the same way as Armor. The HMG could be defined as Crew="2" or Crew="3", depending on the actual weapon.
In the Squad Folder, there must be an associated Squad File for each of the Crews used in the Faction Folders. So we would need to define the actual Squads with the correct names in their respective folders.
Example: (Shortened to save space)
[-] C:Blitzkrieg I Generation II
[-] BKI-GENII_GAME
[=] RUN
[+] Backup
[-] DATA
[-]Units
[-] Factions
[-] United_States
[+] Humans
[+] Technics
[-] Squads
[=] USA_ArmorCrew_1
[=] USA_ArmorCrew_2
[=] USA_ArmorCrew_3
[=] USA_ENG_COM_Team
[=] USA_GunCrew_1
[=] USA_GunCrew_2
All of the Factions Squads are now defined in the Factions Squad Folder, and not in the previous Squad Folder where all Squads in the game were listed. This will be helpful for Players and Map Builders since the Squads are specific to the Faction. This change is reflected in the Map Editor as well.
In the Map Editor, there is a Button named Factions. Selecting this Button then Opens a Drop Down List where the Mapper can select the Faction's Units.
When a Faction is Selected, New Buttons are Displayed Named for the Type of Units under the Factions Folders.
Example: Button Names
Amphibious
Artillery
Auto_Trucks
Aviation
SPG
Tanks
Trains
Squads
Most of the Map Editor Controls are the same and should not be an issue for experienced Mappers.
***
Another Major Change is how Map Features are defined. The Terrain and all Terrain Objects like trees, boulders, cliffs, etc... are now assigned to a new Designation called GAIA
GAIA is not a player, but rather the Earth Features or personification. In Mythology, GAIA was the Mother Earth, and adopted just for the purpose of this game change. We have found in the past that Terrain could be defined under Player 2, or any Player (Human or AI). This creates an issue at times within the game. So I felt this should be addressed. For those of you that are familiar with the Age of Empires Series, you know GAIA is also used within that game.
All of the Objects which can be owned by a Player remain the same within the game. Trenches and Fortifications, some Simple Objects, and Buildings. Basically, a Player cannot own the surface of the Earth or any of the terrain features.
However, I am tinkering with a Control System which might be useful for defining how each Player Controls a Percentage of the Map Surface. This has proven a bit difficult because the pre-existing code handles this so it includes Terrain Objects, which produces a different type of Information that is used in the Mission-After Action Screens. But I have not found where it has been applied and displayed. This function mostly was reserved for Capture the Flag type Missions.
***
I hope this information has been helpful as I continue to charter new ground for Blitzkrieg.
Posted by atlas5556
Major,
One item we seem to have danced around in this round table discussion, how are you going to release Gen II?
Is it going to be for anyone who just shows up here?
I would hate for someone to steal your work( looking at you DB Software), this is a whole lot different from skins, models and mods and maps for old BK.
What are your thoughts?
Major,
One item we seem to have danced around in this round table discussion, how are you going to release Gen II?
Is it going to be for anyone who just shows up here?
I would hate for someone to steal your work( looking at you DB Software), this is a whole lot different from skins, models and mods and maps for old BK.
What are your thoughts?
So to not take up more space on Grot's Topic, I will address the Question here. I am going to also address the new Folder System.
Each copy of GEN II will be registered with a 'Unique ID Number' embedded within the code. Any duplication would track back to that specific copy. There is one other failsafe that I will not divulge.
Each copy will also have its own "Unique Code Key" to allow GEN II to run, each user will have a Registered Copy that will only replicate once.
Further copies will require a "Unique ID Number" and "Unique Code Key" since it will be a new version.
Inside a specific computer, the game files are duplicated in another Folder for the purpose of Modding and Advancing new projects... much like we can already do with BK1.2 and all other titles. The GENII.exe can also be copied for a 2nd version inside the same machine.
The program will store both Run Versions of GENII.exe in the Computer Registry. Much like my discussion and teachings about not installing your games from the :
C:\Program File Folder
This game will only Install in the Folder:
C:\Blitzkrieg I Generation II
The game files will install in the Parent Folder:
Example:
[-] C:Blitzkrieg I Generation II
[-] BKI-GENII_GAME
[=] RUN
[+] Backup
[-] DATA
[-] 1_System_Files
[-] BackSystems
[=] Cursor
[+] Editor
[+] Fonts
[=] Icons
[=] LOGS
[+] Movies
[=] Music
[-] USER_INTERFACE
[+] Textes
[+] UI
[+] Bridges
[+] Buildings
[+] Effects
[+] Fences
[+] Medals
[-] MISSIONS
[-] MAPS
[+] Multiplayer
[+] Single_Player
[-] Scenarios
[+] Campaigns
[+] Chapters
[+] Custom
[+] ScenarioMissions
[+] Single_Player
[-] Support
[+] Containers
[+] Descriptions
[+] FieldSets
[+] Graphs
[+] Patches
[=] Profiles
[+] Scripts
[=] Settings
[+] TemplateMissions
[+] Templates
[+] Tutorials
[-] Objects
[+] Flags
[+] Flora
[+] Roads
[+] SimpleObjects
[+] TerraObjects
[+] Water
[+] Sounds
[-] Terrain
[+] Autumn
[+] Spring
[+] Summer
[+] Winter
[-] UNITS
[=] Data-Factions
[-] FACTIONS
[+] France
[+] Germany
[+] Italy
[+] Japan
[+] Other
[+] Poland
[+] Russia-USSR
[+] UK-Commonwealth
[-] United_States
[+] Humans
[-] TECHNICS
[+] Amphibious
[+] Artillery
[+] Auto_Trucks
[+] Aviation
[+] SPG
[+] Tanks
[+] Trains
[+] Squads
[+] WEAPONS
[+] MODS_DATA <---(Follows same Folder Arrangements as Folders under DATA)
[+] SAVES
[+]BKI-GENII_PROJECTS
A second version of GEN II will be installed in the Folder:
[-] C:Blitzkrieg I Generation II
[+] BKI-GenII_Projects
(See Above)
Further, as the project continues to evolve, and because I do not wish to prevent future updates or new builds... I will release the Source Files for all of my work which will be placed in the folder:
[-] C:Blitzkrieg I Generation II
[+] BKI-GenII_SourceFiles
So after GEN II is up and running after BETA, the GEN Folders will look like this:
[-] C:Blitzkrieg I Generation II
[+] BKI-GENII_GAME
[+] BKI-GenII_Projects
[+] BKI-GenII_SourceFiles
In order to make the Release a bit more USER Friendly, the First Level Folders under DATA are arranged so the Folders that are the most usually modified are considered First Tier. You can see this in the above Folder Arrangement.
Folders that contain Files that are not usually Modified are considered Second Tier.
The Exception is in the Mission Folder that contain Maps and Mission Files; Chapters, Campaigns, etc...
Another Exception is how Units Files are addressed.
I've tried to structure the Mission Folder so it makes more sense for Mappers.
A huge Change is how the Different Nations are Set up.
A new Folder named FACTIONS will contain all of the Units for each nation or Army. I used the Word FACTION because sometimes you might have a Situation where before the War you did have a legitimate Nation Forces available. But then the Nation is Converted to a Puppet State, and the Forces might be divided between the Puppet State and Exiled Government Forces.
You only need to consider France for the best Illustration of this.
So the Factions would be:
FRANCE-1940
FRANCE- Vichy
FRANCE- Free
Of course, the Factions might have the same type of Units... but they might also gain other Types from their Allied Partners. But in order to maintain consistency within the GAME Tables, these Faction tables must observe the Uniqueness of each type of Unit. There is no restriction where a faction might use a Unit from Another Factions Unit Folders. Example: The France-Free Units might take control of several tanks from the German Resource Folders. The Map DATA takes over Control of the Unit Tables to handle and keep track of these units, which is the same as in the original BK.
Each Faction must be Established in the Faction.xml File, which formerly was in the Parties.xml File under the Data Folder. This file is resides in the Data-Faction Folder, and only lists the Parties that are Available within the game. The Crew/Soldier Assignment Data has been moved to the Faction_Data.xml. Example: France_Data.xml
The Opponent's data files are no longer used in the Textes/Opponents Folder.
Example of the Faction.xml File:
<?xml version="1.0"?>
<!-- Blitzkrieg-I_Generation-II -->
<!-- Concept: Major Pain -->
<!-- Copyright: NIVAL Interactive 2014-2017 -->
<base>
<FactionInfo>
<item><FactionName>France-1940</FactionName></item>
<item><FactionName>France-Vichy</FactionName></item>
<item><FactionName>France-Free</FactionName></item>
<item><FactionName>Germany</FactionName></item>
<item><FactionName>Italy</FactionName></item>
<item><FactionName>Japan</FactionName></item>
<item><FactionName>Poland</FactionName></item>
<item><FactionName>Russia-USSR</FactionName></item>
<item><FactionName>UK_Commonwealth></item>
<item><FactionName>United_States</FactionName></item>
</FactionInfo>
</base>
Example of the United_States_Data.xml:
<?xml version="1.0"?>
<!-- Blitzkrieg-I_Generation-II -->
<!-- Concept: Major Pain -->
<!-- Copyright: NIVAL Interactive 2016 -->
<base>
<FactionDATA>
<item>
<FactionName>United_States</FactionName>
<GeneralName>USA</GeneralName>
<Paratrooper>USA_Paratrooper</Paratrooper>
<!-- GUNS -->
<GUN-AntiTank(3)>USA_AT_Crew</GUN-AntiTank(3)>
<GUN-Artillery(4)>USA_ART_Crew</GUN-Artillery(4)>
<GUN-Howitzer(4)>USA_HOW_Crew</GUN-Howitzer(4)>
<GUN-HMG(3)>USA_HMG_Crew</Gun-HMG(3)>
<GUN-Mortar(2)>USA_Mortar_Crew</Gun-Mortar(2)>
<!-- SUPPLY -->
<SupplyTruck(2)>USA_Supply_Crew</SupplyTruck(2)>
<SupplyDepot(5)>USA_Supply_Squad</SupplyDepot(5)><!-- (Facility Based) -->
<!-- Transportation -->
<TransportTruck(2)>USA_Transport_Crew</TransportTruck(2)>
<TransportCarrier(2)>USA_Carrier_Crew</TransportCarrier(2)>
<TransportTrain(4)>USA_Train_Crew</TransportTrain(4)>
<!-- Medical -->
<MedicalField(2)>USA_MED_TEAM</MedicalField(2)>,!-- (Foot Team) --/>
<MedicalTruck(2)>USA_MED_CREW</MedicalTruck(2)>
<MedicalUNIT(5)>USA_MED_UNIT</MedicalUNIT(5)><!-- (Facility Based/Hospital-MEDTents) -->
<!-- Engineering -->
<EngineerTechnical(2)>USA_ENG_COM_Team</TechnicalCombat(2)><!-- (Explosives/Mines) -->
<EngineerCombat(10)>USA_ENG_COM_Squad</EngineerCombat(10)><!-- (Trenches/Fortifications/Wire) -->
<EngineerConstruction(2)>USA_ENG_CON_Crew</EngineerConstruction(2)><!-- (Buildings/Bridges) -->
<EngineerMechanical(5)>USA_ENG_MEC_UNIT</EngineerMechanical(5)><!-- (Repairs-Facility Based) -->
<EngineerRecovery(2) >USA_ENG_REC_Crew</EngineerRecovery(2)><!-- (ARV/TRV Vehicles) -->
<!-- Armor Crews -->
<ArmorCar(2)>USA_ArmorCar_Crew</ArmorCar(2)>
<ArmorMINI(3)>USA_ArmorMINI_Crew</ArmorMINI(3)>
<ArmorLight(4)>USA_ArmorLight_Crew</ArmorLight(4)>
<ArmorMedium(5)>USA_ArmorMedium_Crew</ArmorMedium(5)>
<ArmorHeavy(6)>USA_ArmorHeavy_Crew</ArmorHeavy(6)>
<ArmorSpecial(7)>USA_ArmorSpecial_Crew</ArmorSpecial(7)>
<ArmorSPG(8)>USA_ArmorSPG_Crew</ArmorSPG(8)>
</item>
</FactionDATA>
<base>
You can see by the Examples that the Definitions concerning Guns, Supply and Engineers has been greatly expanded. In Addition, this is where all Trucks, Tanks, SPGs and Facilities Unit Assignments are defined.
In other words... A Tank now has a Defined Crew Associated with it. The Numbers in Parentheses are the number of soldiers attached to that crew or team. All vehicles will have a Crew defined.
At times, this may not align with actual crew sizes... but the person making the assignments can apply any Assignment to get the actual number. The Armor Definitions have no effect on the actual Size of type of the Tank. These are only defined for the purpose of Crew Assignments based on the Type of Unit.
In a Units 1.xml file, under the Top 'RPG' definitions, we find the entry for Crew=" ". The number entered here will be the actual Crew Size for that Unit.
Example: Sherman Tank
Crew="5"
Passengers="13" <--How many riders the tank can carry>
<KeyName>M4A1(75)</KeyName>
<StatsType>Mech</StatsType>
<Type>arm_medium</Type>
<AIClass>track</AIClass>
In the above case, the Crew has been defined as 5... and the "Type" has been defined as Armor-Medium. When we look at the Defined Crew Size in the United_States_Data.xml, we see that the the crew size agrees.
But if the Crew was actually 6, then the Crew should be set as "6" and the Type would be defined as Armor-Medium. The Game Table will set up an exception so that the Definition would be the Armor-Heavy Crew, rather than the Armor-Medium Crew.
If you Look at the <ArmorSPG(8)>USA_ArmorSPG_Crew</ArmorSPG(8)> Definition, we find that 8 Crewman are defined in the Crew. This is in line with Units like the M7_Priest and the Archer. But if we try to apply this to the StuG, then the number is too high. So the Crew might be defined as 4, then the Game Table will use the Armor-Light Crew of 4.
Because this might confuse some players who are creating MODs or new units, I may change this to simplify the Crew Assignments.
Example:
<!-- Armor Crews -->
<ArmorCrew(1)>USA_ArmorCrew_1</ArmorCrew(1)>
<ArmorCrew(2)>USA_ArmorCrew_2</ArmorCrew(2)>
<ArmorCrew(3)>USA_ArmorCrew_3</ArmorCrew(3)>
<ArmorCrew(4)>USA_ArmorCrew_4</ArmorCrew(4)>
<ArmorCrew(5)>USA_ArmorCrew_5</ArmorCrew(5)>
<ArmorCrew(6)>USA_ArmorCrew_6</ArmorCrew(6)>
<ArmorCrew(7)>USA_ArmorCrew_7</ArmorCrew(7)>
<ArmorCrew(8)>USA_ArmorCrew_8</ArmorCrew(8)>
Under this Definition Set, the Crew size is Defined under the Top RPG, and the "Type" will select the actual Crew under Squads.
Because Artillery and Gun crews varied, I may change that Section so it looks like the Armor Sets.
Example:
<!-- GUN Crews -->
<GunCrew(1)>USA_GunCrew_1</GunCrew(1)>
<GunCrew(2)>USA_GunCrew_2</GunCrew(2)>
<GunCrew(3)>USA_GunCrew_3</GunCrew(3)>
<GunCrew(4)>USA_GunCrew_4</GunCrew(4)>
<GunCrew(5)>USA_GunCrew_5</GunCrew(5)>
<GunCrew(6)>USA_GunCrew_6</GunCrew(6)>
<GunCrew(7)>USA_GunCrew_7</GunCrew(7)>
<GunCrew(8)>USA_GunCrew_8</GunCrew(8)>
This may make more sense to most people since the Gun Set is really defined the same way as Armor. The HMG could be defined as Crew="2" or Crew="3", depending on the actual weapon.
In the Squad Folder, there must be an associated Squad File for each of the Crews used in the Faction Folders. So we would need to define the actual Squads with the correct names in their respective folders.
Example: (Shortened to save space)
[-] C:Blitzkrieg I Generation II
[-] BKI-GENII_GAME
[=] RUN
[+] Backup
[-] DATA
[-]Units
[-] Factions
[-] United_States
[+] Humans
[+] Technics
[-] Squads
[=] USA_ArmorCrew_1
[=] USA_ArmorCrew_2
[=] USA_ArmorCrew_3
[=] USA_ENG_COM_Team
[=] USA_GunCrew_1
[=] USA_GunCrew_2
All of the Factions Squads are now defined in the Factions Squad Folder, and not in the previous Squad Folder where all Squads in the game were listed. This will be helpful for Players and Map Builders since the Squads are specific to the Faction. This change is reflected in the Map Editor as well.
In the Map Editor, there is a Button named Factions. Selecting this Button then Opens a Drop Down List where the Mapper can select the Faction's Units.
When a Faction is Selected, New Buttons are Displayed Named for the Type of Units under the Factions Folders.
Example: Button Names
Amphibious
Artillery
Auto_Trucks
Aviation
SPG
Tanks
Trains
Squads
Most of the Map Editor Controls are the same and should not be an issue for experienced Mappers.
***
Another Major Change is how Map Features are defined. The Terrain and all Terrain Objects like trees, boulders, cliffs, etc... are now assigned to a new Designation called GAIA
GAIA is not a player, but rather the Earth Features or personification. In Mythology, GAIA was the Mother Earth, and adopted just for the purpose of this game change. We have found in the past that Terrain could be defined under Player 2, or any Player (Human or AI). This creates an issue at times within the game. So I felt this should be addressed. For those of you that are familiar with the Age of Empires Series, you know GAIA is also used within that game.
All of the Objects which can be owned by a Player remain the same within the game. Trenches and Fortifications, some Simple Objects, and Buildings. Basically, a Player cannot own the surface of the Earth or any of the terrain features.
However, I am tinkering with a Control System which might be useful for defining how each Player Controls a Percentage of the Map Surface. This has proven a bit difficult because the pre-existing code handles this so it includes Terrain Objects, which produces a different type of Information that is used in the Mission-After Action Screens. But I have not found where it has been applied and displayed. This function mostly was reserved for Capture the Flag type Missions.
***
I hope this information has been helpful as I continue to charter new ground for Blitzkrieg.