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Credits.dat
Yes, you can list your name in the credits, if you really want to,
as well as the portrait number assigned to your name! Play around
with this! Invent some fascinating job titles! (]:-)
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platoon.dat
You can change many aspects of your platoon, including rank, encumberance,
name and portrait of each soldier, as well as assigning each soldier some
equipment! This one is the most fun to change:
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changing ranks (RANK):
Simply type the following exactly (including underlines) after RANK:
Captain
1st_Lieutenant
2nd_Lieutenant
Master_Sgt
1st_Sgt
Staff_Sgt
Sergeant
Corporal
Private
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encumberance (ENC):
After ENC:, type any number. 30 is the theoretical maximum, but you
can go above this (I've reached 54 successfully)! I always felt that
the soldiers should be able to carry more than the defaults.
Anything above 44-46 is probably pointless, as you'll fill up all
of your equipment slots first before reaching your encumberance
weight limit.
After playing around with this, encumberance values higher than 30
only seem to work for individual campaigns. When a soldier is promoted
in a campaign, you get a mesh error message and your encumberance
drops to a maximum of 30. (]:-(
The only way to get around this would be to make all of your soldiers
Captains (so that they won't get promoted and won't have their
encumberance ratings changed automatically). I guess that many
of you could live with that!
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portrait:
This is simply a number. It follows the exact order of the faces
shown in the scenario editor. Click through the types of faces and
count, beginning with 1 (Nick Tyson).
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primary and secondary training:
type these exactly in PRIMARY: and SECONDARY:
Semi/Automatic (semi-automatic and light automatic weapons)
SubmachineGun (submachine guns)
BoltAction (single-shot bolt action rifles only)
Pistol
MachineGun (heavy machine guns only)
Explosive (includes bazookas and flame-throwers)
If you're not sure about the classification of a weapon, just open up
"equip.def" and look at the weapons class (WC) for any weapon:
WC=1 (pistol)
WC=2 (submachine gun)
WC=3 (bolt-action rifle)
WC=4 (semi-automatic rifle)
WC=5 (heavy machine gun)
WC=6 (explosive)
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medic status (MEDIC):
to make any soldier a medic (obviously, you'll have a higher medical
rating!), change the value from zero (0) to one (1).
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assigning equipment:
Yes, you can pre-equip any of your soldiers with your favorite tools!
This is perhaps the most difficult thing to edit: if you make a mistake
with the placement of any item, the game will not work!! Please make
backup copies of platoon.dat before giving any soldier his equipment!
Be particularly careful of the MESH placement, as well as the X and Y
coordinates of each. X controls horizontal placement (left=0 to right)
and Y controls the vertical placement (from top=0 to bottom)
Please view the diagram below for the exact MESH numbers:
mesh 0 = left arm (2 x 6)
mesh 1 = backpack (4 x 2)
mesh 2 = right arm (2 x 5)
mesh 3 through 6 = pockets (1 x 1)
mesh 7 = pistol belt (4 x 1)
Here is how Nick Tyson's platoon.dat file would look for the above
example, if you wanted to pre-equip him as shown:
NAME:Nick Tyson
NICKNAME:
NATIONALITY: American
RANK: Captain
ENC: 36
PRIMARY: Semi/Automatic SECONDARY: SubmachineGun
MEDIC: 1
SPRITE: American1
PORTRAIT: 1
MESH: 0 X: 0 Y: 0 EQUIPMENT: 21 ##M1E7
MESH: 3 X: 0 Y: 0 EQUIPMENT: 75 ##30'06 Springfield (8)
MESH: 4 X: 0 Y: 0 EQUIPMENT: 75 ##30'06 Springfield (8)
MESH: 5 X: 0 Y: 0 EQUIPMENT: 75 ##30'06 Springfield (8)
MESH: 6 X: 0 Y: 0 EQUIPMENT: 37 ##M2
MESH: 1 X: 0 Y: 0 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 1 Y: 0 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 2 Y: 0 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 3 Y: 0 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 0 Y: 1 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 1 Y: 1 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 2 Y: 1 EQUIPMENT: 49 ##Med Kit
MESH: 1 X: 3 Y: 1 EQUIPMENT: 49 ##Med Kit
END
(Please look at other soldiers in the platoon.dat file
for more ideas on placement and types of equipment.)
Here is a full list of equipment numbers:
#######################################
# EQUIPMENT NUMBERS #
#######################################
Weapons:
00: Colt M1911A1
01: OSS M1942
02: Glisenti M10
03: Walther PP
04: Mauser HSc
05: P-08 Luger
06: Walther P38
07: ThompsonM1928A1
08: ThompsonM1A1
09: M3A1
10: MAB 38A
11: MAB 38/42
12: MP35/I
13: MP40
14: M1903 A4
15: Fucile Mod 91
16: KAR 98K
17: Gew 33/40
18: M1 Carbine
19: M2 Carbine
20: M1 Garand
21: M1E7
22: BAR A2
23: MP 43
24: FG 42
25: Gew 43
26: M1919 A4
27: M1919 A6
28: Modello 37
29: MG 34
30: MG 42
31: M19A1 Bazooka
32: Sturmpistole
33: Panzerschreck
34: Panzerfaust
35: M1A1 Flame
36: M2-2 Flame
Explosives:
37: M2
38: Mk A3
39: Satchel Charge 2lbs
40: Satchel Charge 10lbs
41: AN-M8
42: Gr 24
43: Geballte Ladung
44: M9A1 Anti-Tank/Adapter
45: M1939 Egg
Knife:
46: Knife
Equipment:
47: Radio
48: Wire Cutters
49: Med Kit
50: Metal Detector
51: M1 Grenade Launcher
52: M8 Grenade Launcher
53: M7 Grenade Launcher
54: Map
55: Secret Documents
56: Blueprints
57: Key
58: Dog Tags
59: Book
Ammo:
60: 45 ACP (7)
61: 45 ACP (10) [NOT USED-- INVISIBLE]
62: 9mm Glisenti (7)
63: 32 ACP (8)
64: 9mm Parabellum (8)
65: 45 ACP (100)
66: 45 ACP (30)
67: 9mm Modello 38A (40)
68: 9mm Parabellum (40)
69: 9mm Parabellum (32)
70: 30'06 Springfield (5)
71: 6.5mm Carcano (6)
72: 7.92mm Mauser (5)
73: 30 M1 Carbine (15)
74: 30 M1 Carbine (30)
75: 30'06 Springfield (8)
76: 30'06 Springfield (20)
77: 7.92mm Kurz (30)
78: 7.92mm Mauser (20)
79: 7.92mm Mauser (10)
80: 30'06 Springfield (250)
81: 8mm Modello 35 (20)
82: 7.92 Mauser (250)
83: 60mm Rocket (1)
84: 26mm Anti-Tank (1)
85: 88mm Rocket (1)
86: Gas/Napalm (6) [NOT USED-- INVISIBLE]
87: 15cm AT Grenade (1) [NOT USED-- INVISIBLE]
equip.zip
: download
the equipment list above
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equip.def
You can change equipment, such as weapons and ammo, by altering this file.
For example, take a look at this portion of equip.def to see what you can alter:
Firearm definitions:
#W/H = width and height of weapon in outfitting screen
#TOF = Type of fire,SA=semi-automatic, BA=bolt action, etc.
#RT = reload time, no. of action points to reload weapon
#ROF = rate of fire, number of rounds expended per 'shot'
#AT = ammo type, for reference to the ammo list below
#ACC = accuracy rating of weapon, see disign doc
#DC = damage class, for determining damage to characters
#PENT = penetration, campared against the protection value
# of objects in the map
#DR = damage rating, indicates the amount of destructive force
# of the weapon, for damaging objects on the map,
# has no bearing on damage to characters
#SPR = ???????????????
#PRI = Priority of the weapon, listed above
#SNS = Assigned sound single shot
#SNA = Assigned sound automatic fire
#SNP = assigned sound weapons locker placement
#SNEX = assigned sound explosion
#WC = Weapons class for primary & secondary training
##none=0,
##pistol=1,
##submachinegun=2,
##bolt=3,
##semiauto=4,
##machinegun=5
##explosive=6,
Even if you don't change this file, it's useful to look at the exact accuracy,
rate-of-fire, and damage class for each weapon. After looking at this, I was
surprised to learn that the M1 Garand has a higher accuracy and damage
than the M1 Carbine, and both have the same rate-of-fire (in the game)!
Ammo can be changed as well! You can change the name and capacity of
any ammo clip that you'd like! This is another solution to the game's
tendency to not allow your soldiers to carry enough equipment.
For example, you could assign a capacity of 16 for each 8-round Springfield
clip, doubling the capacity for the same weight and space (although with a
slightly unfair advantage in that you wouldn't need to reload until all 16
rounds have been used.)
You can use this cheat to grandiose extremes: have a modified pistol with top
accuracy (15), DC=9, DR=6 (damage to objects equal to a 10-lb satchel charge!)
a rate-of-fire of 15-25 (equal to the best heavy
machine gun!), and 800-round capacity clips!!
Or, imagine a bazooka with rockets that have a capacity of greater than one,
semi-automatic or automatic rate-of-fire, and a tripled damage radius!
Such examples illustrate that perhaps it's best not to alter this file, unless
you don't care about having potentially unfair advantages! But what the heck!
Have some fun with it! (]:-)
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stats.txt
You can change the basic stats assigned to each rank, such as agility,
medical skills, as well as primary and secondary training point bonuses.
You can change stats for any nationality!
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Administ.dat
The first set of numbers determines the amount of points you are awarded
in each mission, based on the number of enemies you kill and the number
of men in your squad: fewer people in your squad will result in more
points per kill. Each member receives another 25 points for surviving
a mission:
Mission Points:
# Enemy KIA or Enemy WIA Mission
# Incapacitated Completed
#----------------------------------------------------------
5 0 25
7 0 25
10 0 25
12 0 25
15 0 25
17 0 25
20 0 25
25 0 25
END
(Therefore, if there are 8 men in your squad, you get 5 points per
enemy. If you have 5 men, each kill counts for 12 mission points,
and a 3-man squad would get 17 points per incapacitated enemy.)
The next sets of numbers (not shown) deduct mission points
for misconducts and determine the probabilities for earning medals
relative to the amount of mission points that each soldier has earned.
Most importantly, you can change the amount of mission points needed to
advance in rank. If you don't want to alter your platoon, but wished
that they would improve more rapidly, try lowering the values in Administ.dat!
They are definitely on the high side (EX.: 500 points to advance
from 1st Lieutenant to Captain??)