Historical Unit Library Editor

Basics

Allows you to create Subunits, Historical Model units, historical units. You can also create people's here. Like for example: Romanian, SS, Militia, Polish, etc.. And associate them with a historical unit or model. You need to import a trooptype library in order to create your TOEs.

Technical Details

Importing a new trooptype library

If already present one with the same name a reload is attempted. Otherwise a new library will be added.

Upon start up

It uses the latest masterfile as specified in the modfile used at game startup.

Loading a historical lib here

Loads whole file and overrules any masterfile info. (but it does not need this info anyway)

Saving a historical lib here

Everything is saved, no masterfile reference given.

Walk through

This is the most complex intermediate editor. There are 4 tabscreens. Lets start with the first one and the general options

General options

1. Save historical library

Save the lib. See technical details above.

2. Load historical library

Will clear the memory and then load a new historical library. See technical details above.

3. Exit

Exits you back to main menu if advanced editor is blocked. Otherwise you go to scenario setup screen which gives you the option to modify this library in the advanced editor (not advised!)

4. Peoples tab

Shows all the peoples in the big matrix to the left and allows you to edit them.

5. Unit composition tab

Shows all the unit compositions (TOEs) in the big matrix to the left and allows you to edit them.

6. Historical Model tab

Shows all the historical unit models in the big matrix to the left and allows you to edit them.

7. Historical Unit tab

Shows all the historical units in the big matrix to the left and allows you to edit them.

Note: Do not confuse historical models and historical units

A historical unit is an instance of a historical model. You should never see see an actual model on the map only instances of them. One model can have unlimited instances.

8. Add Trooptype Library

In order to set unit compositions we need to have at least one trooptype library loaded. You do that by clicking this button.

You also use this button if you want to refresh an already attached trooptype library.

9. Remove Trooptype library

This actually removes all trooptypes from that library from the historical library and thus can cause unit compositions data to be deleted when you do so. Pay attention when you use this button.

10. Change Library name

Click to change name of the library. Keep this name difficult enough to avoid duplicates with other designers' libraries.

11. Change Author

Just for vanity give the name of the designer of the library. But it can be usefull to get in contact on the forums for example as well.

12. Change Information

Here the designer has space to give some more information about how the library is set up and how he intends it to be used.

13. Change Version

This one is quite important. If you share a library with others and one point update it, you should increase the version number. For that is a very visible way for the end-user to see if something has changed in the library and it will be shown to the end-user upon import in the Simple Editor.

Tab1: People

14. Add People

Add an extra row to the matrix. Each row represents 1 people.

15 Remove People

Remove a people row from the matrix. Keep in mind this can cause unit models and historical models to lose data.

16. Change Cell

Allows you to change the selected cell in the matrix. Or press {SPACE} to have same effect.

17. Slot

you cannot change the slot#. Its equal to the row number basically.

18. Name

You can set the name of a people.

19. BreakAt

You can set the integrity (strength left) % of the unit below which it will have chance to BREAK. Units that break are removed from play completely.

20. Sideways graphic

If you specify something here it will be rendered on top of any trooptype sideways illustration. Make sure you use files with the same dimensions as the trooptype sideways illustrations for best results.

If you do not want to show anything pick the trans.bmp sprite.

21. People Symbol Gfx

Place to specify a relatively small graphic of choice. Will be rendered in the bottom (the 8 trooptype slots) next to the name. If you do not want to show anything pick the trans.bmp sprite.

22. Base morale

Base morale is the morale the unit will maximum reach without combat victories. Low is bad. High is good.

23. Color

Here you can specify an optional overrule color for this people. If you specify 'no color' the regime color will be used for counters with this people in it, if you specify a color this color will used instead. This is the best way to make a very clear difference between different kind of units of the same regime.

Tab2: Unit composition

Unit compositions (aka predefined units) are used to specify the ideal troops for a historical model.

24. Slot

Unchangeable. Based on row number.

25. ID#

Unchangeable. Just there for checkup purposes.

26. Name

Here you specify the name of this unit composition. For example : Inf Regiment or Hvy Pz Bat or… etc..

27. IsHQ

Specify if this is a TOE for a HQ or for a non-HQ unit.

28. Troop,People,Qty,Mor,Xp

There follow 40 fields. 8 x this set. These columns allow you to set 8 different subformations for this unitcomposition. Each subformation can have its own trooptype (loaded by button .8), people (set in tab#1), qty, morale points and experience points.

Tab3: Model composition