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Merge remote-tracking branch 'origin/V2toHOI3'
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Idhrendur committed May 3, 2016
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87 changes: 87 additions & 0 deletions Vic2ToHoI3/Data_Files/PDM/unit_mapping.txt
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# Copyright (c) 2016 The Paradox Game Converters Project
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.


# Note: mappings with the hoi side empty will cause those units to be scrapped during the upgrade

# Note 2: the hoi side is a FILENAME in the units directory.
# Normally this is the same as the unit type (one exception is transport, for which the actual unit name is transport_ship).
# The actual unit type will be read out of the named file.

# The numerical suffix roughly corresponds to technology level of the unit. Valid values: hoi0 to hoi4
# hoi0 -> historical_model = 0 (Great War? for unit types available at 1936)
# hoi1 -> historical_model = 1 (Inter-War? for unit types available at 1936)
# hoi2 -> historical_model = 2 (1936? for unit types available at 1936)
# etc.

# The converter goes through the list sequentially when choosing which HoI3 unit to map to.
# For example, dreadnought: hoi1 = "battleship" hoi1 = "battleship" hoi2 = "battleship"
# First dreadnought will be made a level 1 battleship, second will be made a level 1 battleship, third will be made a level 2 battleship.
# Then, the selection loops back to the first mapping, so the fourth dreadnought will be made a level 1 battleship.

# Another example, irregular: hoi0 = "militia_brigade" hoi0 = "militia_brigade" hoi0 = "infantry_brigade" hoi0 = "militia_brigade"
# This means that one in every four irregular will be converted to level 0 infantry, and the rest will be made into militias

# Exclusive HoI3 units that have "usable_by = {}" in their files (i.e. Elite units in vanilla HoI3 TFH),
# will be skipped for selection unless the country can use them, so all countries except Italy would
# skip the HoI3 mapping of "Alpini_brigade".
# ADVANCED:
# You can use this to fine-tune the OOB conversion. For example, you can temporarily add "usable_by = { FRA }" to
# tfh\units\heavy_armor_brigade.txt and then add hoi0 = "heavy_armor_brigade" to the mapping for tank below.
# That will cause France to get the occasional heavy armor brigade, while other countries don't.
# Remember to revert the change in heavy_armor_brigade.txt afterwards to allow other countries to make them in game.

unit_map =
{
link = { vic = "irregular" hoi0 = "militia_brigade" hoi0 = "militia_brigade" hoi0 = "militia_brigade" hoi1 = "militia_brigade" hoi0 = "garrison_brigade" }
link = { vic = "infantry" hoi1 = "militia_brigade" hoi1 = "militia_brigade" hoi1 = "militia_brigade" hoi2 = "militia_brigade" hoi1 = "garrison_brigade" hoi0 = "infantry_brigade" }
link = { vic = "regular" hoi2 = "infantry_brigade" hoi2 = "infantry_brigade" hoi1 = "infantry_brigade" }
link = { vic = "engineer" hoi2 = "infantry_brigade" hoi1 = "infantry_brigade" hoi1 = "infantry_brigade" hoi2 = "infantry_brigade" hoi2 = "engineer_brigade" hoi1 = "infantry_brigade" hoi1 = "infantry_brigade" hoi2 = "engineer_brigade" hoi1 = "police_brigade" hoi1 = "infantry_brigade" hoi2 = "infantry_brigade" }
link = { vic = "guard" hoi1 = "motorized_brigade" hoi2 = "motorized_brigade" hoi1 = "motorized_brigade" hoi1 = "motorized_brigade" hoi2 = "Alpini_brigade" hoi2 = "Alpins_brigade" hoi2 = "Guards_brigade" hoi2 = "Gurkha_brigade" hoi2 = "Imperial_brigade" hoi2 = "ranger_brigade" hoi2 = "waffenSS_brigade" hoi2 = "bergsjaeger_brigade" hoi1 = "bergsjaeger_brigade" hoi2 = "marine_brigade" hoi2 = "motorized_brigade" hoi1 = "motorized_brigade" hoi1 = "motorized_brigade" hoi1 = "motorized_brigade" hoi2 = "bergsjaeger_brigade" hoi1 = "bergsjaeger_brigade" }

link = { vic = "horse_artillery" hoi0 = "artillery_brigade" hoi0 = "artillery_brigade" hoi0 = "artillery_brigade" hoi1 = "artillery_brigade" hoi0 = "anti_air_brigade" hoi0 = "anti_tank_brigade" hoi0 = "anti_tank_brigade" }
link = { vic = "artillery" hoi1 = "artillery_brigade" hoi2 = "artillery_brigade" hoi1 = "artillery_brigade" hoi1 = "artillery_brigade" hoi1 = "anti_tank_brigade" }

link = { vic = "cavalry" hoi0 = "cavalry_brigade" }
link = { vic = "hussar" hoi1 = "cavalry_brigade" hoi1 = "cavalry_brigade" hoi1 = "cavalry_brigade" hoi1 = "cavalry_brigade" hoi0 = "armored_car_brigade" }
link = { vic = "cuirassier" hoi1 = "cavalry_brigade" hoi1 = "cavalry_brigade" hoi1 = "cavalry_brigade" hoi2 = "cavalry_brigade" hoi1 = "armored_car_brigade" }
link = { vic = "dragoon" hoi1 = "cavalry_brigade" hoi2 = "cavalry_brigade" }

link = { vic = "tank" hoi1 = "light_armor_brigade" hoi1 = "light_armor_brigade" hoi1 = "light_armor_brigade" hoi0 = "armor_brigade" hoi1 = "armor_brigade" hoi2 = "armored_car_brigade" hoi1 = "tank_destroyer_brigade" }

link = { vic = "plane" hoi1 = "interceptor" hoi1 = "tactical_bomber" hoi1 = "interceptor" hoi2 = "tactical_bomber" hoi2 = "interceptor" hoi1 = "interceptor" hoi1 = "tactical_bomber" hoi1 = "interceptor" hoi2 = "tactical_bomber" hoi2 = "interceptor" hoi1 = "tactical_bomber" hoi1 = "interceptor" hoi1 = "interceptor" hoi1 = "interceptor" hoi0 = "strategic_bomber" }


link = { vic = "manowar" }
link = { vic = "frigate" }

link = { vic = "ironclad" hoi1 = "light_cruiser" hoi1 = "light_cruiser" hoi0 = "heavy_cruiser" }
link = { vic = "battleship" hoi1 = "heavy_cruiser" hoi2 = "heavy_cruiser" hoi1 = "battlecruiser" hoi2 = "battlecruiser" hoi1 = "battleship"}
link = { vic = "dreadnought" hoi1 = "battleship" hoi1 = "battleship" hoi2 = "battleship" }

link = { vic = "commerce_raider" hoi0 = "destroyer" hoi0 = "destroyer" hoi0 = "light_cruiser"}
link = { vic = "monitor" hoi0 = "light_cruiser" hoi1 = "light_cruiser" hoi0 = "light_cruiser" hoi1 = "destroyer" }
link = { vic = "cruiser" hoi1 = "light_cruiser" hoi2 = "light_cruiser" hoi1 = "heavy_cruiser" hoi1 = "light_cruiser" hoi2 = "light_cruiser" hoi1 = "heavy_cruiser" hoi2 = "destroyer" }

link = { vic = "submarine" hoi0 = "submarine" hoi1 = "submarine" hoi1 = "submarine" }

link = { vic = "clipper_transport" hoi0 = "transport" }
link = { vic = "steam_transport" hoi0 = "transport" hoi1 = "transport" }
}
2 changes: 1 addition & 1 deletion Vic2ToHoI3/Data_Files/configuration.txt
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# Vic2Mods: Vic2 mods to use for conversion
# Example: Vic2Mods = { modname1 modname2 }
Vic2Mods = { TheEmpireStrikesBack }
Vic2Mods = { }

# Faction Leader: how the converter determines who the faction leaders are
# auto
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#
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diplomatic_decisions = {

prepare_for_war = {
potential = {
government_in_exile = no
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#
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