In other words I plan on having every army have certain abilities as part of the base kit. For the Ostheer this includes spotting scopes, ambush camouflage, 10.5 howitzers, Command Panzer IV, Elefent and Tiger as default units.
As an example for
To make an ability a group secondary:
Set in the ability 'ui_group' to: group_secondary.
This will only position the ability above the commander abilities. If it wasn't visible before, then it will not be visible with this change. Can you create a new thread with a little more details about what you tried so far?
I am a complete noob when it comes to the COH2 editor tools. I know what a number of the values do and I can do simple things like edit penetration/accuracy/unit model numbers. I worked on a mod some years ago but since that time some things have changed or I have forgotten part of what I had learned (or both). I lost all progress on that mod and recently decided it might be fun to work on a new one.
In order to easily enable the tanks I cloned them in SBPS (tiger_squad_mp) and modified the requirements. I modified the line that was required_player_upgrade: <instance_reference name="upgrade_name" value="upgrade\german\commander\passive\tiger_tank" />
to instead be required squad : max_squad_cap 3
[this was an easy fix for me to remove the single heavy tank limit]
Then I went over to EBPS and modified the German HQ (making sure to clone the _mp version).
As I plan on removing all the call in abilities I will have those units be crafted by the HQ.
I played with this a bit and made the command tank require 7 command points.
I modified the tiger to make it require the phase 3 upgrade (the panther which has more frontal armor requires the tier 3 building)
[to anyone wondering how I got that to work I modified sbps to have : required_player_upgrade under the heading squad_modifier_ext
Tiger - BattlePhase_4_mp
Command Panzer IV - required resource 7 command points]