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by wiltaz
Fri Sep 21, 2007 12:21 am
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

I know you've been busy with the patch. Was just wondering if you'd had a chance to look at my issue or if not this is a reminder for when you get time. I noticed I was slipping down the page. :niark:
by wiltaz
Tue Sep 04, 2007 11:53 pm
Forum: AACW Mods
Topic: Brigade Mod Poll
Replies: 33
Views: 6396

Well I'm designing my mod around what I want as a player within the limits of the engine. It'll be nice if the AI is able to put up a good game, but I'm not limiting myself because I'd rather have what I want and find a human opponent than to worry about the AI.
by wiltaz
Tue Sep 04, 2007 9:53 pm
Forum: AACW Mods
Topic: Brigade Mod Poll
Replies: 33
Views: 6396

2 cents being laid on the table. In my mod that I'm working on the brigades are set with a slot for artillery in the family section of the unit file. Artillery batteries are recruited seperate. If the player wants arty attached, then he just has to merge it with the brigade since it's short an eleme...
by wiltaz
Fri Aug 31, 2007 9:45 pm
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

I never open anything in edit mode. I just save it and get out. When I was saying it was erroring out on the ledger that's through the normal game engine. My mod worked up to recently when i added some units, added some events and made some additions to the forcepool.
by wiltaz
Fri Aug 31, 2007 12:18 am
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

Here is my mod for anyone wanting to see it. It's pretty big as I've created new models, units and using copy and paste made some different combinations of the graphic files. Since I was redefining everything anyway I changed some naming conventions so there's quite a few files here. Copying the reg...
by wiltaz
Thu Aug 30, 2007 9:45 pm
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

I have all the files I've modified seperate. That's not an issue. I just didn't want to assume and send the changed files expecting you to put together a scenario directory with everything else that needs to go with them. I'll work on getting them zipped and posted after class tonight.

Thanks
by wiltaz
Tue Aug 28, 2007 10:40 pm
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

Hmmm how do you want me to do the mod for ease of download and install? I am using the only format I know which is to have a seperate mod directory and point to it with the modpath.ini file. Which means I made a copy of the original game data folders and deleted those files that don't apply because ...
by wiltaz
Sun Aug 26, 2007 10:44 am
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

Yes I put this in the modding forum because I don't get this in a standard scenario. Something I've added has caused this error but I don't know what to fix. In the past Pocus has steered me in the right direction. Now that my thread has everyone drunk though not sure if I'll find an answer. :niark:
by wiltaz
Sat Aug 25, 2007 4:44 pm
Forum: Modding AGE engine games
Topic: Ledger Issue
Replies: 22
Views: 4506

Ledger Issue

I get this error in my mod when I am in the ledger and click on the reinforcements button. Any idea where in general I should be looking? I know it probably has to do with my forcepool include but not sure what's the issue. I know from prior issues that if you put too many units than a screen can ho...
by wiltaz
Sat Aug 18, 2007 11:36 am
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

Thanks for pointing me in the right direction. With me having a mod directory so I don't mess up the original scenarios I had to copy the front end files over manually to overwrite the ones I had copied over a few versions back when I created the mod.
by wiltaz
Thu Aug 16, 2007 2:57 pm
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

I made sure my scenario compiler correctly before installing 1.06d. Now my scenario doesn't compile just like under b. I get this several time at the end of the main log. Is it looking for something that didn't have to be there under 1.06? I noticed new variables for control & retreat were made avai...
by wiltaz
Thu Aug 16, 2007 10:47 am
Forum: Help to improve AACW!
Topic: New Hampshire Troops
Replies: 3
Views: 1258

All the states that aren't drawn on the map don't have troops. In the mod I'm creating I have included troops from those states and they arrive in nearby cities that are on the map. I just don't include Militia from those states since there are no state regions for them really to protect. But I didn...
by wiltaz
Tue Aug 14, 2007 9:49 pm
Forum: AACW Mods
Topic: regiment names
Replies: 3
Views: 1858

Currently to get that kind of detail you have to use flavor brigades which are basically defined as units and arrive through events. The unit files have flavor names and they are used when recruiting units. The models file (where the rgts are coming from) has flavor names but aren't used currently. ...
by wiltaz
Thu Aug 09, 2007 11:21 pm
Forum: Help to improve AACW!
Topic: Command Cost
Replies: 0
Views: 657

Command Cost

A unit as defined has a command cost associated with it. It contains x number of models which each have ratings. When models suffer casualities per Pocus in an earlier discussion their ratings take a hit since they aren't full strength. What I'd like to see is the same for command cost. If a Bde is ...
by wiltaz
Thu Aug 09, 2007 9:55 am
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

I see Pocus is back so I'm bumping this to the top.

In summary, scenarios that compile in 1.06 fail in 1.06B. I had no luck compiling a scenario no matter what I did under 1.06B. Had to go back to 1.06 just to work on my scenario.
by wiltaz
Thu Jul 26, 2007 1:12 am
Forum: Help to improve AACW!
Topic: Unit structure wish
Replies: 6
Views: 1705

I`m not quite sure what your asking for ? Could you run that past us again please? What I`d like to see in the realism department is the actual unit structure of the period. Here, it's running past you again. :niark: In basic terms I'm looking for the same thing as you I am just trying to make it a...
by wiltaz
Wed Jul 25, 2007 10:01 pm
Forum: AGEod's American Civil War
Topic: Combining rgt/bde's
Replies: 7
Views: 2001

If I'm understanding your question it has to do with the number of elements a brigade is designed to hold. You can merge two units of the same type when combined they equal the max allowed. Some Militia units are defined that they can have 2 militia units and they are recruited with one so they are ...
by wiltaz
Wed Jul 25, 2007 9:56 pm
Forum: Help to improve AACW!
Topic: Unit structure wish
Replies: 6
Views: 1705

Unit structure wish

While working on a mod for the game I've determined the one thing besides the ability to rename units is we need a brigade level we raise in game similar to a division. I know the basic unit is a brigade with regiments as elements, but hear me out. A brigade command level in game could be raised by ...
by wiltaz
Tue Jul 24, 2007 4:41 pm
Forum: Modding AGE engine games
Topic: Transparency question
Replies: 3
Views: 1308

Thanks. I don't know much about graphics and being a simpleton was using paint. I saw the white background and thought that was replaced in the program as the transparency. I got a copy of the wife's adobe photoshop and have seen the error of my ways. I have figured out enough to make my symbols.
by wiltaz
Tue Jul 24, 2007 1:35 pm
Forum: Modding AGE engine games
Topic: Transparency question
Replies: 3
Views: 1308

Transparency question

I've taken the standard Infantry Nato Symbol and saved it under a different name and copied the state abbr. box from the militia symbol. It looks the same as before with the white background color which I assume is defined as the transparency color. But when it's assigned and loaded into the game it...
by wiltaz
Tue Jul 24, 2007 1:30 pm
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

1.06 works. So something in 1.06B kills the editor.
by wiltaz
Tue Jul 24, 2007 10:58 am
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

I plan on trying today after I reinstall to 1.05. I think I found a link to 1.06.
by wiltaz
Tue Jul 24, 2007 2:17 am
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

This is really getting crazy. I uninstalled the game completely. Reinstalled with 1.05 and copied in my mod and ran the editor. Got the script report, fixed my errors and the editor then loaded my scenario. I was able to play the scenario. Reran the patch. I got errors loading the save from 1.05. Co...
by wiltaz
Mon Jul 23, 2007 1:01 am
Forum: AACW Mods
Topic: Edit Mode in 1.06B
Replies: 10
Views: 2450

Edit Mode in 1.06B

Has anyone compiled a scenario in the new version? I had a working scenario and I worked on some changes this weekend. I compiled it following the normal steps I've done before but it fails. It just goes to the menu screen with no errors. When I exit out the MainLog in the Logs directory has no erro...
by wiltaz
Thu Jul 19, 2007 9:51 am
Forum: Modding AGE engine games
Topic: Questions on data spreadsheets
Replies: 3
Views: 1447

Thanks for clearing that up. :niark: Enjoy your vacation
by wiltaz
Wed Jul 18, 2007 9:38 pm
Forum: Modding AGE engine games
Topic: Questions on data spreadsheets
Replies: 3
Views: 1447

Questions on data spreadsheets

I'm wondering if some data in the spreadsheets is out to date as it would effect how I make my changes in my mod. The notes attached to the various columns in the models file has some data in them about what should be used in the fields. For OffFire and DefFire it says it should be a value between 0...
by wiltaz
Tue Jul 17, 2007 9:59 am
Forum: Modding AGE engine games
Topic: Upgrades
Replies: 1
Views: 1081

Upgrades

I found the events that control the TechUpg so that I understand.

Does the code handle TrainUpg when an element reaches a certain experience? Or should that be handled with an event too?
by wiltaz
Tue Jul 17, 2007 9:58 am
Forum: Modding AGE engine games
Topic: Mddel Custom Names
Replies: 2
Views: 1373

Anyone?
by wiltaz
Mon Jul 16, 2007 12:42 am
Forum: Modding AGE engine games
Topic: Replacements
Replies: 4
Views: 1845

I've done some further tests on this and I don't see it working. I set it to a value but it's always the generated value that supports the amount of that family on the map. I don't get any errors, so it either does nothing or maybe it sets it and then the code overrides it.
by wiltaz
Mon Jul 16, 2007 12:10 am
Forum: Help to improve AACW!
Topic: minor name/city accuracy issues
Replies: 195
Views: 29065

Currituck, VA should really be a region in NC. It's basically drawn right although a small portion of it crosses the NC/VA border, but it should be assigned to NC.

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