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by grimjaw
Sun May 12, 2019 10:52 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 14
Views: 4485

Re: grimjaw's change everything mod

Ok, the CRY mod that these posts reference is a hot mess. There are too many dependencies to produce any single part of it w/o knowing what specifically you want. Regions changes? Structure modifications? Leaders? Can you be more specific about what you were interested In?
by grimjaw
Fri May 03, 2019 5:28 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 14
Views: 4485

Re: grimjaw's change everything mod

I have the files I was working on. I dont know if I remember how they were put together. Some of it was work in progress, like the changes to rivers to try to simulate current direction, etc. I worked on end files instead of the databases, which in the case of CW2 makes versioning and distribution p...
by grimjaw
Fri Apr 12, 2019 9:28 pm
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 17
Views: 5069

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

RE: more realistic travel times between regions, that's an issue that ought to be addressed separately because it's a big thing to tackle. The way structures are represented in the game means that forts become kind of a thorny problem. Some forts might have been in a town, some outside, some nowhere...
by grimjaw
Sat Mar 30, 2019 2:18 am
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 17
Views: 5069

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

why the fascination with 7-day turns? I can only speak for myself. With the current engine, 7-day turns would require the least amount of work. They are already built into the engine. They can't be made to work with CW2 properly because of design decisions about element composition, certain turn-ba...
by grimjaw
Tue Mar 26, 2019 4:06 am
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 17
Views: 5069

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

There is such a thing as too much realistic modeling when it comes to a game. WRT the suggestion of allowing sub-3stars to command "armies", I'll list a few. Many of these I'm sure you already know. There weren't any 3star generals in the Union army besides Grant. McDowell was a brigadier ...
by grimjaw
Sun Mar 24, 2019 7:07 am
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 17
Views: 5069

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

As far as allowing sub-3stars to command armies, the problem exists throughout the command structure of the game. Promotion is only (or mostly) modeled based on battlefield success and not attrition. For example. Bragg got army command for 2 reasons: Johnston's death & Beauregatd being sick/AWOL...
by grimjaw
Thu Mar 14, 2019 8:33 am
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 17
Views: 5069

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

allow the player to recruit by regiment rather than brigade I am already doing this in a mod. There are a few issues with it. Assume you don't alter anything except the units you can recruit. For this example, we won't count the elite brigades (Excelsior, Mississippi, etc), and we change all the br...
by grimjaw
Tue Feb 19, 2019 9:12 pm
Forum: Civil War II
Topic: Construction Capability
Replies: 9
Views: 3702

Re: Construction Capability

Yip. Not what you are talking about? I'm sorry, is that a yes or a no? I'll assume you're talking about what I referred to, "land constr. capa." or "naval constr. capa." Orso listed an explanation in this post: http://www.ageod-forum.com/viewtopic.php?f=368&t=43737&hilit...
by grimjaw
Tue Feb 19, 2019 4:55 pm
Forum: Civil War II
Topic: Construction Capability
Replies: 9
Views: 3702

Re: Construction Capability

OK, help me out here. Where are you seeing the term "construction capability"? Are you referring to the text in-game that shows up when you hover over specific structures? Like when you hover over a structure and see "land constr. capa." and a number?
by grimjaw
Fri Jan 25, 2019 9:28 pm
Forum: Civil War II
Topic: Came across this by accident
Replies: 7
Views: 4984

Re: Came across this by accident

Yes, two non-upgraded militia units can be merged into a 2-element militia brigade. It has to do with the unit definition, which I won't go into unless somebody's interested. Once they are merged, they can't be split through a user action. However, if one of the elements is destroyed completely (com...
by grimjaw
Sun Jan 20, 2019 9:53 pm
Forum: Civil War II
Topic: Conscripts will forever remain the conscripts?
Replies: 14
Views: 5235

Re: Conscripts will forever remain the conscripts?

Forgive me my English Your English is much better than my Russian. Below I've pasted some settings from CW2 that deal with experience. As I mentioned before, most if not all of the models in CW2 described as "conscript" also have a TrainUpg value specified. There's a 7% chance per turn fo...
by grimjaw
Sun Jan 20, 2019 8:51 pm
Forum: Civil War II
Topic: Conscripts will forever remain the conscripts?
Replies: 14
Views: 5235

Re: Conscripts will forever remain the conscripts?

As far as I know, infantry models that have the description "conscript" also have an ability to upgrade to "regular" infantry. But both of those are just words. "Conscript" and "regular" in the terms of the game are just descriptions. The only real difference ...
by grimjaw
Sun Jan 20, 2019 4:32 am
Forum: CW2 Mods
Topic: Maximum number of abilities?
Replies: 2
Views: 371

Re: Maximum number of abilities?

Yes, I edited the abi_Alias.ini files to include the additions.
by grimjaw
Sun Jan 20, 2019 12:48 am
Forum: Civil War II
Topic: Civil War III
Replies: 45
Views: 20999

Re: Civil War III

Zombie thread, but since I am revisiting CW2 ... I have both AACW and CW2 on this computer. There are parts of AACW that I can almost paste into CW2 files and they'll still work. Those parts mostly have to do with unit spawning and events. The majority of work that *I* can see between the two games ...
by grimjaw
Sun Jan 20, 2019 12:11 am
Forum: CW2 Mods
Topic: Maximum number of abilities?
Replies: 2
Views: 371

Maximum number of abilities?

I'm trying to add some abilities to CW2. There are 108 defined by default. I had no problems adding 109 and 110, but I'm getting an error reporting out of range (that's not the exact wording) when I define an ability for 111. Is there a hard-coded limit for the possible abilities in CW2?
by grimjaw
Sat Dec 22, 2018 4:14 am
Forum: Help improve CW2
Topic: Land Sailors / Strip Guns issue
Replies: 0
Views: 6489

Land Sailors / Strip Guns issue

Hello. It's been awhile since I posted here. I stopped playing the game for some time, but came back to it recently to have another go at modding it. It's progressing slowly. This post isn't about that. The "Land Sailors" and "Strip Guns" RGDs have a number of issues, but the wor...
by grimjaw
Mon Aug 21, 2017 12:36 am
Forum: CW2 Mods
Topic: Number of Armies/Early Corps
Replies: 4
Views: 1915

Re: Number of Armies/Early Corps

Anyone know how to increase the number of available armies or make corps available sooner than historically? Yes, it's fairly simple. There are two commands that deal with this. IIRC they are specific to a faction, so if you want to do it for both sides you'll have to apply the command separately t...
by grimjaw
Tue Feb 07, 2017 8:47 pm
Forum: Civil War II
Topic: Mexican Intervention
Replies: 5
Views: 1809

Re: Mexican Intervention

It was looking into the French intervention in Mexico in CW that got me interested in modding it in the first place. From what I recall, with the exception of one or two regions Mexico *never* unlocks. In the base game, the entire territory and small set of events is just there for flavor. There is ...
by grimjaw
Sun Jan 01, 2017 6:42 pm
Forum: Civil War II
Topic: Can the CSA actually win?
Replies: 32
Views: 5262

Re: Can the CSA actually win?

Like the others have said, versus the Ai the CSA can win. Playing against a human opponent, even one who isn't that experienced, is much more of a challenge.
by grimjaw
Fri Dec 30, 2016 1:17 am
Forum: Civil War II
Topic: Promoting generals in the same turn without passing over?
Replies: 8
Views: 2347

Re: Promoting generals in the same turn without passing over?

I wasn't specific enough in my previous post. I think the calculation takes into account the difference between the general being promoted and the general with the highest seniority at the same rank. I was also curious about whether this takes into account generals who cannot be promoted to a higher...
by grimjaw
Thu Dec 29, 2016 5:23 am
Forum: Civil War II
Topic: Promoting generals in the same turn without passing over?
Replies: 8
Views: 2347

Re: Promoting generals in the same turn without passing over?

RE: Sumner, he only has models for brigadier and major general, so if he's already at 2-star that's as far as he'll go. Isn't there something in the seniority/promotion calculation that says the passed-over penalty comes into play if the seniority difference in the closest two affected generals is g...
by grimjaw
Fri Dec 23, 2016 11:24 pm
Forum: Civil War II
Topic: Indians revert to Neutral - WAD?
Replies: 5
Views: 1675

Re: Indians revert to Neutral - WAD?

There's an event for the Sioux uprising that changes the faction relationship for the IND (Indian) faction. Since there's only one faction for all the tribes, the Sioux affects all IND faction tribes everywhere. It also stops everywhere. So it's WAD but it should be redesigned to reflect the isolate...
by grimjaw
Sat Dec 17, 2016 5:24 am
Forum: CW2 Mods
Topic: Possible to lock down leader seniority?
Replies: 1
Views: 1316

Possible to lock down leader seniority?

I know I can effectively freeze a leader's strat/off/def stats by setting his prograte = -1. In addition to that, I'd like to be able to lock down his seniority when he has reached his maximum rank. It's probably not possible under the current engine, but I'd like to know for sure.

jm
by grimjaw
Fri Dec 16, 2016 3:20 am
Forum: Civil War II
Topic: Artillery: In or Out?
Replies: 41
Views: 7181

Re: Artillery: In or Out?

RE: increased supply usage for horses or horse artillery, it seems much easier to implement it into the game as a function of greater general supply usage. While creating fodder as a resource type is interesting and would add to the realistic simulation, creating a new resource type, assigning produ...
by grimjaw
Thu Dec 15, 2016 12:39 am
Forum: CW2 Mods
Topic: Looking to Get Started
Replies: 10
Views: 2271

Re: Looking to Get Started

You can copy an event and spawn any kind of unit you want, and the Flavor Name really means nothing, you can name the units and the Flavor Name whatever you want. I have not found any conflicts in doing this. No conflict, but will affect the force pool on the board. For example, say the game define...
by grimjaw
Thu Dec 15, 2016 12:01 am
Forum: Civil War II
Topic: Artillery: In or Out?
Replies: 41
Views: 7181

Re: Artillery: In or Out?

If nothing else, thanks to Orso for sharing the info RE: equine considerations. This allays my fears of having my mule subsist solely on hay. ;p
by grimjaw
Thu Dec 08, 2016 11:49 pm
Forum: CW2 Mods
Topic: Possible to change rate of certain calculations?
Replies: 2
Views: 1286

Re: Possible to change rate of certain calculations?

Thanks Pocus. I figured that was the answer. Then I have another question. I have been experimenting with faction modifiers to change rates for elements. First, I'm not sure I'm actually using the relevant command correctly. (AddFacModifiers) I couldn't find the command syntax on the wiki but I foun...
by grimjaw
Sat Dec 03, 2016 8:50 pm
Forum: Civil War II
Topic: Questions From a Newcomer
Replies: 37
Views: 5237

Re: Questions From a Newcomer

I've never used the automated replacements option, so I don't know what kinds of levels it tries to maintain. Others may chime in there. I would guess it doesn't try to spend a bunch on ships or artillery, those being relatively expensive items. If you were relying on automated replacements, it coul...
by grimjaw
Sat Dec 03, 2016 7:42 pm
Forum: Civil War II
Topic: Questions From a Newcomer
Replies: 37
Views: 5237

Re: Questions From a Newcomer

This is going to seem silly, but while I have spent time lately working on modding CW2, it's been awhile since I have actually played through a whole game. :/ Some of the free CSA brigs are, IMO, kind of buggy. They are given to you as one ship element, but their unit file actually defines the unit ...
by grimjaw
Fri Dec 02, 2016 10:44 pm
Forum: CW2 Mods
Topic: Possible to change rate of certain calculations?
Replies: 2
Views: 1286

Possible to change rate of certain calculations?

I'm pretty sure the answer to this is "no", but here goes. I am still working on a 7-day turns mod for CW2: 48 turns/year instead of 24. I think I can probably work out or fudge the issues I'm having with war/general supply, ammunition, money and conscripts. However, there are certain calc...

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