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by grimjaw
Wed May 18, 2016 2:17 am
Forum: CW2 Mods
Topic: Future brigades?
Replies: 4
Views: 913

johandenver2, for CW2 it's in the same gamelogic.opt file, but I think it's this setting: subMaxNbPerUnit = 18 I haven't tried fiddling with it. That number corresponds to the maximum number of elements in a division (combined unit), and I suspect brigades (created by a unit file) will fall under th...
by grimjaw
Mon May 16, 2016 4:12 pm
Forum: CW2 Mods
Topic: Questions about units & types
Replies: 8
Views: 1235

So far as I know the only elements with family type leader are leaders, so generals/admirals. While they can be combined into a division, they can't be combined with other famLeader elements or any other types into non-division brigades. For a unit to exist it doesn't require FamilyType0 = $famLeade...
by grimjaw
Mon May 16, 2016 2:01 pm
Forum: CW2 Mods
Topic: Questions about units & types
Replies: 8
Views: 1235

johandenver2, as I understand it, I'll explain a specific example. Below is taken from the unit file for UID 5 from the base game. My notes are in italics. ModelType0 = $mdl_CSA_Inf1|2 Unit has two elements of type mdl_CSA_inf1 ModelType1 = $mdl_CSA_Inf6|2 Unit has two elements of type mdl_CSA_Inf6 ...
by grimjaw
Mon May 16, 2016 12:07 am
Forum: CW2 Mods
Topic: Questions about units & types
Replies: 8
Views: 1235

johandenver2, the database contains all the information you listed in your second post and is the best official reference. You should be able to find the current database linked from the stickied post on the CW2 Mods forum. Don't let the word "database" scare you off, it's just an Excel spreadsheet....
by grimjaw
Tue May 03, 2016 2:16 pm
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 11
Views: 3592

DrPostman, I wish I had better news for you. I'd have to say it's stalled, the biggest reason being my inability implement 7-day turns. If I cut that part out of it, everything else would probably work, but I really can't abide playing 15-day turns anymore. I created the separate project for Sibley'...
by grimjaw
Fri Apr 01, 2016 1:17 am
Forum: CW2 Mods
Topic: Editing Generals - Ranking & Promotion
Replies: 18
Views: 1905

Some leaders are created at the beginning of a scenario, the rest will be created by various event files. For the leaders it is, IMO, easier to keep up with all the changes you want to make to them by using the 'database' (the CSV files) and the splitter. It helps you keep all your changes in one pl...
by grimjaw
Sun Feb 28, 2016 5:58 pm
Forum: Civil War II
Topic: Game Setting Questions
Replies: 4
Views: 1017

I tried the extended pool once, but just once. I prefer manual replacements as well.
by grimjaw
Tue Feb 23, 2016 6:56 pm
Forum: Civil War II
Topic: Cry me a river
Replies: 18
Views: 2814

Naval warfare is one of the most poorly simulated things in the game. It's best just to think of it as completely divorced from history and reality.
by grimjaw
Sun Feb 21, 2016 12:53 am
Forum: Civil War II
Topic: Artillery replacments
Replies: 100
Views: 10702

If you look in the units folder, this seems to be case. However, if you look in the models folder you will see that 20lbers are from the Family = $famHvyArty. Which is why I said they had an unusual back end. However, I went back in to check. The game is ignoring the family switch in the unit file ...
by grimjaw
Tue Feb 09, 2016 11:17 pm
Forum: Civil War II
Topic: Battery size
Replies: 4
Views: 1221

It's flavor, but it's not particularly savory. The number of guns represented by most artillery units in the game is enough for two batteries, but the named elements still represent only one battery. I assume the artillery batteries were given more hits because to use as few as four to represent a r...
by grimjaw
Tue Feb 09, 2016 10:20 pm
Forum: Civil War II
Topic: Longer game
Replies: 2
Views: 630

Is there a way for a mod or patch to make the game longer? You can edit the number of turns per year. AFAIK, it will only accept a limited set of values, 24 and 48 being two that work. With 48 turns per year, you get four turns per month. However, editing the one value for turns per year doesn't ch...
by grimjaw
Sat Jan 30, 2016 12:46 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 11
Views: 3592

After this weekend I will be able to work on it more often. I have been tied up with other work and haven't made much headway since my last post.
by grimjaw
Thu Jan 28, 2016 6:33 pm
Forum: Help improve CW2
Topic: The Militia Problem, Combined Arms Brigades, and Progressive Force Pools
Replies: 15
Views: 2585

Well, that was my attempt at a bad way to represent it. :)
by grimjaw
Thu Jan 28, 2016 3:35 am
Forum: Help improve CW2
Topic: The Militia Problem, Combined Arms Brigades, and Progressive Force Pools
Replies: 15
Views: 2585

Given this fix, I'm not sure I would call any elements "conscripts," as those men who were drafted tended to be used as replacements rather than put into fresh new regiments

True, but there's no good way I know of to represent that in the game.
by grimjaw
Wed Jan 27, 2016 6:57 am
Forum: Help improve CW2
Topic: The Militia Problem, Combined Arms Brigades, and Progressive Force Pools
Replies: 15
Views: 2585

I have been thinking of ways to deal with the force and conscript pools, and it incorporates some of what you've discussed. Since conscription wasn't immediately imposed, I don't know why "conscripts" are immediately in the game. Instead, I have created a volunteer element, with similar stats to con...
by grimjaw
Wed Jan 27, 2016 12:17 am
Forum: Help improve CW2
Topic: The Militia Problem, Combined Arms Brigades, and Progressive Force Pools
Replies: 15
Views: 2585

1. I agree. I've already modded this in my own game: militia can no longer be combined, and most can not be upgraded to line. 2. Agreed. I am in the process of modifying many of the brigades to achieve what you propose, although maybe not in the same way. I also don't know how the AI is going to han...
by grimjaw
Mon Jan 25, 2016 8:24 am
Forum: ACW History Club / Histoire de la Guerre de Sécession
Topic: The Feed Conundrum
Replies: 20
Views: 4215

Thanks for sharing these stories. I'd read that the average life of a team horse during the conflict was about eight months (I assume that's from the time they started using it as a working animal). In addition to many horses being ridden to death, they probably had many that starved to death.
by grimjaw
Mon Jan 25, 2016 1:51 am
Forum: Civil War II
Topic: Artillery replacments
Replies: 100
Views: 10702

minipol, yes. 20lbers used in the game are famMedArty, "field artillery" or medium artillery. ArmChairGeneral had it right the first time. Sorry if my post was misleading. The way they are written on the back end is a little unusual, that's all.
by grimjaw
Sun Jan 24, 2016 9:28 am
Forum: Civil War II
Topic: Artillery replacments
Replies: 100
Views: 10702

There is some arcane method for determining from the element description what sort of replacement chit it uses It does seem that way sometimes, but it has more to do with some misleading descriptions. This is more technical than some people will care about, and many already know it, but whatever. I...
by grimjaw
Sun Jan 24, 2016 4:19 am
Forum: Civil War II
Topic: GC61 or BRS 62?
Replies: 7
Views: 1364

I don't play anything other than grand campaign.
by grimjaw
Sat Jan 23, 2016 10:47 pm
Forum: Civil War II
Topic: Ahistorical Scenario, Lee Takes Command
Replies: 59
Views: 6256

I agree with the argument that where Virginia went Lee was going to follow. However, if Virginia hadn't seceded, I don't think that Lee necessarily would have taken part in the overall effort to bring the other states back into the Union. He might have resigned, or been content with a position withi...
by grimjaw
Mon Jan 18, 2016 6:01 pm
Forum: Civil War II
Topic: Entrencher ability
Replies: 23
Views: 2698

Ebbingford can correct me if I'm wrong, but I believe he wasn't looking for a new feature but instead looking to correct what he considered an improperly applied ability. While I disagree on that specific example, I think there are other abilities erroneously applied to leaders and that they should ...
by grimjaw
Mon Jan 18, 2016 3:50 pm
Forum: Civil War II
Topic: Entrencher ability
Replies: 23
Views: 2698

For me, the RGDs are a whole other set of paragraphs so I'll skip that. I agree with Ebbingford and ArmChairGeneral that abilities need some work.
by grimjaw
Mon Jan 18, 2016 3:18 am
Forum: Civil War II
Topic: Entrencher ability
Replies: 23
Views: 2698

From my reading of the game files, Entrencher/Defensive Engineer are both BattleBonus-type abilities and don't modify how quickly a unit entrenches. They only are only modifying combat variables of units that are already entrenched. Entrencher should still apply to Longstreet's unit.
by grimjaw
Sun Jan 17, 2016 11:14 pm
Forum: Civil War II
Topic: Entrencher ability
Replies: 23
Views: 2698

Details that a general can give personal attention at the division level might not get the same attention at the corps level. He will probably have to delegate, and subordinates might have different methods of obtaining the same objectives. I am not saying it should be the case every time. It might ...
by grimjaw
Sun Jan 17, 2016 5:54 pm
Forum: Civil War II
Topic: Entrencher ability
Replies: 23
Views: 2698

I think that the ability of a leader to impose a tactic, or endow a benefit or detriment, to the entire force under his command, no matter the size of the command, should definitely be limited. Can we say that every leader was the same caliber as Longstreet or Meade when it came to entrenched defens...
by grimjaw
Sun Jan 17, 2016 4:31 am
Forum: CW2 Mods
Topic: Sibley's 1862 Campaign, 7-day turns project, ALPHA
Replies: 4
Views: 1069

Thanks!

The only two campaigns I am modding are Sibley's and the April '61 full campaign. I don't really have any interest in playing Sibley's, but it is much simpler to implement mods on and quicker to test them.
by grimjaw
Sun Jan 17, 2016 4:21 am
Forum: CW2 Mods
Topic: What files can be modified?
Replies: 1
Views: 841

It might be easier to list what you can't edit, since many of the values in CW2 are available outside the engine. You can't change the way the engine resolves combat. Some aliases are coded into the engine and can't be changed. There are usually noted in their individual .ini files. Some variables t...
by grimjaw
Fri Jan 15, 2016 6:58 pm
Forum: Civil War II
Topic: The Gamiest Gamerism that ever Gamed
Replies: 18
Views: 2211

RE: the ocean transport trick, what triggers that? Is it the element family? The *CommerceShip* attribute? If it's the latter, that could be removed for CSA transports.
by grimjaw
Fri Jan 15, 2016 6:47 am
Forum: Civil War II
Topic: The Gamiest Gamerism that ever Gamed
Replies: 18
Views: 2211

Gamerism: Medical companies carry a huge amount of supply but they only nibble at it. They use 1 supply/turn, and store 20 supply, coincidentally the same amounts as a single supply wagon element. I guess they are medical companies / sutler wagons. Of course they don't draw supply like wagons do (?)...

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