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by grimjaw
Sun Jan 03, 2016 2:39 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 10
Views: 3242

1. Attempting to simulate current direction of rivers via jumplinks. I would like to tack on a day to the existing movement rate. Initial testing is working as I hoped, but it has not been simple. One area that caused problems was the Mississippi River near New Orleans. It's coastal water, and shall...
by grimjaw
Sun Jan 03, 2016 1:18 am
Forum: CW2 Mods
Topic: Sibley's 1862 Campaign, 7-day turns project, ALPHA
Replies: 4
Views: 1001

Sibley's 1862 Campaign, 7-day turns project, ALPHA

I am extensively reworking the full April '61 campaign. It is a long project. Recently I have picked up some additional real-life work and have less time for modding. However, I am able to get a less extensive project out the door sooner since it involves far fewer changes: the Sibley Campaign. In t...
by grimjaw
Sun Jan 03, 2016 12:11 am
Forum: CW2 Technical support / Aide technique
Topic: AIPowerAffinity improperly applied in CW2 1.06?
Replies: 1
Views: 663

AIPowerAffinity improperly applied in CW2 1.06?

I came across this when I was creating additional militia units and copying from game files as templates. I originally mentioned it in an unrelated post , and the response from Pocus made me look into it more closely. This particular issue doesn't exist in my base (1.00), unpatched game and I'm not ...
by grimjaw
Mon Dec 21, 2015 2:35 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 10
Views: 3242

1. The way units are named seems a little haphazard to me. Because the unit value doesn't always change when the model does, confusing artifacts from the unit file can show up. Artillery upgrades are one example. I have re-enabled 6-lb -> 12-lb artillery upgrade events. I have tested the events by g...
by grimjaw
Tue Dec 15, 2015 1:05 am
Forum: CW2 Mods
Topic: Possible to restrict fort defense regions?
Replies: 0
Views: 547

Possible to restrict fort defense regions?

Keep in mind that I do not have a working ExMap at present. Suppose I have a land region that is adjacent to multiple water regions. Here is an example: [ATTACH]36265[/ATTACH] The Walton, FL, region is adjacent to both Cerro Gordo Sound (called "Chowtawatchee Bay" in the picture) and further up the ...
by grimjaw
Mon Dec 14, 2015 11:55 pm
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 10
Views: 3242

[ATTACH]36249[/ATTACH] There might also be an issue with foreign intervention totals. I think they work on one point per turn, which could inflate the number if used with shorter turn periods. Resource want of settlements and outposts significantly reduced. Southwest Texas before: [ATTACH]36251[/ATT...
by grimjaw
Mon Dec 07, 2015 4:34 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 10
Views: 3242

Leaders: The mod will end up giving more leaders than the vanilla game provides. However, the number of leaders in play will not be that much greater than the stock game. Events will determine if the initial leaders are KIA and then shuffle up and spawn others. I think the original game had somethin...
by grimjaw
Mon Dec 07, 2015 4:19 am
Forum: CW2 Mods
Topic: Questions about UI information display
Replies: 1
Views: 637

I also wanted to make a change to the tooltip display, so I dug around in the files to see what I could see. I *think* the two files that deal with the tooltip are GUITooltip.dfm and GUITooltip.pas. But I also think some of the function is in the code and not in the files you can edit, probably beca...
by grimjaw
Mon Dec 07, 2015 2:52 am
Forum: Civil War II
Topic: Oddity with the "Britain and France refuse to recognize the Confederacy" event.
Replies: 1
Views: 662

It seems to me that recognition by Britain and/or France would have been more likely than military intervention. From what I've read, Britain and the US did not want to go to war, regardless of the saber-rattling surrounding the Trent affair. The majority of the British public did not support slaver...
by grimjaw
Mon Nov 30, 2015 9:39 pm
Forum: Help improve CW2
Topic: Request: flag to prevent division formation
Replies: 0
Views: 622

Request: flag to prevent division formation

Some leaders represented in the game never attained division command, and some never even attained brigade command. Having a way to prevent specific leaders from forming divisions would be very helpful, especially for modders. There exist two values that can be set in a model file to prevent a leade...
by grimjaw
Mon Nov 16, 2015 4:43 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 10
Views: 3242

grimjaw's change everything mod

CW2 - Prepare To Cry Edition I came across AACW a few years ago when I was laid up with some injuries and I played the heck out of it. I was excited when I learned a new version was planned, especially after I saw the map. I purchased it when it was released and have since played it often ... ... an...
by grimjaw
Mon Nov 16, 2015 1:59 am
Forum: Help improve CW2
Topic: Patriot ability/description in 1.06 description incorrect?
Replies: 2
Views: 910

The parameters are extremely more complex than that. Basically what each parameter means depends directly on the type of ability, so Param0 will mean on thing for the Patriotic ability, and something completely different for something like Good Admin. I am aware of that. In the revised code in the ...
by grimjaw
Sun Nov 01, 2015 4:52 am
Forum: Help improve CW2
Topic: Patriot ability/description in 1.06 description incorrect?
Replies: 2
Views: 910

Patriot ability/description in 1.06 description incorrect?

Am I the only one with this error? Could be the developers have already noted this if not. In version 1.06, the Patriot ability (UID 56) file contains the following: UID = 56 Name = $abi_nam_Patriotic Alias = abiPatriotic Kind = $abiPatriot Text = $abi_txt_Patriotic ImageID = abi_patriot.png Color =...
by grimjaw
Sun Nov 01, 2015 12:11 am
Forum: Civil War II
Topic: CSA Points to Know (open to comments)
Replies: 157
Views: 38668

Movement:
- Mud wrecks movement, often in the spring and fall, and is especially detrimental to cavalry. Plan accordingly when organizing deployment or retreat.
by grimjaw
Sat Oct 31, 2015 8:29 pm
Forum: Civil War II
Topic: NM win conditions
Replies: 4
Views: 880

If you are playing the Union and have 157 NM vs. the CSA's 30 NM, then come spring time you ought to be able to roll over much of their opposition.

I believe the standard losing NM level for the CSA is <= 25 NM until November '64, when it goes up to <= 40 NM.
by grimjaw
Fri Oct 30, 2015 1:38 am
Forum: Civil War II
Topic: What is a good divison composition?
Replies: 6
Views: 1544

are development cards worth it to be played? As the Union, the following usually are useful for me : - landing sailors and guns - Yankee cards on high loyalty regions in Tennessee and other places I can usually play more of the cards as the Union because I have more resources. As the Confederacy: -...
by grimjaw
Fri Oct 30, 2015 1:01 am
Forum: CW2 Mods
Topic: Map Editing
Replies: 4
Views: 1020

Cromagnonman, I have done some minor editing on the region files. Without ExMap it will be extremely difficult, if not impossible, to change adjacencies. Without ExMap, you can sometimes add jumplinks and translinks. You can change the positioning of icons within a region, either by editing the regi...
by grimjaw
Wed Oct 28, 2015 6:38 am
Forum: Civil War II
Topic: Can or cannot 4 ships in river prevent crossing?
Replies: 8
Views: 1359

I thought the blocking ships had to be in attack posture and defensive...

I think they have to be in something other than passive (green) mode.
by grimjaw
Wed Oct 28, 2015 3:37 am
Forum: CW2 Mods
Topic: Capital alias?
Replies: 0
Views: 608

Capital alias?

Is there a standard alias for a faction capital? Something like, if I select a faction and then SelectRegion = $factioncapital it will choose whatever the current capital is? This would make setting unit spawning much, much easier for me. The way the game is now, most of the events are coded around ...
by grimjaw
Thu Oct 22, 2015 8:26 pm
Forum: Civil War II
Topic: Are telegraphs and clearing land useful?
Replies: 6
Views: 1644

I play more often as the CSA. I clear land and build trails in some places. Both are relatively inexpensive. With the map the way it is, building roads doesn't pay off. It usually takes too long and consumes too many resources to get wild regions to the point where you can use that RGD, and most of ...
by grimjaw
Thu Oct 22, 2015 8:18 pm
Forum: Civil War II
Topic: CSA: too much money, conscript and Lee died...
Replies: 11
Views: 1456

There *used* to be some events specific to certain leaders (Van Dorn's death comes to mind) that gave some leaders an increased chance of being removed from the game but they aren't related to battles. Much of it is still in the event code but turned off. I could have sworn that in AACW some general...
by grimjaw
Thu Oct 22, 2015 8:13 pm
Forum: Modding AGE engine games
Topic: Converting from 15 day turns to 7 day turns.
Replies: 5
Views: 22066

11. Modify some of the abilities. Please correct me if I misspeak here. Some abilities, like loyalty adjustment, work per turn. That means you'll convert population loyalty in half the time if going from 15 -> 7 day turns. In CW2, the Occupier ability is set for a rate of change of 5 percentage poin...
by grimjaw
Mon Oct 19, 2015 11:25 pm
Forum: Modding AGE engine games
Topic: Question RE: unit model files, homearea/aipoweraffinity, chicken/egg ...
Replies: 4
Views: 20882

Thanks guys, this really helps.

jm
by grimjaw
Mon Oct 19, 2015 1:55 am
Forum: Help improve CW2
Topic: Please include an alternative 7 dasy mode in the game
Replies: 2
Views: 827

I'm modding the game to include this. It could be done, but with the way the game is coded now it would take a huge amount of work. Would involve creating new files for the vast majority of units, along with a different set of event files, etc. But I, too, would like the option out of the box.
by grimjaw
Mon Oct 19, 2015 1:19 am
Forum: Modding AGE engine games
Topic: ExMap questions
Replies: 3
Views: 20805

ExMap questions

I am trying to get started with ExMap to edit the or a CW2 map (I have version 2.41 from Phillipe), but I can't even get started. I'm getting some kind of errors, but the response buttons aren't displaying anything (screenshots below). I can use the [x] button at the top right to get past of few of ...
by grimjaw
Sun Oct 18, 2015 11:57 pm
Forum: Civil War II
Topic: New Orleans forts
Replies: 2
Views: 803

If you hold New Orleans and you can take the cities along the river to the northwest, it's unnecessary to take the downstream forts. The fort to the immediate east-northeast of New Orleans (Fort Pike?) is more of a threat.
by grimjaw
Sun Oct 18, 2015 9:31 pm
Forum: Civil War II
Topic: Fort Monroe...go for it?
Replies: 11
Views: 1777

I wouldn't try it against a human player. Versus Athena I have done so, however. I don't think I noticed any economic impact but I honestly didn't play close attention. With the lack of organization in the early part of '61, you can really wear your forces to a nubbin' trying to crack Monroe. It is ...
by grimjaw
Sun Oct 18, 2015 12:44 am
Forum: Modding AGE engine games
Topic: Question RE: unit model files, homearea/aipoweraffinity, chicken/egg ...
Replies: 4
Views: 20882

Ignore the AIPowerAffinity portion. I merely copied that from another model in the game (I used region b/c that was specified in the model I copied from). I couldn't find a description of AIPowerAffinity on the wiki, on the forum or through search engines. This is mainly what I want to know: When a ...
by grimjaw
Fri Oct 16, 2015 7:45 pm
Forum: Modding AGE engine games
Topic: Question RE: unit model files, homearea/aipoweraffinity, chicken/egg ...
Replies: 4
Views: 20882

Question RE: unit model files, homearea/aipoweraffinity, chicken/egg ...

In AACW2 I am modding some of the Confederate generals to have home areas. For the purposes of my question, I'll use Jubal Early as an example. I hope I make myself clear. With my changes, Jubal Early first appears as a state militia brigadier general on April 10, 1861. He has HomeArea of $VA and AI...
by grimjaw
Sat Oct 03, 2015 11:47 pm
Forum: Civil War II
Topic: Can or cannot 4 ships in river prevent crossing?
Replies: 8
Views: 1359

Someone will correct me if my memory is failing me, but I think the rule is that is significantly lowers the chance of a crossing but doesn't absolutely prevent it. I don't know how much the evasion factor comes into play during the river-crossing equation.

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