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by grimjaw
Fri Jan 15, 2016 6:03 am
Forum: Civil War II
Topic: Problem with Regional Decisions
Replies: 9
Views: 1074

Yeah, that's busted. I haven't had that problem before with the regional decisions. I suspect it will be restricted to that save game. You really want to look at the script report and see what it says. The main log probably won't show anything useful in this case. That regional decision references a...
by grimjaw
Thu Jan 14, 2016 7:45 am
Forum: CW2 Mods
Topic: Modding Scenarios
Replies: 1
Views: 934

I don't know of a tutorial to mod the scenario files directly, but I never pursued it that long. It's much, much, much easier to back up the original scenario, and then recompile it using the scripts that ship with the game. I've recreated scenarios so often now that it seems simple, but if you have...
by grimjaw
Thu Jan 14, 2016 3:16 am
Forum: CW2 Mods
Topic: Sibley's 1862 Campaign, 7-day turns project, ALPHA
Replies: 4
Views: 1069

Notes 01/13/2016 - Up to v0.2, the vanilla game supply consumption and storage rates for elements was supposed to remain the same. If an element consumed 1 supply/turn and stored 3 supply, it should have still been that in LCW v0.2. Supply consumption at that rate should keep up with supply producti...
by grimjaw
Thu Jan 14, 2016 1:27 am
Forum: Civil War II
Topic: Is this a bug?
Replies: 5
Views: 807

I don't think it's a bug but now that I look at it, it is a little weird. Below are the conditions for David Porter's spawn. By default he should spawn in Illinois, but he can appear in any qualifying harbor in Illinois, Missouri or even Kentucky. I haven't tested this, but I believe that if a harbo...
by grimjaw
Mon Jan 11, 2016 4:27 pm
Forum: Civil War II
Topic: Problem with Regional Decisions
Replies: 9
Views: 1074

I have examples of Habeas Corpus, Draft, and Partisans, and others appearing as "added 4 turn(s) ago and ending in -3 turns" JMcD, can you post a screenshot of that, and maybe upload the script file for a turn when that was processed? I believe a negative number would indicate that the RGD has gone...
by grimjaw
Sun Jan 10, 2016 4:57 am
Forum: Civil War II
Topic: Why is play as CSA so nerve wracking?
Replies: 39
Views: 4282

The CSA gets Richard Taylor (training officer) as early as 1862/07/28. Also, Hardee doesn't retain his master driller ability past 1-star rank. So you've really only got Taylor + Bragg to work up idle troops, and Taylor is too good a commander to leave in the backfield.
by grimjaw
Sat Jan 09, 2016 8:37 pm
Forum: Civil War II
Topic: Generals
Replies: 28
Views: 2757

It may be the case when the militia is upgraded that the cost delta is indeed still paid. Gray, I wondered about that. I seem to recall that militia that upgrade to conscript or directly to line infantry have a lower health right after the upgrade. I will have to test to make sure, but it would mak...
by grimjaw
Fri Jan 08, 2016 5:36 am
Forum: Modding AGE engine games
Topic: Faux 4-star generals, is it there or not?
Replies: 6
Views: 29224

GenJamesLongstreet, in CW2, I had previously tried to do what you suggest (it does require additional changes). It doesn't crash the game, but it doesn't achieve the desired result, either. Instead I ended up with a 3-star who had fewer CP than the regular 3-stars and still doesn't outrank them.
by grimjaw
Fri Jan 08, 2016 2:55 am
Forum: Modding AGE engine games
Topic: Faux 4-star generals, is it there or not?
Replies: 6
Views: 29224

pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease consider adding the 4th rank somewhere down the line, please please with sugar on top. Thanks for replying. :D
by grimjaw
Fri Jan 08, 2016 1:40 am
Forum: Civil War II
Topic: Generals
Replies: 28
Views: 2757

It will take a long time to upgrade Volunteers to Regulars via the experience system. Artillery takes even longer, so much that they pretty much only get stars from battles. It takes a medium amount of time to upgrade conscripts to regulars, but they get boosts in stats much earlier than they upgra...
by grimjaw
Tue Jan 05, 2016 3:09 am
Forum: Civil War II
Topic: Generals
Replies: 28
Views: 2757

The numbers darioVMannstien listed are correct: 4/8/12 CP for 1/2/3 star generals, respectively. As dario also stated, additional bonus/malus to CP can come from "abilities" (not the most appropriate name when it comes to malus, but whatever). I'm not privy to the reasoning behind the design decisio...
by grimjaw
Tue Jan 05, 2016 1:23 am
Forum: Civil War II
Topic: Generals
Replies: 28
Views: 2757

Without modifiers from abilities and such, 3-star generals should provide 12 CP.
by grimjaw
Mon Jan 04, 2016 11:46 pm
Forum: CW2 Mods
Topic: Sibley's 1862 Campaign, 7-day turns project, ALPHA
Replies: 4
Views: 1069

- Updated RGDs. - Updated starting resources for factions. - Updated string descriptions. RGDs at least should display correct debits and credits. I endeavored to update all languages but English is the only one I understand, so I may have flubbed it. Since this contains a script.ini change, you wil...
by grimjaw
Sun Jan 03, 2016 6:49 am
Forum: Help improve CW2
Topic: Southern Unionists
Replies: 1
Views: 670

I think that's a good idea. It wouldn't be hard to change yourself. If you're limiting it to just militia, it's only two unit files to modify. Right now the Area for those units is Recruit_USA_States. You could use a different Area that already exists that covers all the states (Recruit_AllStates), ...
by grimjaw
Sun Jan 03, 2016 2:39 am
Forum: CW2 Mods
Topic: grimjaw's change everything mod
Replies: 11
Views: 3595

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: 1069

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: 707

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: 11
Views: 3595

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: 566

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: 11
Views: 3595

[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: 11
Views: 3595

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: 772

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: 691

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: 647

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: 11
Views: 3595

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: 965

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: 965

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: 160
Views: 44345

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: 909

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: 1686

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: -...

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