Unit Leveling (Was: The Limits of Modification)
Posted: Mon Nov 10, 2008 8:59 pm
(Newest question in my latest post! I figure it's silly to continue opening new threads if I have questions along the vein of my initial ones...wastes forum space, aye?)
Namely, I'm looking for them. I don't know why this game has had such an effect on me - usually, I'll play a game to death, and then start in on the modification, which can be a several-months-long process, from the very outset - but AACW has captured my interest. I haven't even completed a full campaign, only one of the year-long games, and yet already there is so much I wish to do.
A constant bane of any modder, as anyone who's worked with games can tell you, are the hard-coded limits. Sometimes, they can be worked around - (Dear god, what you were able to do with ASM in Starcraft!) - and sometimes they cannot. Coming off of Paradox Interactive games, where I found myself constantly stymied in my attempt to add new units to the game, I was shocked, exhilarated and overjoyed to find that AACW allows modders to define new models with comparative ease.
Or so it seems. My first test - once I got it working right - was definitively conclusive: I was able to create a brand-new general (MDL 1001 & 1002 for his promotion, UID 1301-1302) ex nihilo via event, with his associated brigades around him. And from what I've seen so far, he works splendidly, with functional abilities, a custom name and a custom title.
To someone who is used to working inside strict structural limits, the openness of a game like AACW is...staggeringly attractive. Just a glance through the scriptfiles and various other sectors of the install show that there are quite enough things to be modified, as to eat up all of my free time, between that and actually playing the game.
But it's got me wondering.
What can't be changed? Clearly, there are sections of the game handled exclusively by the code, many of them, no doubt, components of the 'Host' phase, and the battle-engine. But what about other limits? Can you really define as many additional generals and models of units as you want? Can you add new unit-types within the existing hierarchy of 'Regular', 'Irregular', 'Militia', etc. - in other words, whip up a mixed-state brigade and allow the player to build it? I have a whole lot of individual questions, and I'll ask them in separate threads when I need them answered, but right now...
I just want to know how far I can push this game, and where I'll need to stop, so I can have clear goals in mind. So to anyone who's ever cracked this puppy open and peeked around inside, what did you find that you couldn't change? Readin' through the forum, I was boggled to find that even such miscellany as the city-size required to build a fort was modifiable. So, as well, what's the strangest thing you've found in this game that you could actually fool around with?
Thanks for any information you can provide. Sorry I tend to post novels, haha.
~Kaoru
Namely, I'm looking for them. I don't know why this game has had such an effect on me - usually, I'll play a game to death, and then start in on the modification, which can be a several-months-long process, from the very outset - but AACW has captured my interest. I haven't even completed a full campaign, only one of the year-long games, and yet already there is so much I wish to do.
A constant bane of any modder, as anyone who's worked with games can tell you, are the hard-coded limits. Sometimes, they can be worked around - (Dear god, what you were able to do with ASM in Starcraft!) - and sometimes they cannot. Coming off of Paradox Interactive games, where I found myself constantly stymied in my attempt to add new units to the game, I was shocked, exhilarated and overjoyed to find that AACW allows modders to define new models with comparative ease.
Or so it seems. My first test - once I got it working right - was definitively conclusive: I was able to create a brand-new general (MDL 1001 & 1002 for his promotion, UID 1301-1302) ex nihilo via event, with his associated brigades around him. And from what I've seen so far, he works splendidly, with functional abilities, a custom name and a custom title.
To someone who is used to working inside strict structural limits, the openness of a game like AACW is...staggeringly attractive. Just a glance through the scriptfiles and various other sectors of the install show that there are quite enough things to be modified, as to eat up all of my free time, between that and actually playing the game.

What can't be changed? Clearly, there are sections of the game handled exclusively by the code, many of them, no doubt, components of the 'Host' phase, and the battle-engine. But what about other limits? Can you really define as many additional generals and models of units as you want? Can you add new unit-types within the existing hierarchy of 'Regular', 'Irregular', 'Militia', etc. - in other words, whip up a mixed-state brigade and allow the player to build it? I have a whole lot of individual questions, and I'll ask them in separate threads when I need them answered, but right now...
I just want to know how far I can push this game, and where I'll need to stop, so I can have clear goals in mind. So to anyone who's ever cracked this puppy open and peeked around inside, what did you find that you couldn't change? Readin' through the forum, I was boggled to find that even such miscellany as the city-size required to build a fort was modifiable. So, as well, what's the strangest thing you've found in this game that you could actually fool around with?
Thanks for any information you can provide. Sorry I tend to post novels, haha.
~Kaoru