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How to mod
Posted: Mon Dec 08, 2008 12:35 am
by twbrevard
Sorry to bother you guys. I was wanting to know if someone could direct me to the thread to show me the basics of mod.
I would like to add my family member, TW Brevard. He was the last confederate general.
Thank you very much and I LOVE THE SIM!

Posted: Mon Dec 08, 2008 7:07 am
by Gray_Lensman
deleted
Thanks a ton!
Posted: Mon Dec 08, 2008 7:22 am
by twbrevard
Hey, thanks for the quick response. I'll contact him.
I might be new to this forum but I have been doing mods on games since the late 80's. Just bought the game and wanted to know the formats and such.
Thanks again!
Posted: Mon Dec 08, 2008 7:30 am
by Primasprit
Hi twbrevard!
Check this thread:
http://www.ageod-forum.com/showthread.php?t=2810 (post 11).
It's rather old and written for BOA, but the procedure is the same for AACW.
You can find the data files for the games here:
http://www.ageod-forum.com/showthread.php?t=5358Good luck!

Cheers
Norbert
Posted: Mon Dec 08, 2008 7:45 am
by Gray_Lensman
deleted
Posted: Mon Dec 08, 2008 5:02 pm
by Eugene Carr
As said already best to learn how to use the spreadsheets.
For a new general you basically need a model a unit and an event to introduce him.
I tend to copy an existing line on model/unit spreadsheet and then alter to suit, similarly with events.
In the attached I have used Marmaduke as the basis for a new general JO Shelby ( see newgeneral xls) making a new model, unit and leader event. I've also made a new string for the local strings.
After adding these to the base spreadsheets (after the "reserved" for unit and model) in with similar entries for leader event and local string, I saved as a .csv and then used the splitter to make the necessary files.
I find it easier to make a folder for models and units and point the splitter to them, remember to copy out the alias files for the aliases folder.
I hope you can add your ancestor to the game, it would be a link that few of us could claim. Then all we would need is an Appomattox scenario.