ancient seaman
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how to do?

Wed May 21, 2008 7:38 pm

I have so far only the demo and i am trying to see how far and deep can someone mod the game data which i feel is important if i am going to buy the game.
So my questions are:
1)I have decided to modify the models files especially the custom names given so that for example a 12lb art element will be called 1st CSA 12lb. art.
I made several CSA 12lb. art.(up to 30)and then started a game to see if the 12lb. art. elements that reinforce existing units or new once that i bought keep these names instead of the generic 12lb given by the game.
Well the results were non existing and nothing seems to change.
Just to mention that changing a units name(modding the units files-different from models files)seems to work fine so that now for example every VA brigade(no matter the type)has a new name defined by me.
One point i want to bring is that units predifined to arive have the name of their elements already written in the event files and i am not talking about them but instead for newly bought units or those already in place but missing an element already.

2)Ok now if you managed to read all the previous question lets hope you are kind one to continue :hat:
So is it possible to make all the brigades of any type be multi state like marines/signal and so on instead of having brigades from various states?
Dont ask me why i want to do it just tell me if possible and how.

3)I also notices that some fleet "brigades" seems to to be with fewer element than their TOE,how can someone add the missing elements?In BOA demo british fleet units received ship reinforcements but in AACW there are no such so what to do?Not to mention that it doesnt seem possible to add 2 1-element brig units to 1 2-elements.

Thanks to all who are going to read it and especially to those that give me an answer resolving my problems.

P.S. I think it would be very cool if instead of premade units we were allowed to form our brigades with the elements at hand(like divisions are now which allow you up to 18 elements of whatever type you want them).

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Doomwalker
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Wed May 21, 2008 8:29 pm

Hey ancient seaman,

I don't know too much about what you have asked, but I do know a little about the fleet elements.

It is possible to combine some of the initial fleet elements together. For instance the CSA starts with several single element brigs. These can be merged together to form a normal "as recruited" unit. Some union assets can also be combined to form blockade flotilla's. There are two flotillas at the start that are short elements, compared to the "as recruited" flotillas. These two can be reinforced with other "shorted" units to form a normal "as recruited" flotilla.

As far as your other questions, there are folks on here that will be able to answer your question better than I.
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Pocus
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Thu May 22, 2008 7:55 am

I'll fill the blanks then.
1. yes this is possible and it works in the full version. The demo has not the latest code, this is the reason.
2. no problem, just specify that they don't have an area of recruitment.
3. you can do as Doomwalker says. You can provide to the players brigades which have only one regiment when build, and which are then filled with regiments one by one, either with the replacement system, or by merging a lone 'depot replacement' unit (consisting of one regiment) into your brigade.

The game is very moddable, don't worry!
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ancient seaman
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Thu May 22, 2008 8:41 am

Thank you both for the answers.

I still dont get how the replacements for ship multi element units will work unless the demo isnt complete in that direction.
I mean that with the demo its esay to replace as mentioned the land units but fleet units as they are listed in the available to build(demo talking)doesnt have 1 element units to merge nor has ship replacements points as land units have.
Did you mean that i have to create new 1 element units(by modding)so that replacements take place to under-TOE fleet units?

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Pocus
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Thu May 22, 2008 9:02 am

yes, or you have to merge a weakened squadron into another weakened one. Provided that the resulting unit is legal, you can do that.
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Doomwalker
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Thu May 22, 2008 8:04 pm

Hey Ancient,

About the fleet elements, in the April 1861 scenario there are start units that are one element units or two Union blockade flotillas that are down on strength. These can be combined to form the proper "recruitable" units. Also, like Pocus says if you end up losing a element on say two brig units, the remaining two single element brig units can be combined to re-form the 2 element brig unit.

I am not too sure if this exists in the demo version scenario or not.
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ancient seaman
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Sat May 24, 2008 9:11 am

Ok 1 more question.

I have been trying to change some of the initial setup units in the demo(for example a TN infantry brigade to a VA one,or the guns of Ft Henry & Donelson to Coastal artillery type).How to do?

I am talking not for units TO BE PURCHASED but those already on the map.

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Pocus
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Sat May 24, 2008 12:04 pm

modders never mod the saved games, they alter scenarios setup and the database. So for your specific question, the way of doing it is to alter the setup of the scenario. The database is provided for free as the tools to export it.
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ancient seaman
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Sat May 24, 2008 1:09 pm

So if i got it right i either have to use the demo's senario and make a new customone or modify the existing one without making a new.

Now since i dont want to make a new one,therefore have no need to change the events and cities the only thing according to the info found about modding is making a new script.ini of the senario database,correct?BUT i already went on to modify the script(with hand-meaning opening it with notepad and doing the moddifications-rather than the tools you provided) for the senario(demo)and when i started playing-no change,everything was as is like nothing has happened-changed.

The changes i want to make are pourly unit-based,like changing Ft Henry & Donelson guns to coastal artillery type or fixed batteris,change the fort garrisons to fort troops(instead of conscripts)etc.
So what did i do wrong?

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lodilefty
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Sat May 24, 2008 1:40 pm

Script.ini is only applied when compiling with the editor...

I don't know if the Demo includes the editor, but try this:

Start game, as soon as it is past 'loading engine' and starts 'reading textures', press F9 key. Upper right corner should say 'Editor ON' [or something like that]. If it doesn't, you're finished. :p leure:

If it does, you will [eventually] see the scenario automatically load. If it doesn't, you are missing some key 'includes files', and you're finished. :p leure:

If it does, you can scroll, select units from either side etc., but you can't change anything. Save file now will save a new Sceario file. :sourcil:

Then exit the game completely, reload, and play..... :nuts:

As I said, I don't know if Demo has the editor, or if Demo has all the necessary 'includes' files for you to do this...

That's how we do it! Fun, huh? :niark:
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Pocus
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Sat May 24, 2008 1:52 pm

the demo stalls past an historical date, and read incorrectly many unit types... If you are in modding mood, you have to buy the game I think ;)
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ancient seaman
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Sat May 24, 2008 1:54 pm

What editor do you mean?

I have got the tools/files for modding the game(you know the ones given in the forum)but i have seen no editor unless you mena the splitter.

Also as i said before i havent made a senario(based in the demo senario provided).Instead i opened with the notepad a script(i think :bonk: )and changed some values there but the rest likeevnts and so arent changed.

So i thought that since i have changed the initiall setup(in the "script")obviously the demo senario should read the new data and procede with no problem like it is the original senario(even thought few data were altered,data regarding preplaced units with which you start).

Of cource the above never happened,and i keep wandering what is that i do wrong?

Now since English isnt my mother language(obviously)i just want to say that i am interested in moddifing the existing senario without making a new one(even if it is based on the previous)

ancient seaman
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Sat May 24, 2008 1:58 pm

Pocus wrote:the demo stalls past an historical date, and read incorrectly many unit types... If you are in modding mood, you have to buy the game I think ;)


I do want to buy the game but only if i know for sure what can mode or not,by that i mean that changing a 20lb parrott to a coastal artillery(like Ft Henry & Donelson has)to start with it instead of what is given doesnt have to do something with the time limit isnt it?

I am not a big modder myself.Unfortunatelly i have a very bad exp. with certain game that was very moddable in everything but the data i wanted to change which is way i am trying with the demo for now( :siffle: ).

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lodilefty
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Sat May 24, 2008 2:11 pm

ancient seaman wrote:I do want to buy the game but only if i know for sure what can mode or not,by that i mean that changing a 20lb parrott to a coastal artillery(like Ft Henry & Donelson has)to start with it instead of what is given doesnt have to do something with the time limit isnt it?

I am not a big modder myself.Unfortunatelly i have a very bad exp. with certain game that was very moddable in everything but the data i wanted to change which is way i am trying with the demo for now( :siffle: ).


The editor I spoke of is 'built in' to the game executable.... it comes AFTER yo've edited spreadsheets, extracted csv files, and used csv splitter to create scripts, models, units,abilities, etc. etc.....

Trust me! [I'm a maniacal modder, not an employee of AGEOD :cwboy: ]. You can change any unit in the game, any parameter describing the behavior of a unit, create new units, new scenarios. It's very 'open'.

These changes are what I'm actually doing to help p with WIA development. Different map, essentially same engine.
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