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Jabberwock
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Joined: Thu May 31, 2007 12:12 am
Location: Weymouth, MA
Contact: ICQ

Tue Feb 26, 2008 8:19 am

Pocus wrote:you have a wood hill terrain (#15)


Does this affect bombardment as well as the standard combat matrix? The land guns would be in hill or wooded hill terrain, but the ships would be in shallow or coastal.
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arsan
Posts: 6244
Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Tue Feb 26, 2008 10:44 am

Jagger wrote:I can pull out the models and the bombard/blockade files. The problem is artillery is integrated into the other parts of the game. Their values aren't really going to match with other artillery in the stock scenario. Although probably not a big deal. Give me a day or two and I will see if I can post the files.

Although someone mentioned playing the PBEM Mod against the AI and said it was working well. Myself, I have never tried to playing a full game of the mod against the AI. So I can't guarantee how well it would play out. But you may want to try it out. If you think it plays well against the AI, I would change the mod name to PBEM/AI mod.



Thanks! :coeurs:

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Wed Feb 27, 2008 1:47 am

arsan wrote:Thanks! :coeurs:


Arsan, here are the major elements of the PBEM Mod naval game. The primary element not included are the changes in recruitment pools and events for naval ships. Those event files would not work outside the PBEM mod.

Upload and unzip the models files into your models folder and overwrite original files. These files will overwrite the original Rodmans, Columbiads, Coastal, fort batteries and ship files.

Then upload the bombard and blockade file into your settings folder and overwrite the original bombard and blockade file.

Have fun!
Attachments
ModelsShipsHvyArtFeb26.zip
(39.27 KiB) Downloaded 187 times
Bombard&BlockadeFeb26.zip
(515 Bytes) Downloaded 189 times

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arsan
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Location: Madrid, Spain

Wed Feb 27, 2008 8:01 am

Great! Thanks a lot Jagger! :coeurs:
I will try them this afternoon! :hat:

Jagger
AGEod Grognard
Posts: 949
Joined: Sat Mar 18, 2006 2:31 pm

Wed Feb 27, 2008 9:07 am

Arsan, you might need these two files as well. It is an abilities file and alias file for the steam frigates.

The ability is referenced in the models file and the game may or may not load properly without it. If it doesn't, upload the unitskirmisher file into the abilities folder of the gamedata folder. It will not overwrite an old file as it is a new file. Also upload the abi_alias file into the alias folder. It will overwrite the old file. Should be good to go.

As frigates are the fastest vessels in the game, they have an ability which gives them a greater chance to break off from combat.
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76UnitSkirmisherFeb26.zip
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abi_AliasFeb26.zip
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arsan
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Joined: Tue Nov 28, 2006 6:35 pm
Location: Madrid, Spain

Thu Feb 28, 2008 8:23 pm

Hi
Jagger, thanks again for your efforts. :coeurs:
But it seem i have some problem trying your files.
I have unzipped them over a 1.09b ACW installation and while loading the game i get a fatal error
I attach the log below. Maybe it makes some sense to you. :bonk:
I had noticed that your unit model files don't use the numbers of cannon/horses introduced on the last patch. Could this be the reason??
Anyway, if solving this problem means too much work for you don't worry, i understand. Probably its too much trouble to make all this for a single user like me. :innocent:
Maybe when i have a little free time (Easter holidays are coming!! :nuts :) i will install your complete PBEM mod and report if it could be called PBEM & AI mod :niark:
From what i have seen on notepad, your changes to units models seem very interesting! :coeurs:

Kind regards!
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