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by Aktivist
Sun Apr 20, 2014 8:39 pm
Forum: Modding AGE engine games
Topic: An easy way to start modding. Add a unit in an event.
Replies: 10
Views: 5710

I am looking for a ScriptCommand that "selects" the subunits of a given stack commander. similar to: (...) Conditions SelectSubUnits = Area $AllStates; Families $famElite $famLine $famLightInf $famSkirmisher $famMilitia $famCavalry $famHvyCavalry $famLightArty $famMedArty $famHvyArty;FactionTags USA...
by Aktivist
Wed Apr 16, 2014 9:07 am
Forum: ACW History Club / Histoire de la Guerre de Sécession
Topic: What would you have done...
Replies: 21
Views: 10132

Guess, I would've 'fights mit Sigel'. Or later with Howard. Point is, there is no doubt about who's the evil side and who's on the good side for the majority of my kin.
by Aktivist
Mon Apr 14, 2014 12:11 pm
Forum: Modding AGE engine games
Topic: A brief introduction to modding units
Replies: 4
Views: 3730

As this thread started by Leibstandarte covers all model/unit related questions, I repeat an information given by Pocus regarding the column: CbtDeathChance which determines the chance of a leader being killed during a battle. 1st - the combat leader casualties dice sides value is obsolet (found in ...
by Aktivist
Mon Apr 14, 2014 11:59 am
Forum: AACW Mods
Topic: Global Leader Death Probability Value
Replies: 3
Views: 5147

Monsieur Malacher kindly shared his knowledge with me and I feel obliged to show the answers in the thread: 1st - the combat leader casualties dice sides value is obsolet 2nd - the leader death combat chance is exclusively determined by the model (field: CbtDeathChance) 3rd - each round of a battle ...
by Aktivist
Fri Apr 11, 2014 8:45 pm
Forum: AACW Mods
Topic: Global Leader Death Probability Value
Replies: 3
Views: 5147

Anyone?
by Aktivist
Fri Apr 11, 2014 8:45 pm
Forum: AACW Mods
Topic: leader death by sickness
Replies: 2
Views: 4625

Anyone?
by Aktivist
Thu Apr 10, 2014 8:03 pm
Forum: Modding AGE engine games
Topic: tutorial drawings for general portraits
Replies: 127
Views: 156190

So - unit picture and army picture need to have the same name (different strings as prefix though), okay understood. I was insecure, because some unit pictures have no corresponding army picture (like the one above). But thanks to you it all makes sense to me now.

Cheers, too,
Aktivist
by Aktivist
Thu Apr 10, 2014 7:09 pm
Forum: Modding AGE engine games
Topic: tutorial drawings for general portraits
Replies: 127
Views: 156190

Question: Where in the model/unit file is the string to the army_picture hidden? I see the connection to the unit_picture (mdl-file, line: portrait). I assume, that string is placed in another file. Which I would like to know, otherwise additional leaders would not get their map pictures, right?
by Aktivist
Thu Apr 10, 2014 6:28 pm
Forum: Modding AGE engine games
Topic: tutorial drawings for general portraits
Replies: 127
Views: 156190

Surprised to find that handsome fellow in the unit_CSA_picture files of AACW

The attachment Unit_CSA_Pocus.png is no longer available


Always cheer for the underdog Phillipe, ey?
by Aktivist
Thu Apr 10, 2014 5:55 pm
Forum: Modding AGE engine games
Topic: An easy way to start modding. Add a unit in an event.
Replies: 10
Views: 5710

Further observation: Tried with the CSA-Generals-appearance of 1861 event as well as the Fort-Sumter-bombarded event. Changed the strings with custom test text lines. Both events happened as they always should be, as conditions and commands where not touched at all. The text in the message box now s...
by Aktivist
Thu Apr 10, 2014 5:38 pm
Forum: Modding AGE engine games
Topic: A brief introduction to modding units
Replies: 4
Views: 3730

Tried it with General Joe Johnston. Put "Joe Test Text" instead of the normal text. Joe Johnston did appear as usual, everything seemed to be exactly the same. Could not find the "Joe Test Text" though, but there was no blank line oder error field or suspicious text on display either. Name, Rank, St...
by Aktivist
Thu Apr 10, 2014 4:44 pm
Forum: Modding AGE engine games
Topic: An easy way to start modding. Add a unit in an event.
Replies: 10
Views: 5710

Referring to a question of mine in another thread, as this thread ist now obviously the multi thread for event modding concerns: Column: Name - any plain text is allowed? Need not begin with evt_nam_(...) which connects the event name to a special field in the LocalStrings file I assume, am I right?...
by Aktivist
Thu Apr 10, 2014 4:24 pm
Forum: Modding AGE engine games
Topic: A brief introduction to modding units
Replies: 4
Views: 3730

To refer to my question in another thread (since I believe you startet this as multi thread for all question related to modding units or models): What happens, if someone does not produce a connection in the column "text" (by $-symbol) to the corresponding line in the LocalStrings-file, but enters p...
by Aktivist
Thu Apr 10, 2014 11:28 am
Forum: Modding AGE engine games
Topic: line prefix for explanatory notes in event files
Replies: 1
Views: 2442

I might be totally wrong, but it occures to me that the mysterious file I was mentioning at question no.4 is the LocalStrings file. To clarify question no.4 and 5: What text will be displayed in the game screen, when there is no reference in the ACW/Setting: LocalStrings - files? Just the text as it...
by Aktivist
Wed Apr 09, 2014 6:40 pm
Forum: AACW Mods
Topic: leader death by sickness
Replies: 2
Views: 4625

leader death by sickness

Question:

Default setting: ACW/Settings: GameLogic.opt line: ldrDeathBySickness = 0

If set = 1, what is the calculation formula for this kind of a leader death? Is that leader removed permanently from the match?


Thank you for replies.


Aktivist
by Aktivist
Wed Apr 09, 2014 5:24 pm
Forum: Modding AGE engine games
Topic: line prefix for explanatory notes in event files
Replies: 1
Views: 2442

line prefix for explanatory notes in event files

The prefix "//" designates lines in event files which do not attribute to certain events, is this observation correct? e.g. // some event description given for event "csa next event" selectfaction = $csa selectregion = $fort sumter, sc startevent = next_csa_event (...) (...) endevent Second: Shall t...
by Aktivist
Wed Apr 09, 2014 4:57 pm
Forum: AACW Mods
Topic: Global Leader Death Probability Value
Replies: 3
Views: 5147

Global Leader Death Probability Value

Question: The value found in ACW/Settings: GameLogic.opt, line: cbtLdrCasuDiceSides = 500... ...is the sides an imaginary dice has when computing the death probality of all leaders? Since I don't know the calc formula: to which value it has to be edited to increase the death probality to e.g. 10% ab...
by Aktivist
Fri Apr 04, 2014 1:54 pm
Forum: Modding AGE engine games
Topic: An easy way to start modding. Add a unit in an event.
Replies: 10
Views: 5710

Many thanks, dear Phil! Better, I try first the old game. I am in no means experienced to "modding" (except for heavy event-based modding at another very old strategy game from a former partner studio of yours.) And I must admit, editing just little things in your strategy games is a hell lot more d...
by Aktivist
Fri Apr 04, 2014 12:39 pm
Forum: ACW History Club / Histoire de la Guerre de Sécession
Topic: disobedience, mutiny, desertion
Replies: 10
Views: 8011

As you said, these men usually came back to the camps. This counts also for men, whose courage prevented them from going into battle. Or the infamous christmas straggling - being absent some days to celebrate christmas with the family. What the others described, was permanent or long-time straggling.
by Aktivist
Fri Apr 04, 2014 12:31 pm
Forum: Civil War II
Topic: Sharpshooters
Replies: 37
Views: 13385

Yeas, of course, sharpshooters are a must for every division - as per engine design. I was never happy with way, the game explained and designed this ability. In my opinion, this trait does not describe the effect of sharpshooters, but the general ability to deploy an effective forward skirmisher li...
by Aktivist
Fri Apr 04, 2014 12:20 pm
Forum: Modding AGE engine games
Topic: Modding Abilities
Replies: 4
Views: 4074

Thank you so far for your reply. Still, as the database cannot be downloaded I need to work with the txt.files and the editor. Painful, but the only solution. And the first lines in the ability-files (e.g. 1cavalryman.abi) are understandable. Problem are such fields like Family or ProgRate. Furtherm...
by Aktivist
Fri Apr 04, 2014 12:05 pm
Forum: Civil War II
Topic: Sharpshooters
Replies: 37
Views: 13385

Yes, Mr. ArmChair, that is what I'm talking about. Since some leaders have the ability Entrencher or Signalman, I was wondering if the same can also be applied to the Sharpshooter. The main effect is, their units have a slight battle bonus due to increased iniative. Appliable for leaders of classis ...
by Aktivist
Fri Apr 04, 2014 9:43 am
Forum: Civil War II
Topic: Sharpshooters
Replies: 37
Views: 13385

I might add a question about sharpshooters, if You accept.

Can the Sharpshooter-Trait be applied to leader models? I mean, will it still work the way it was originally designed?
by Aktivist
Fri Apr 04, 2014 8:30 am
Forum: Modding AGE engine games
Topic: An easy way to start modding. Add a unit in an event.
Replies: 10
Views: 5710

Leibstandarte wrote:You can find the tools here...

Actually no, you do not find the tools there. At least not the acw117a database. I wouldn't check that xls-csv-splitting-renaming-convertig-...-ahh, fish! anyway.
:)
by Aktivist
Mon Mar 31, 2014 6:37 am
Forum: ACW History Club / Histoire de la Guerre de Sécession
Topic: disobedience, mutiny, desertion
Replies: 10
Views: 8011

There were other reasons/occasions for struggling, too. After the battle of Prairie Grove Hindmans army diminished rapidly in size down to 1.000something. Not because they were hard pressed by the federals, but because the conscripts just went home (as the army was moving through their neighborhoods...
by Aktivist
Fri Sep 13, 2013 7:31 am
Forum: Help to improve AACW!
Topic: Battle at first day - both sides defensiv
Replies: 1
Views: 4799

Battle at first day - both sides defensiv

[ATTACH]24476[/ATTACH] Description: Own Force: Fremont + HQ and three recently outsorced Divisions. I mean, I divested them in the planning phase from Fremont. All units had already been at Fort Smith region. Enemy Force: Prices Division No unit entered that region during the turn. My force was to r...
by Aktivist
Mon Aug 26, 2013 8:07 pm
Forum: AGEod's American Civil War
Topic: unit buliding time - predicted and real
Replies: 4
Views: 4975

To Durk: Actually I was using the search function. I went back manually to in the thread list for some 40 pages. And I had studied the mentioned guides before I asked this question. I didn't find - and still don't - any hint. My idea is, there is some formula like: (100-BuildRate) x NM-modifier (may...
by Aktivist
Thu Aug 22, 2013 11:24 am
Forum: AGEod's American Civil War
Topic: unit buliding time - predicted and real
Replies: 4
Views: 4975

unit buliding time - predicted and real

Which parameters go in for calculating the time needed to build new units and up to which degree they come into the equation (mean: are there caps of any kind)? This question is both for the predicted building time as for the real time as seen, when the unit is finally released. Please feel free to ...

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