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by pgr
Sat Jan 30, 2021 11:02 pm
Forum: Modding AGE engine games
Topic: Explanation of settings of Ageod games from folder SETTINGS
Replies: 29
Views: 2956

Re: Explanation of settings of Ageod games from folder SETTINGS

Bohémond wrote:In the gamelogic file, you will have to replace

//aseTurnFreqProd = 2

by

aseTurnFreqProd = 2


Having // prior to statement make the engine do not read it.

Regards


Worked like a charm, many thanks!
by pgr
Sat Jan 30, 2021 4:43 pm
Forum: Modding AGE engine games
Topic: global production bonus or penalty event?
Replies: 3
Views: 266

Re: global production bonus or penalty event?

You can set up a work around with faction modifer (FacMods variables in Aliases ) and build a fmd (See GameData). Looks like the below can do the job $fmdPercStrucOutputEff= 79 // Relative modifier (in % of final value) to Structure Output efficiency (base 100, positive is good) (has scope) Regards...
by pgr
Sat Jan 30, 2021 9:58 am
Forum: Modding AGE engine games
Topic: Explanation of settings of Ageod games from folder SETTINGS
Replies: 29
Views: 2956

Re: Explanation of settings of Ageod games from folder SETTINGS

Bohémond wrote:Before answering a few posts ago, I did make a test on my own CW2 copy and it was working as intented.
Could you post your gamelogic file or send it to me by PM ?

Regards


I have attached it! Thank you much for taking a look.
by pgr
Sat Jan 30, 2021 4:41 am
Forum: Modding AGE engine games
Topic: Explanation of settings of Ageod games from folder SETTINGS
Replies: 29
Views: 2956

Re: Explanation of settings of Ageod games from folder SETTINGS

To get production every 2 turns, you must add to gamelogic.opt : aseTurnFreqProd = 2 There is not cached file for gamelogic but the modification will be effective once you start the game. Currents saves will be affected by the modification Regards Should the command work for all AGE games, or only ...
by pgr
Sat Jan 30, 2021 4:20 am
Forum: Modding AGE engine games
Topic: global production bonus or penalty event?
Replies: 3
Views: 266

global production bonus or penalty event?

I was wondering if there was an event command for giving a faction a global production bonus or malus. I am aware of ChangeAssetsProd which changes production of specific assets by an integer value in a specific region. Is there a command to give a global 50% boost or reduction to a faction's produc...
by pgr
Fri Jan 29, 2021 5:35 pm
Forum: Civil War II
Topic: Naval engineers, and why you shouldn't buy them (BTW, I was wrong)
Replies: 8
Views: 638

Re: Naval engineers, and why you shouldn't buy them

I can definitely confirm that naval engineers speed up ship building, and the gain in noticable for the big ships. That said though, even the Union does not really need to build them given that you get them automatically when in the shipyards you would want to build anyway.
by pgr
Mon Jan 18, 2021 9:08 am
Forum: Modding AGE engine games
Topic: Explanation of settings of Ageod games from folder SETTINGS
Replies: 29
Views: 2956

Re: Explanation of settings of Ageod games from folder SETTINGS

Bohémond wrote:


To get production every 2 turns, you must add to gamelogic.opt :

aseTurnFreqProd = 2

Regards


Do be effective, does the command have to be in the gamelogic.opt ?

If I want it to apply to 1 campaign, could I write it in an event file as an event specific to that campaign?

Thanks in advance
by pgr
Fri Jan 15, 2021 3:11 pm
Forum: Modding AGE engine games
Topic: Explanation of settings of Ageod games from folder SETTINGS
Replies: 29
Views: 2956

Re: Explanation of settings of Ageod games from folder SETTINGS

For aseTurnFreqProd. Set the assets production frequency (in turns) if -1, every turn, otherwise only every x turns. Default value is -1 For aseTurnIndexProd. Set the assets production turn. if -1, every turn, otherwise only this turn of the year. Default value is -1 Regards Practical question, If ...
by pgr
Tue Jan 05, 2021 6:53 am
Forum: Civil War II
Topic: Some Questions Playing the Union - 1861 Start
Replies: 33
Views: 1947

Re: Some Questions Playing the Union - 1861 Start

I'd suggest people shifting this conversation to the mods sub forum if we really want to get into the nuts and bolts of what's possible.
by pgr
Sun Dec 27, 2020 11:29 pm
Forum: CW2 Mods
Topic: Capital Production Bonus
Replies: 4
Views: 326

Re: Capital Production Bonus

grimjaw wrote:I found at least one.

evt_nam_CSA_JGorgas1861

Gives an extra 10WS per turn. That one is in CSA events.


So it might not be a global thing, but buried in events...yay
by pgr
Sat Dec 26, 2020 11:15 am
Forum: Civil War II
Topic: Manassas Disappeared?
Replies: 7
Views: 837

Re: Manassas Disappeared?

Ya, if there you stormed the structure the is a small chance that structures get destroyed. Pretty rare, but it happens.
by pgr
Fri Dec 25, 2020 9:53 pm
Forum: Civil War II
Topic: Manassas Disappeared?
Replies: 7
Views: 837

Re: Manassas Disappeared?

Did it dissipear on the turn shown? (E Dec 61) did the regional log messages have any mention?
by pgr
Fri Dec 25, 2020 5:29 am
Forum: Civil War II
Topic: Manassas Disappeared?
Replies: 7
Views: 837

Re: Manassas Disappeared?

Did you have a big nasty battle there? Sometimes structures (to include low level towns) get destroyed in battle.
by pgr
Thu Dec 24, 2020 2:46 pm
Forum: CW2 Mods
Topic: Capital Production Bonus
Replies: 4
Views: 326

Re: Capital Production Bonus

If you bean count the structures and compare it to the production screen F8 , Richmond is clearly getting a production bonus. It shows up quite clearly if Richmond is unblockaded. Example, July 61, Richmond has 1 foundry which has a base production of 8 WS. Unblockaded the production screen shows on...
by pgr
Thu Dec 24, 2020 10:42 am
Forum: Civil War II
Topic: Some Questions Playing the Union - 1861 Start
Replies: 33
Views: 1947

Re: Some Questions Playing the Union - 1861 Start

My pet theory is that the VP towns are drawing Athenia north. Specifically Winchester and HF. Oddly Fredericksburg and Manassas aren't considered strat towns, so the CSA does not mind abandoning them to make a play for WVa. I finally figured out modding enough that I created a campaign with VP in Ma...
by pgr
Tue Dec 22, 2020 6:31 am
Forum: Civil War II
Topic: Some Questions Playing the Union - 1861 Start
Replies: 33
Views: 1947

Re: Some Questions Playing the Union - 1861 Start

Regarding movement and cohesion, how much are you using RR movement? It is far and away the fastest way to go. If you are matching in safe areas, setting to green helps conserve cohesion. When attacking, weather makes a big difference. ( Mud) Keeping inside the CP limit helps as does having a medica...
by pgr
Mon Dec 21, 2020 7:49 pm
Forum: Civil War II
Topic: 1864 Union Generals Pool
Replies: 11
Views: 2202

Re: 1864 Union Generals Pool

Perhaps everyone they had thought of to spawn when creating the lists had already entered the game by 64. An oversight apparently.
by pgr
Mon Dec 21, 2020 6:45 pm
Forum: CW2 Mods
Topic: Capital Production Bonus
Replies: 4
Views: 326

Capital Production Bonus

I was noticing that Richmond is benefiting from a rather significant production bonus, but I can't seem to find an aseCaoCoeff type of entry in the settings files. Could it be faction specific and squirreled away somewhere else? (I'm all for a bonus to $ and WS production, but I would like to waterd...
by pgr
Fri Dec 18, 2020 6:44 pm
Forum: PBEM and multiplayer matchups (all games)
Topic: CW2 PBEM CSA needed
Replies: 2
Views: 776

Re: CW2 PBEM CSA needed

Or a Union player I suppose...
by pgr
Wed Dec 16, 2020 5:28 pm
Forum: PBEM and multiplayer matchups (all games)
Topic: CW2 PBEM CSA needed
Replies: 2
Views: 776

CW2 PBEM CSA needed

Like the title says. PM me if interested
by pgr
Wed Dec 16, 2020 6:50 am
Forum: Civil War II
Topic: Points to know - Union - Work in Progress
Replies: 20
Views: 48800

Re: Points to know - Union - Work in Progress

I'll start with a short list: 1: Have a plan. It is a big map, and the Union resources are almost overwhelming...to manage. Know what you want to do, otherwise you risk spreading your resources too thin. 2: Don't win the war in 1861. The worst position the Union is in is between the start and Octobe...
by pgr
Tue Dec 15, 2020 4:04 am
Forum: Civil War II
Topic: "Winning"
Replies: 1
Views: 654

"Winning"

Philosophical question, what do people consider winning in this game? For my part, I feel that if the CSA has not suffered a NM loss, than it hasn't lost, no matter what the VP totals are. It just seems that the Union does not have to go very far into the South to get the VP per turn lead. I was jus...
by pgr
Tue Dec 15, 2020 3:57 am
Forum: Civil War II
Topic: Forcepool/unit mod proposal/feedback
Replies: 21
Views: 6759

Re: Forcepool/unit mod proposal/feedback

Good luck! I fiddled around with modding models. Attacking the unit rosters just seemed too huge. I'm not sure I would have played too much with leader CP values, but it sounds like that was an easy change. 3-4 + single element units would seem to be the most flexible way of doing it. You can modify...
by pgr
Sat Dec 12, 2020 9:13 am
Forum: Civil War II
Topic: Are you still playing?
Replies: 15
Views: 4223

Re: Are you still playing?

Every now and again. The sort of game you just come back to.
by pgr
Fri Dec 11, 2020 8:00 am
Forum: Civil War II
Topic: Commanders Needing to be Active to Make Divisions
Replies: 6
Views: 885

Re: Commanders Needing to be Active to Make Divisions

Like said above, they always appear active, which allows for organizing without issues. The true activation status is shown when the turn processes.

Thus Mac looks active, and can build armys and corps...but will likely let you down when ordered to attack!
by pgr
Wed Dec 09, 2020 4:53 pm
Forum: PBEM and multiplayer matchups (all games)
Topic: [CW2] Looking for a Game
Replies: 2
Views: 972

Re: [CW2] Looking for a Game

I take it the post has been filled? In that case, I'll bump the thread, because I am in the market for a CW2 game as well.
by pgr
Mon Nov 30, 2020 9:11 am
Forum: Civil War II
Topic: Taxes, taxes, taxes...
Replies: 5
Views: 2515

Re: Taxes, taxes, taxes...

Me, I tax the shit out of them. First, you can always use the money. Second, taxes and bonds give a negitave inflation modifier. You can build up a fairly large negitave inflation rate over the course of the game, which really cheapens units. The only money option I hesitate to use is printing money...
by pgr
Fri Jan 31, 2020 6:53 am
Forum: Civil War II
Topic: Division composition question
Replies: 26
Views: 6611

Re: Division composition question

I was referring more to the brigades that are two line inf plus a SS element. Often times I get a division to 14 elements and look at the brigades of 3 elements. Choices are usually 1 line, 1 conscript, 1 conscript cav or 2 line, 1 6 LB. In those situations I felt that the best unit to add was the ...
by pgr
Thu Jan 30, 2020 4:52 am
Forum: Civil War II
Topic: Movement and CP
Replies: 3
Views: 2044

Re: Movement and CP

Yes indeed! I just ran a test with a Division of 4 CP. I added a senior commander giving the unit 6 CP and the move changed from 25 days to 17. However, the CP boost had to be from a senior General providing a stack commander for the boost in movement to work. A second junior General adding 2 CPs d...
by pgr
Mon Jan 27, 2020 10:01 am
Forum: Civil War II
Topic: Division composition question
Replies: 26
Views: 6611

Re: Division composition question

Also note that SS units are quite small, 5hp if i remember, so alone they risk being killed. Now SS units can use the ambush special order, so a division of just SS would be able to ambush, but I woulden't do it unless you were just wanting a laugh.

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