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by Teatime
Wed Jan 06, 2021 9:25 am
Forum: CW2 Mods
Topic: Forcepool mod, WIP screenshots
Replies: 107
Views: 32801

Re: Forcepool mod, WIP screenshots

I am now off researching attributes .... didn't know about that one .. possibilities are interesting there
by Teatime
Wed Jan 06, 2021 6:55 am
Forum: CW2 Mods
Topic: Forcepool mod, WIP screenshots
Replies: 107
Views: 32801

Re: Forcepool mod, WIP screenshots

I In the next update I will start to address some of the unit naming issues, but it's not always straightforward. Take the Gamecock brigade as an example. Those regiments are on the board in Cocke's brigade in the Bull Run event. They aren't replaced by the elite Gamecock brigade when it's placed o...
by Teatime
Wed Jan 06, 2021 6:45 am
Forum: Civil War II
Topic: Some Questions Playing the Union - 1861 Start
Replies: 33
Views: 9999

Re: Some Questions Playing the Union - 1861 Start

I will make a couple of comments on things that have helped and that I am looking into 1. No way we can get at the engine while they are still actively developing games on it so that's out, events and scripts will be the limit of what we can mod. 2. I have found that by removing the depot in Morgant...
by Teatime
Tue Dec 22, 2020 8:47 am
Forum: Civil War II
Topic: Some Questions Playing the Union - 1861 Start
Replies: 33
Views: 9999

Re: Some Questions Playing the Union - 1861 Start

My comments, but it's been a while since I played just the base game so take these with some qualifiers ..... I found the key to getting the Union rolling is getting those volunteers/Militia/Conscripts upgraded to reg inf early. To do that you want your training officers (McClellan, Halleck & Si...
by Teatime
Tue Dec 22, 2020 8:25 am
Forum: CW2 Mods
Topic: Forcepool mod, WIP screenshots
Replies: 107
Views: 32801

Re: Forcepool mod, WIP screenshots

looks interesting .. playing with the force pools can cause Athena some issues especially breaking artillery out. I am wondering if you may need to play with the affinities of the leader types in the AI.opt file to keep the balance right I know when I played around early on with inf brigade makeup w...
by Teatime
Tue Dec 22, 2020 8:03 am
Forum: CW2 Mods
Topic: Capital Production Bonus
Replies: 4
Views: 3133

Re: Capital Production Bonus

I think what you are battling is that Richmond has so many structures and is a State Capital and is a Capital Not sure what also gets built there through the F5 options. I have never really dug into the economics part of the game but don't think there is anything Richmond/Faction specific just all o...
by Teatime
Mon Dec 21, 2020 9:31 pm
Forum: Civil War II
Topic: 1864 Union Generals Pool
Replies: 11
Views: 6357

Re: 1864 Union Generals Pool

The reason you don't get any '64 generals is that there isn't an event to create them!

Perhaps an oversite .. if someone wants to provide a list I can create a small event file which is easy enough

Would have no effect other than a few more generals to park out of the way
by Teatime
Wed Dec 16, 2020 8:14 am
Forum: Civil War II
Topic: Points to know - Union - Work in Progress
Replies: 21
Views: 67680

Re: Points to know - Union - Work in Progress

I'll add one of my own favourites 4 x Artillery Elements + 1 x 4 Element Supply Train = A Redoubt So early on aim for St Louis and Cairo as well as Paducah when it comes up for grabs Over time add in Nashville and Memphis as you get them Long game look to do them on Depots .. Athena seems to have a ...
by Teatime
Tue Dec 15, 2020 9:25 pm
Forum: CW2 Mods
Topic: Major Generals Mod
Replies: 6
Views: 3910

Re: Major Generals Mod

For those using this, I am still having trouble triggering those Rank3 to Rank3 upgrades

Rank2 to Rank3 are working fine

Now trying training upgrades, once I figure it out I will update the mod
by Teatime
Sat Dec 12, 2020 9:50 pm
Forum: Civil War II
Topic: Forcepool/unit mod proposal/feedback
Replies: 21
Views: 14218

Re: Forcepool/unit mod proposal/feedback

I can imagine on the spreadsheets, though I wish I could get at the engine to make a couple of "adjustments". I have totally toned back Infantry in my modding. But still have some way to go since I have only just restarted from scratch. Basically I took out Sharpshooters, Volunteers, Consc...
by Teatime
Sat Dec 12, 2020 9:21 pm
Forum: CW2 Mods
Topic: Major Generals Mod
Replies: 6
Views: 3910

Re: Major Generals Mod

Cheers for that some interesting information and I will read in more detail as I only considered the Rank 4 as an option recently. I am not looking for a Rank 4 Lt Gen to have any greater capability than a Rank 3 Maj Gen just really the flavour of the 3 stars. I don't feel even Grant could effective...
by Teatime
Fri Dec 11, 2020 12:33 pm
Forum: CW2 Mods
Topic: Major Generals Mod
Replies: 6
Views: 3910

Re: Major Generals Mod

Hey Grim, Nice to see you still around and active Re rank 4 Generals I did find a coupe of parameters that needed to be added to the GameLogic.opt file for Rank 4 but that's all I could see 1. Command Points (No parameter for rank 4) 2. Cohesion Recovery (Again no parameter for rank 4) Don't know if...
by Teatime
Thu Dec 10, 2020 9:44 pm
Forum: Civil War II
Topic: McClellan Event Never Fires
Replies: 12
Views: 4806

Re: McClellan Event Never Fires

I have managed to get this event working with the below, adjust time conditions and probability as you like (or per original) But this will remove McDowell, create McClellan in charge of an Army in Alexandria.. just not in McDowell's stack //** McClellan to Virginia SelectFaction = USA SelectRegion ...
by Teatime
Thu Dec 10, 2020 9:40 pm
Forum: Civil War II
Topic: Commanders Needing to be Active to Make Divisions
Replies: 6
Views: 3878

Re: Commanders Needing to be Active to Make Divisions

It means commanders are active all the time

You can organise Corps/Divisions/Brigades with those commanders

You can move

You can set commands like attack/assault but they may revert to defensive if they fail activation rule
by Teatime
Thu Dec 10, 2020 8:50 pm
Forum: Civil War II
Topic: Commanders Needing to be Active to Make Divisions
Replies: 6
Views: 3878

Re: Commanders Needing to be Active to Make Divisions

No worries I personally play even my single player game on Veteran. Like I said it doesn't stop commanders going into defensive mode and not making the attack when they get there but will allow you to organise. A nice feature would be a delay in starting their move if they fail activation but I coul...
by Teatime
Thu Dec 10, 2020 8:41 pm
Forum: Civil War II
Topic: Commanders Needing to be Active to Make Divisions
Replies: 6
Views: 3878

Re: Commanders Needing to be Active to Make Divisions

Have a look at Options > Game and the Activation Rule There are options to set commanders always active but then you can also set various penalties if they fail their activation rule. You can then organise your armies they though may not do what you want when you set commands. I find the game operat...
by Teatime
Thu Dec 10, 2020 8:25 am
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 67
Views: 46861

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

Major Generals mod in the CW2 Mods forum section .. looks to be working fine but let me know if you try it and have any issues

So I now get to replace my 4th point with

The ability to merge a general into a brigade and have that brigade in a division stack.

i.e. allow BG's to be BG's
by Teatime
Thu Dec 10, 2020 8:18 am
Forum: CW2 Mods
Topic: Major Generals Mod
Replies: 6
Views: 3910

Major Generals Mod

Here is a small mod for the primary purpose of maxing US Generals out at Maj General (except for Grant who can still go to Lt gen) and allowing Maj Gens to lead armies Install: 1. Backup - CW2 > GameData >Models 2. Backup - CW2 > Graphics > Armies&Fleets 3. Backup - CW2 > Graphics > NATOSymbols ...
by Teatime
Sat Dec 05, 2020 6:46 am
Forum: Civil War II
Topic: McClellan Event Never Fires
Replies: 12
Views: 4806

Re: McClellan Event Never Fires

Yeh, I am wondering if it is tied into the HQ Name being used as everything else looks OK SelUnqSubUnit = NE VA HQ EvalSubUnitSel = NULL & SelUnqSubUnit = NE VA HQ RemoveCuSubUnit = NULL When the McDowell stack is created (in the 1861 April Campaign) it uses CreateGroup Posture = $Defensive SetK...
by Teatime
Fri Dec 04, 2020 7:33 am
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 67
Views: 46861

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

I too would like to see army command for major generals. It'd not only be historically accurate but somewhat negate the difficulties of getting capable men promoted to lieutenant general. It'd be a tremendous improvement. I think I have come up with a way to get MG's in charge of armies. It require...
by Teatime
Fri Dec 04, 2020 3:17 am
Forum: Civil War II
Topic: McClellan Event Never Fires
Replies: 12
Views: 4806

Re: McClellan Event Never Fires

Probably a couple of choices as it seems if you have > 25% control of Manassas before Oct 61 it won't fire In USA Events.sct It looks to trigger off this event, change the EvalControl to something a lot greater than 26% e.g. 100% SelectFaction = USA SelectRegion = $Fauquier_VA StartEvent = evt_nam_...
by Teatime
Thu Dec 03, 2020 10:30 pm
Forum: Civil War II
Topic: Civil War 3 suggestion that I like so much I'm posting it again ;)
Replies: 67
Views: 46861

Re: Civil War 3 suggestion that I like so much I'm posting it again ;)

Well I woke up this morning so I must still be alive and kicking :papy: My key desires .. These are all code based .. 1. SubUnit names always come from Models a) If we could get that we would be able to mod single element recruitment b) It is bad that when recruiting a single element unit it takes t...
by Teatime
Thu Dec 03, 2020 9:51 pm
Forum: Civil War II
Topic: McClellan Event Never Fires
Replies: 12
Views: 4806

Re: McClellan Event Never Fires

Probably a couple of choices as it seems if you have > 25% control of Manassas before Oct 61 it won't fire In USA Events.sct It looks to trigger off this event, change the EvalControl to something a lot greater than 26% e.g. 100% SelectFaction = USA SelectRegion = $Fauquier_VA StartEvent = evt_nam_U...
by Teatime
Mon Nov 21, 2016 1:58 pm
Forum: CW2 Mods
Topic: Divisions & Corps?
Replies: 10
Views: 7769

Re: Divisions & Corps?

The number of corps attached to an army is limited by the leader (think it is related to his strategic rating, not sure on the exact relationship) I'm not sure this is the case, and I don't remember AACW well enough to know if it was the case then. At least I haven't found where you can alter it, a...
by Teatime
Fri Nov 04, 2016 2:30 pm
Forum: Civil War II
Topic: Just Curious - Any Way to Stop An All-East Union Strategy Featuring 3-star Grant?
Replies: 42
Views: 15466

Re: Just Curious - Any Way to Stop An All-East Union Strategy Featuring 3-star Grant?

@TeaTime, I do like the concept of decreasing the command radius, though I fear that it may be more detrimental to the CSA than the Union. The CSA has far fewer 3*'s to work with, I fear it may stretch them too thin. One of things I am also intending to look into is the idea of allowing 2 star gene...
by Teatime
Fri Oct 28, 2016 7:33 am
Forum: Civil War II
Topic: Just Curious - Any Way to Stop An All-East Union Strategy Featuring 3-star Grant?
Replies: 42
Views: 15466

Re: Just Curious - Any Way to Stop An All-East Union Strategy Featuring 3-star Grant?

I usually play Union but one of the things I modded was to reduce the command radius of generals to 1 region only irrespective of strategic rating. For example, historically Grant was not able to apply any influence over Rosecrans even when he was given full command in the west and in the east he wa...
by Teatime
Mon Oct 24, 2016 2:41 am
Forum: Civil War II
Topic: Robert E lee CW2 Question
Replies: 7
Views: 4878

Re: Robert E lee CW2 Question

by Teatime
Sun Oct 23, 2016 1:25 am
Forum: Civil War II
Topic: Changing leaders stats, traits etc
Replies: 6
Views: 4303

Re: Changing leaders stats, traits etc

The Captain has given you the info for updating a Leader. The only stats you would typically play with there are - Strategic = - Offensive = - Defensive = - Adding or removing Abilities If you want to add leaders then you in the world of adding Models and Units Key things there are - If you want the...
by Teatime
Sat Oct 22, 2016 2:24 am
Forum: Civil War II
Topic: Changing leaders stats, traits etc
Replies: 6
Views: 4303

Re: Changing leaders stats, traits etc

As Dr P said it is an event to remove Cooper go to Civil War II > CW2 > Events folder Open the CSA Events file with note pad Look for SelectFaction = CSA SelectRegion = $Richmond_VA StartEvent = evt_nam_CSA_CooperRetires1861|1|2|evt_txt_CSA_CooperRetires1861|Event-img_CSA_CooperRetires1861|$Richmond...
by Teatime
Wed Oct 19, 2016 7:14 am
Forum: Civil War II
Topic: Promotions
Replies: 42
Views: 15660

Re: Promotions

This is from the old manual but I think it all still applies To promote a leader to a new rank, it is specifically needed that: - He is potentially promotable (the database must have an entry for his new grade). This is indicated by a 'Yes' in the 'Is Promotable' line, element detail window. - He ha...

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