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by grimjaw
Mon Aug 21, 2017 12:36 am
Forum: CW2 Mods
Topic: Number of Armies/Early Corps
Replies: 4
Views: 1556

Re: Number of Armies/Early Corps

Anyone know how to increase the number of available armies or make corps available sooner than historically? Yes, it's fairly simple. There are two commands that deal with this. IIRC they are specific to a faction, so if you want to do it for both sides you'll have to apply the command separately t...
by grimjaw
Tue Feb 07, 2017 8:47 pm
Forum: Civil War II
Topic: Mexican Intervention
Replies: 5
Views: 1654

Re: Mexican Intervention

It was looking into the French intervention in Mexico in CW that got me interested in modding it in the first place. From what I recall, with the exception of one or two regions Mexico *never* unlocks. In the base game, the entire territory and small set of events is just there for flavor. There is ...
by grimjaw
Sun Jan 01, 2017 6:42 pm
Forum: Civil War II
Topic: Can the CSA actually win?
Replies: 32
Views: 4857

Re: Can the CSA actually win?

Like the others have said, versus the Ai the CSA can win. Playing against a human opponent, even one who isn't that experienced, is much more of a challenge.
by grimjaw
Fri Dec 30, 2016 1:17 am
Forum: Civil War II
Topic: Promoting generals in the same turn without passing over?
Replies: 8
Views: 2126

Re: Promoting generals in the same turn without passing over?

I wasn't specific enough in my previous post. I think the calculation takes into account the difference between the general being promoted and the general with the highest seniority at the same rank. I was also curious about whether this takes into account generals who cannot be promoted to a higher...
by grimjaw
Thu Dec 29, 2016 5:23 am
Forum: Civil War II
Topic: Promoting generals in the same turn without passing over?
Replies: 8
Views: 2126

Re: Promoting generals in the same turn without passing over?

RE: Sumner, he only has models for brigadier and major general, so if he's already at 2-star that's as far as he'll go. Isn't there something in the seniority/promotion calculation that says the passed-over penalty comes into play if the seniority difference in the closest two affected generals is g...
by grimjaw
Fri Dec 23, 2016 11:24 pm
Forum: Civil War II
Topic: Indians revert to Neutral - WAD?
Replies: 5
Views: 1531

Re: Indians revert to Neutral - WAD?

There's an event for the Sioux uprising that changes the faction relationship for the IND (Indian) faction. Since there's only one faction for all the tribes, the Sioux affects all IND faction tribes everywhere. It also stops everywhere. So it's WAD but it should be redesigned to reflect the isolate...
by grimjaw
Sat Dec 17, 2016 5:24 am
Forum: CW2 Mods
Topic: Possible to lock down leader seniority?
Replies: 1
Views: 1095

Possible to lock down leader seniority?

I know I can effectively freeze a leader's strat/off/def stats by setting his prograte = -1. In addition to that, I'd like to be able to lock down his seniority when he has reached his maximum rank. It's probably not possible under the current engine, but I'd like to know for sure.

jm
by grimjaw
Fri Dec 16, 2016 3:20 am
Forum: Civil War II
Topic: Artillery: In or Out?
Replies: 41
Views: 6620

Re: Artillery: In or Out?

RE: increased supply usage for horses or horse artillery, it seems much easier to implement it into the game as a function of greater general supply usage. While creating fodder as a resource type is interesting and would add to the realistic simulation, creating a new resource type, assigning produ...
by grimjaw
Thu Dec 15, 2016 12:39 am
Forum: CW2 Mods
Topic: Looking to Get Started
Replies: 10
Views: 1991

Re: Looking to Get Started

You can copy an event and spawn any kind of unit you want, and the Flavor Name really means nothing, you can name the units and the Flavor Name whatever you want. I have not found any conflicts in doing this. No conflict, but will affect the force pool on the board. For example, say the game define...
by grimjaw
Thu Dec 15, 2016 12:01 am
Forum: Civil War II
Topic: Artillery: In or Out?
Replies: 41
Views: 6620

Re: Artillery: In or Out?

If nothing else, thanks to Orso for sharing the info RE: equine considerations. This allays my fears of having my mule subsist solely on hay. ;p
by grimjaw
Thu Dec 08, 2016 11:49 pm
Forum: CW2 Mods
Topic: Possible to change rate of certain calculations?
Replies: 2
Views: 1105

Re: Possible to change rate of certain calculations?

Thanks Pocus. I figured that was the answer. Then I have another question. I have been experimenting with faction modifiers to change rates for elements. First, I'm not sure I'm actually using the relevant command correctly. (AddFacModifiers) I couldn't find the command syntax on the wiki but I foun...
by grimjaw
Sat Dec 03, 2016 8:50 pm
Forum: Civil War II
Topic: Questions From a Newcomer
Replies: 37
Views: 4531

Re: Questions From a Newcomer

I've never used the automated replacements option, so I don't know what kinds of levels it tries to maintain. Others may chime in there. I would guess it doesn't try to spend a bunch on ships or artillery, those being relatively expensive items. If you were relying on automated replacements, it coul...
by grimjaw
Sat Dec 03, 2016 7:42 pm
Forum: Civil War II
Topic: Questions From a Newcomer
Replies: 37
Views: 4531

Re: Questions From a Newcomer

This is going to seem silly, but while I have spent time lately working on modding CW2, it's been awhile since I have actually played through a whole game. :/ Some of the free CSA brigs are, IMO, kind of buggy. They are given to you as one ship element, but their unit file actually defines the unit ...
by grimjaw
Fri Dec 02, 2016 10:44 pm
Forum: CW2 Mods
Topic: Possible to change rate of certain calculations?
Replies: 2
Views: 1105

Possible to change rate of certain calculations?

I'm pretty sure the answer to this is "no", but here goes. I am still working on a 7-day turns mod for CW2: 48 turns/year instead of 24. I think I can probably work out or fudge the issues I'm having with war/general supply, ammunition, money and conscripts. However, there are certain calc...
by grimjaw
Fri Dec 02, 2016 7:36 pm
Forum: Help improve CW2
Topic: CW2 beta patch - December 2nd, 2016
Replies: 3
Views: 1153

Re: CW2 beta patch - December 2nd, 2016

Thanks Pocus. Can this be applied to any version of CW2 (1.0-1.06)?

jm
by grimjaw
Fri Dec 02, 2016 8:26 am
Forum: Civil War II
Topic: Questions From a Newcomer
Replies: 37
Views: 4531

Re: Questions From a Newcomer

Training= So, the generals with the "Training Officer" ability can convert volunteers and militia as well as conscripts? He converts them to conscripts, and he converts conscripts into regulars? That, and sometimes militia and volunteers will upgrade on their own. So far as I know the AI ...
by grimjaw
Tue Nov 29, 2016 8:09 pm
Forum: Civil War II
Topic: Artillery: In or Out?
Replies: 41
Views: 6620

Re: Artillery: In or Out?

I didn't see the vote option in the thread, but I'd much prefer brigades w/o artillery, or at least substantially reduced numbers of brigades with attached artillery. And while I'm at it, the same sentiment applies to mixed cavalry/infantry brigades.
by grimjaw
Mon Nov 21, 2016 5:55 pm
Forum: CW2 Mods
Topic: Divisions & Corps?
Replies: 10
Views: 2534

Re: Divisions & Corps?

It might be eight max corp for all leaders. I can't remember trying to find an upper limit in game. I just don't think the number of corps possible is tied to the strategic rating. I couldn't find a setting in the game files that referred to it explicitly, or a value of "8" that I couldn't...
by grimjaw
Sun Nov 20, 2016 8:00 pm
Forum: CW2 Mods
Topic: Simple Allow Army Mods
Replies: 6
Views: 1761

Re: Simple Allow Army Mods

Below are the changes I can find. Gamelogic.opt.orig is the unmodified version of the file, gamelogic.opt.MOD is your changes. If I understand things correctly, for lone brigadiers this would mean 8CP (25% penalty on 10CP instead of 50% penalty on 4CP). Combined unit cost isn't altered so it would b...
by grimjaw
Sun Nov 20, 2016 7:22 pm
Forum: CW2 Mods
Topic: Divisions & Corps?
Replies: 10
Views: 2534

Re: Divisions & Corps?

I know this is an old post, but I'll add to Teatime's rundown. Apologies if you're already aware. Up to 18 elements in a Division (this includes the Leader) but there is also a limit of 15 individual units + a Leader in a division as well, so effectively 16 elements if using single element units... ...
by grimjaw
Fri Nov 04, 2016 8:44 pm
Forum: CW2 Mods
Topic: Does the Ai use RGDs?
Replies: 2
Views: 1254

Re: Does the Ai use RGDs?

Thanks Pocus! That helps.

jm
by grimjaw
Wed Oct 26, 2016 4:24 am
Forum: CW2 Mods
Topic: Does the Ai use RGDs?
Replies: 2
Views: 1254

Does the Ai use RGDs?

Will the Ai use the existing regional decisions in the game?

If it does, will it utilize the entire set, depending on conditions, or just a subset?

If new RGDs are added, would the Ai have to be instructed on when and how to use them?
by grimjaw
Sat Sep 24, 2016 3:10 am
Forum: Help improve CW2
Topic: Problem with event "Capital Defenses Beefed Up!"
Replies: 9
Views: 1767

This is a problem with many of the events; no ownership/loyalty check of regions before firing. It's particularly bad in the national capitals, where generals and units will continue to spawn long after the region has been captured.
by grimjaw
Sat Sep 10, 2016 1:33 pm
Forum: Civil War II
Topic: What house rules for the most realistic and historical correct gameplay?
Replies: 22
Views: 2721

Changes in gauge could be represented by adding a day or two to rail travel time in those regions where the switch took place. But that requires more than a house rule.
by grimjaw
Sun Sep 04, 2016 5:06 pm
Forum: CW2 Mods
Topic: Modifying and Adding Units
Replies: 21
Views: 5202

Is there a way to create a unit that appears if a city is captured? Yeah, that's fairly simple. You can use an existing event as a template. There are a few events that the Union has that create volunteers if they capture specific regions. Below is the one for Nashville, TN. It's using an EvalRgnVP...
by grimjaw
Sat Sep 03, 2016 12:24 am
Forum: CW2 Mods
Topic: Modifying and Adding Units
Replies: 21
Views: 5202

If you're going to be working with existing models and recombining them into new units, you should have a pretty easy time of it. I haven't done any editing lately and I can't remember off the top of my head, but I *think* this is the way it works. Say you have a unit called $unit_CSA_bigdarngun1VA,...
by grimjaw
Fri Sep 02, 2016 12:40 am
Forum: CW2 Mods
Topic: Modifying and Adding Units
Replies: 21
Views: 5202

Can someone tell me how to edit the recruitment units? If you mean the unit composition, most of what you'd be editing is the unit files and replacing/adding/subtracting model file references and the appropriate family. If you mean the units available in the recruitment panel to build, that's set b...
by grimjaw
Wed Aug 31, 2016 2:34 pm
Forum: Civil War II
Topic: Problems with the new update.
Replies: 28
Views: 4354

Can the developers not simply reverse the latest update and put it back to what it was before ? Generally speaking, the problem with doing this is update bloat. If you back up everything that's changed on every update, the disk space used is going to pile up. The new update would have to include ro...
by grimjaw
Tue Aug 30, 2016 11:08 pm
Forum: CW2 Mods
Topic: Faction modifier application
Replies: 1
Views: 976

Faction modifier question

I haven't given up on 7-day turns for CW2, but I have hit several snags that keep me from going further until I resolve them. One thing is loyalty. In my tests of 7-day turns, loyalty changes potentially at a much faster rate because the number of checks is doubled. Regions captured by the Union hav...
by grimjaw
Sat Aug 20, 2016 10:11 pm
Forum: Civil War II
Topic: Grant, Sherman, Lee 4-Star Promotions
Replies: 15
Views: 1957

One might try modding 4-star Lee to 'LeaderRank = 4' to see if that has an effect, and works at all. As I mentioned previously I have done this, but to get a little more information I just did it again. I used an otherwise unmodified game, version 1.06. The only values I edited were the entries for...

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