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by JacquesDeLalaing
Mon Jan 04, 2016 5:06 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Holidays will be over tomorrow, so here is one last post. To decide an engagement, you need to force the opponent in a region to retreat. This will inflict a lot of pursuit casualties and, if the opponent has no reserves nearby, you can further exploit the success with light troops or cavalry, simpl...
by JacquesDeLalaing
Mon Jan 04, 2016 1:45 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

After I've tried out shorter time-intervalls, I'm really happy and excited! If you set everything right, a very precise and deep level of engagement can be created. Much more will be decided by the players' decisions to stay or move, rather than by unit stats. Questions like "can this corps bear tha...
by JacquesDeLalaing
Mon Jan 04, 2016 12:25 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Another conclusion from my mini-AAR is that I want to use smaller time-intervalls. I don't want the deployment (switching from passive to offensive or defensive, which can only be done in the planning phase) of troops to take too long and to be too variable. Deployment takes from 1-7 "days" (dependi...
by JacquesDeLalaing
Mon Jan 04, 2016 10:56 am
Forum: Modding AGE engine games
Topic: Some reflexions on modding combat
Replies: 4
Views: 41522

YET MORE REFLEXIONS ON MODDING THE DECISIVENESS OF COMBAT The performance of troops, the randomness of their performance and the overall amount of casualties, all described in the first post, are just one side of battle. The question of whether one side actually wins and forces the opponent to swit...
by JacquesDeLalaing
Mon Jan 04, 2016 12:08 am
Forum: Modding AGE engine games
Topic: [RoP] abiSpawnUnit - Param6?
Replies: 1
Views: 39368

[RoP] abiSpawnUnit - Param6?

Since I'm getting into trouble with unit spawning again and again (first for sieges, now for grenzers spawning skirmishers and also for the spawning of orders/information), I wanted to ask if I'm doing something wrong or if Param6 is indeed not functional? I've got all my information from here: http...
by JacquesDeLalaing
Sun Jan 03, 2016 8:29 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Turn 3 - planning The question is whether I should wait for one more turn before regiment Neipperg tries to force the Prussians' position. On the one hand, Schlangenfelds' corps could try to inflict some more cohesion loss. On the other hand, it might take a few turns to get a decision once Neipper...
by JacquesDeLalaing
Sun Jan 03, 2016 7:43 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Turn 2 - planning Neipperg detachment So now it's time to let the Neipperg regulars advance. If you're wondering why I didn't simply send it off together with the skirmisher detachment: Fighting an enemy who has his cohesion already reduced gives you much higher chances to force him to retreat (and...
by JacquesDeLalaing
Sun Jan 03, 2016 4:46 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Here is a mini-AAR to show you how all mechanics (except for the command/reconnaissance-system described in post #59 and supply) come together. I'm going to cover one turn per post. Briefing [ATTACH]36713[/ATTACH] I'm in command of a brigade positioned in the little village called "Chottaun". My bri...
by JacquesDeLalaing
Sun Jan 03, 2016 11:53 am
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Battle mechanism (as opposed to "skirmish") ⋅ In order to achieve an decisive result against regular troops of your opponent in one region, you need to 1. break their resistance (force them to retreat) and 2. pursue them. ⋅ The all-deciding factor in battles will be cohesion, no...
by JacquesDeLalaing
Sat Jan 02, 2016 11:48 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Oh wow. While experimenting with cohesion and movement, I discovered that cohesion loss for movement was basically turned off in vanilla RoP. Most elements had a base "CohMove" of 55, which means that they lose less (effect of roads and military!) than 0.5 points of cohesion for each day of movement...
by JacquesDeLalaing
Sat Jan 02, 2016 4:52 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Orders of battle for the demo scenario A medium-sized habsburg raiding detachment will try to infiltrate the Prussian cordons, destroy a one of both of two depots and get out unharmed. The habsburg raiding forces' composition is very typical for this task. The Prussians will be more numbersome and ...
by JacquesDeLalaing
Sat Jan 02, 2016 3:27 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Command in "Silesia Inrupta" Command aspects in Silesia Inrupta work on two levels: 1. Sub-general-level command This level uses low level (one star) leader-models of the vanilla game with all their implications. Leaders of this kind always represent colonels in Silesia Inrupta. They work just like...
by JacquesDeLalaing
Sat Jan 02, 2016 1:28 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

ROEs Another very important thing to register for the future: The retreat-will-modifications of ROEs (stances) only apply if there is a C-in-C (any leader-unit; I've not tested what happens if there is but a leader-element) present. If there is no leader unit/element present in the region, then the...
by JacquesDeLalaing
Sat Jan 02, 2016 11:49 am
Forum: BoA2: Wars in America
Topic: Disappoiniting George Rogers Clark portrait.
Replies: 8
Views: 17391

As you say, there are no contemporary paintings of young George Rogers Clark. "Reconstructions"? Hm. You need to provide the link to the young portrait. Then you've got a chance that someone might implement it into the game at some point. Unfortuntely, I simply can't recreate the "posterized" ageod-...
by JacquesDeLalaing
Fri Jan 01, 2016 8:26 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Fuu! Jumplinks seem to be hardcoded somehow? One jumplink works, another one doesn't! I copy the code of the functional jumplink into the file of the non-functional jumplink, and yet it still doesn't work. I have to figure out which terrains actually function as jumlinks and then redo all my jumplin...
by JacquesDeLalaing
Fri Jan 01, 2016 6:05 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Crossings in "Silesia Inrupta" Here is a screenshot (sorry, can't upload, filesize too big!) of the whole map including the information on crossings. If you zoom in, you can see a lot of numbers along the rivers. Wherever two regions border on each other along a river, there is a number. The number...
by JacquesDeLalaing
Fri Jan 01, 2016 3:03 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Analysis of jumplinks (crossings between two regions; e.g. river-crossings) What happens when a stack crosses a border between two regions that is defined as a crossing/jumplink, and the target region is not under its control (<= 10% military control) and occupied by an enemy enemy stack that engag...
by JacquesDeLalaing
Thu Dec 31, 2015 2:58 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Terrain: light green: clear (clear_flat, clear_chaussee) dark green: clear, defensible (clear+building, clear+steep, chaussee_building) brown: difficult (difficult_flat, difficult_chaussee) dark brown (hard to tell from brown!): difficult, defensible (difficult+building, difficult+steep) reddish-bro...
by JacquesDeLalaing
Wed Dec 30, 2015 8:15 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

And since I'm never running out of crazy ideas, here is a quite extreme idea to represent the delay of orders/information (other than activation status of commanders). I've been thinking about this because I consider it a neccessity on this small scale. ⋅ Each faction gets exactly one "com...
by JacquesDeLalaing
Wed Dec 30, 2015 6:31 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

A big step has been taken! The demo map is active and working. A small preview will be available here: https://www.youtube.com/watch?v=ZnOUXFygjg0 (upload takes forever, according to youtube 190 minutes! :( ) All the jumplinks and terrains for the regions are defined. The next step will be to work o...
by JacquesDeLalaing
Wed Dec 30, 2015 3:58 am
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

The final map for the demo (ca. 200 regions) is almost finished. Here is my latest and probably last crazy map-idea: Also on the grand-tactical/micro-operational level, rivers are probably the most important tactical features of the map. They provide natural defilés that can be defended easily (bett...
by JacquesDeLalaing
Tue Dec 29, 2015 6:18 pm
Forum: Modding AGE engine games
Topic: ExMap questions
Replies: 3
Views: 40624

Some lessons I've been learning: 1. When you extract regions (defs and bmps), exmap sometimes (!) does not extract the bmp of the very last region. You need to extract this region individually. Select it and click on "extract current region". 2. Be carefull when creating new regions. You can't get r...
by JacquesDeLalaing
Tue Dec 29, 2015 1:52 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

CONCEPTUALIZING MY COMBAT SYSTEM Since the counter-charge mechanic is somehow dysfunctional, I had to come up with a new concept. This one is actually far more elegant! ⋅ A “day” has 2 rounds of battle (vanilla RoP: 6 rounds). A round of battle represents ca. 15 minutes of action (vanilla...
by JacquesDeLalaing
Mon Dec 28, 2015 10:13 pm
Forum: RoP Mods
Topic: Changing Unit Panel Colours
Replies: 5
Views: 5726

:thumbsup:
by JacquesDeLalaing
Mon Dec 28, 2015 9:21 pm
Forum: RoP Mods
Topic: Changing Unit Panel Colours
Replies: 5
Views: 5726

Hm, but the units do use colHANMain - I've checked the unit-files. Have you tried to delete your models.cached and units.cached-files? To be found in GameData/models (at the very end) and GameData/units? The game caches certain types of info, sometimes you need to delete these to make the game reloa...
by JacquesDeLalaing
Mon Dec 28, 2015 9:12 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Oh my god. It was so easy. You need to define an object point (the coordinates where a city-structure will be placed) for each and every region, not just for the ones where you actually put cities in the scenario. I feel like an idiot, but a very happy one. ;) The hors de limite issue is fixed for m...
by JacquesDeLalaing
Mon Dec 28, 2015 8:22 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Small update on my mapping problem: The problem still prevails. I've set up a very small test-map (4 regions) and a very small scenario. The scenario itself is fine, no errors in it, but I still I get a ton of these TGameSim.GetCoo-error messages. So it must be related to the map. There is something...
by JacquesDeLalaing
Mon Dec 28, 2015 7:59 pm
Forum: RoP Mods
Topic: Changing Unit Panel Colours
Replies: 5
Views: 5726

I can see the problem. :D Which faction is this? Go to the folder Aliases and open Colors2_Factions (use windows editor or any basic text program). Now search for $colXXXMain (XXX= insert shortcut/tag of your faction here; e.g. $colPRUMain = Prussia). Replace the existing colour-values of this entry...
by JacquesDeLalaing
Mon Dec 28, 2015 4:01 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

CONCEPTUALIZING MY COMBAT SYSTEM Here are some notes on my combat-concept. They are usefull for me as an overview, but everyone interested can reat them too, of course. If this is all gibberish to you, then you may consult the ageod wiki (“combat explained”) and Narwhals tutortials on fire and clos...
by JacquesDeLalaing
Mon Dec 28, 2015 12:30 pm
Forum: RoP Mods
Topic: Silesia Inrupta - work in progress mod
Replies: 88
Views: 55522

Remarks on conceptualizing my combat system: If there are two forces in a single region, I want to differentiate three types of situations, which are represented by the different Rules-of-engagement (="stance") settings: 1) skirmish situation (both sides in defensive ROE) 2) battle 1 (one side in of...

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