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McNaughton
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Brigade Mod version 1.07e

Sat Oct 20, 2007 9:15 pm

I have finally released a preliminary version of my mod. It has many changes, here are some of them but all are too numerous to mention.

Instructions...

#1. Delete the following folders. (you must delete these folders, otherwize you will get errors in regards to the alias files).

ACW/GameData/Models
ACW/GameData/Units

#2. Copy the three zip files into the following folder...

C:/AGEod's American Civil War/

#3. When it asks to over-write, click yes.


Code: Select all

#######################
# Brigade Mod - 1.07e #
#######################

--GENERAL--

1. There are significantly more 'combat' forces (Volunteer) at the scenario start.
2. Campaigns that were abstracted are now possible (West Virginia Campaign, Missiouri Campaign)


--SCENARIO CHANGES FOR JUNE 1861 - CONFEDERATE--

1.  Many Brigadier Generals added to starting forces (if they were at the rank of Brigadier in July 1861)
2.  Many 'State Troop' Brigades removed
3.  Virginia Reserve Brigades removed
4.  Army of the Northwest Created under Robert S. Garnett (of 3 Volunteer Brigades)
5.  Army of the Kanawha Created under John B. Floyd (of 2 Volunteer Brigades)
6.  Major modifications in Missiouri (all forces are in reduced states of preparedness and strength)
   i) Price's Missouri State Guard, of 2 State Troop Brigades and 1 Cavalry Regiment (near Carthage, MO)
   ii) Jackson's Missiouri State Guard, of 4 State Troop Brigades, 1 Cavalry Regiment, 2 Artillery Batteries (at Carthage, MO)
   iii) Significant territory transferred from CSA to USA (by July Price had been chased to Carthage)
7.  Arkansas Department Created under Benjamin McCulloch (of 2 Volunteer Brigades, 1 Cavalry Regiment)
8.  Added Ezley's Brigade in the Army of the Shenandoah
9.  Forrest's Command consolidated into a Brigade
10. Confederate Forces in Tennessee have been drastically reduced and/or changed to match historic Orders of Battle (each of 2 Volunteer Brigades and
    support)
11. Army of Pensacola Created under Braxton Bragg (of 1 Volunteer Brigade)


--SCENARIO CHANGES FOR JUNE 1861 - UNION--

1. Many Brigadier Generals added to starting forces (if they were at the rank of Brigadier in July 1861)
2. Many 'State Troop' Brigades removed
3. Stuart Heintzelman added in command of the 3rd Division army of Northeastern Virginia
4. Army of the Shenandoah under Patterson heavily modified (of 8 Volunteer Brigades) at Allegany, MD
5. Army of Occupation Created under McClellan (of 7 Volunteer Brigades) at Grafton, WV
6. Butler Command changed (removed Keyes and Richardson's Brigades, as were doubles)
7. Major modifications in Missiouri
   i) Lyon's Force, of 1 Volunteer Brigade, 1 Cavalry Regiment, 1 Artillery Battery, 1 Milita Regiment (at Jefferson, MO)
   ii) Sigel's Force, of 1 Volunteer Brigade, 1 Regular Regiment, 1 Artillery Battery (at Springfield, MO)
   iii) Significant territory transferred from CSA to USA
8. Butler's Command significantly modified (the original OOB was a copy of that of brigades in the Army of Northwestern Virginia)


--DEFINITIONS--

1. Revamped the entire system of force definitions (from US Regular, Regular, Volunteer, Militia)
   i) Regular - Represent USA Regular forces (Infantry, Cavalry, Artillery, Marines)
         - Only available through event or scenario start
   ii) Volunteer - Represent CSA and USA Volunteer forces (Infantry, Cavalry, Artillery)
            - Relatively well trained and generally equipped with rifled muzzle-loaders
            - Can train from early Volunteer to late Volunteer (representing better regimental training, organization and tactics)
   iii) Conscripts - Represent CSA and USA Federal conscript forces (Infantry, Cavalry)
         - Can train to early Volunteer Infantry
   iii) State Troop - Represent CSA and USA state forces (Infantry)
          - Trained and equipped similarly to Conscripts
          - Face combat penalties when fighting outside of state territory
          - Can 'Train' to conscript
   iv) State Militia - Represent CSA and USA local state forces (Infantry)
           - Poorly trained and equipped
           - Face combat penalties when fighting outside of state territory


--MODELS - INFANTRY--


--LEADERS--

1. Incorporated the Leader Optimization Project (as of 1.06) by Stonewall, Hancock, and PBBoeye

2. Modified some statistics of generals to make them less useless (some were modified with reduced strategic as well as a negative attribute added meaning
   that a 'no-name generic brigadier' is more useful than some historic generals)

3. Added some lower rank versions of Generals (Rosecrans, McDowell) representing demotion from army command (McDowell) as well as service early in the war
   (Rosecrans commanded a division in McClellan's Army of Occupation as a Brigadier General in 1861).

4. Updated the Leader Optimization Project's event file where generals appear and are promoted.  Added a significant number of 'no-name' generals to the
   arrival lists so historic orders of battles can be developed (many generals appearing in later scenarios are not attainable if you start in an earlier
   scenario).  Only Generals who served in field Divisional command are added (those who just commanded brigades, or other peaceful departments left out).
   *Unfortunately this means that 'basic' files are over-written, meaning that you will experience these slight modifications in all variations of the game.

5. Promotions have been added, representing the realization that forces will be larger than expected, and generals of appropriate rank.  This is currently
   fixed via a historic date (future plans are to add some randomization).

6. Potential promotions are in place for generals who historically died early.  If Bee, Zollicoffer, or Garnett survive past 1862 they could be promoted
   (they showed some promise).  They won't appear in later scenarios (1862 on)

7. PLAN 1 - For future releases, there will be a series of 'natural death' events for historic commanders dying, or being removed from command.
       These events will be randomized, as well as under the influence of the player (they are doing well, with high morale, then you won't have to
       worry about generals being relieved of command due to scandal).

8. PLAN 2 - Randomized promotions.  Currently promotions (for the most part) in late 1861/early 1862 representing commanders promoted to fill in roles of
       larger formations (rank gained via politics, not performance).  I plan to have some randomization so you won't expect the same leaders every game
       Currently there is one set of random promotions, based on McClellan being promoted to command the Army of the Potomac (if so, he promotes Fitz
       John Porter, and William Franklin to 2-star, if not they remain as brigadiers).


--EVENTS--

1. Pressure by the Press - This event has been modified heavily.  If the Federals occupy both Harper's Ferry, WV and Manassas, VA then you succeed in your
   mission (gain NM).  If you fail, you lose 10 NM and start a 'change of command event' where McDowell is replaced by McClellan (with some NM gained by
   the placement of McClellan).  You must accomplish these goals by the end of July 1861.

2. Patterson's removal has been modified.  If the player manages to conquer Harper's Ferry, WV by the end of July 1861 then you succeed in Patterson's
   mission and he is not removed from command.  If you fail, then he is removed from the game.

3. There is a new event in place to change command from McDowell to McClellan.  Instead of promotions and messages (which allowed you to keep McDowell in
   command if you wanted), McDowell is removed via event, demoted, and frozen in Washington.  McClellan is removed from out west, and added with a new HQ
   in Washington.  In some ways, having McDowell fail is a benefit (since McClellan's promotion allows for other events).

4. McClellan's Cronies.  McClellan had many loyal followers, and they tended to benefit when he was in power.  Fitzjohn Porter and William Franklin will be
   Promoted to Major Generals if McClellan had been assigned command of the Army of the Potomac (effectively giving the player two extra Corps commanders).

5. There are a series of AI only events in place to shuffle around the major army commanders.  They will not trigger if the player is human, but will show
   a change of command over a period of time for the AI (CSA and USA AI have different events).  They will be explained in more detail.

6. Sickness events have been incorporated only for Human and Easy AI players.  Every turn each regiment experiences a % chance that they will take a hit of
   damage (representing sick troops).  There is no way to affect this, and represents a constant drain on manpower that has been missing.

7. Desertion events have been incorporated only for Human and Easy AI players.  Exactly like Sickenss events, howevery they only appear if your National
   Morale is less than 100 which means you have some control over wether or not it fires.

8. Unit Upgrade from early to late equipment has been drastically changed.  First, the early events do not trigger until January 1862, and the % chance
   has also been drastically reduced (to around 5%).  Other eras have reduced chances except for 1864 where it is still 100%.  I found that even at 20%
   the forces tended to be upgraded at a very high rate (before 1861 was out virtually all forces were 'late war').  Later war troops represent a tougher
   core of manpower, who are better able at fighting, and lasting, in battle.  Early war forces should be quicker to break, meaning lowered casualties, but
   harder to 'defeat' an enemy in detail.


*There are three separate files due to size limitations for posting on AGEOD's forums. All three are required.
Attachments
ACW_Brigade_Mod_1_07e_1.zip
(155 KiB) Downloaded 764 times
ACW_Brigade_Mod_1_07e_2.zip
(1.97 MiB) Downloaded 867 times
ACW_Brigade_Mod_1_07e_Graphics.zip
(990.78 KiB) Downloaded 804 times

User avatar
McNaughton
Posts: 2766
Joined: Wed Mar 21, 2007 8:47 pm
Location: Toronto, Canada

Sat Oct 20, 2007 9:20 pm

Please let me know about any gameplay issues first (crashes, bugs, missing files, etc.).

Also, I am interested in some balance issues, if you find that the CSA or USA are too hard or too easy based on the changes, please let me know. I have not tested it too far into the game, but it appears to be stable. Please let me know otherwize.

The files will not over-write (too many) original files, just a few differences in generals statistics.

I have not modified the Local Strings file, so you will primarily see code text for every new 'written part', including the title of the scenario (I keep on getting odd errors when I try and create and/or modify new text in the LocalStrings file, and will come later).

The scenario to play is called...

1861 July CampaignBM2

I am in the midst of working on converting the 1862 scenario to be compatible to the mod, but will take a lot of time.

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bloodybucket
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Posts: 91
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Location: Shoreline, WA

Sat Oct 20, 2007 9:36 pm

Thanks! When time permits I'll give this a spin.

Looks good.

Frank
Posts: 246
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Location: Nürnberg, Germany

Sat Oct 20, 2007 10:03 pm

Very nice. But i get a error when i try to download the Graphics.zip file. :p leure:

Frank

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runyan99
Posts: 1420
Joined: Tue Dec 19, 2006 6:34 am

Sat Oct 20, 2007 10:52 pm

Looks interesting. You're certainly right about the early war/late war conversions happening way too fast. Those 6lbr guns all disappear in a few months...

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McNaughton
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Location: Toronto, Canada

Sat Oct 20, 2007 11:04 pm

Frank wrote:Very nice. But i get a error when i try to download the Graphics.zip file. :p leure:

Frank


Is this an error while you are downloading, or after? I just successfully tested the link, and it did download to my system. Maybe try it again?

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McNaughton
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Location: Toronto, Canada

Sun Oct 21, 2007 12:28 am

runyan99 wrote:Looks interesting. You're certainly right about the early war/late war conversions happening way too fast. Those 6lbr guns all disappear in a few months...


One major change in my mod is that all brigades start with artillery, and very few of them (especially in the north) start with 6-lb. I have reduced the upgrades for all units in my mod, but altered the ToE of brigades to have a variation of artillery (other than just 6-lb guns).

Guru80
Colonel
Posts: 311
Joined: Tue Oct 02, 2007 5:34 am

Sun Oct 21, 2007 1:31 am

Wow, looks interesting! Have a game started now, can't wait to see how this goes. I will post if I notice anything though I don't know enough really to know what I don't know ;-)

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GShock
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Sun Oct 21, 2007 8:05 am

U're just 2 hours late on predefined schedule mcnaughton ;)

<--- Installing
[SIGPIC][/SIGPIC]
We ain't going down!

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Pocus
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Location: Lyon (France)

Sun Oct 21, 2007 8:40 am

McNaughton wrote:Please let me know about any gameplay issues first (crashes, bugs, missing files, etc.).

Also, I am interested in some balance issues, if you find that the CSA or USA are too hard or too easy based on the changes, please let me know. I have not tested it too far into the game, but it appears to be stable. Please let me know otherwize.

The files will not over-write (too many) original files, just a few differences in generals statistics.

I have not modified the Local Strings file, so you will primarily see code text for every new 'written part', including the title of the scenario (I keep on getting odd errors when I try and create and/or modify new text in the LocalStrings file, and will come later).

The scenario to play is called...

1861 July CampaignBM2

I am in the midst of working on converting the 1862 scenario to be compatible to the mod, but will take a lot of time.


Adding into the AACW localstrings file is not an obligation, you can create your own which will be read by the program. If you want to override a previously read string, just be sure that your file is alphabetically after the 2 vanilla ones.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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McNaughton
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Location: Toronto, Canada

Sun Oct 21, 2007 5:28 pm

There will be an error that I have just discovered. There is no L. Rousseau variation for a Brigadier General, just a Major General. By 1862 there may be a crash when an event calls for the Brigadier General to appear. I am working on a fix.

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Eugene Carr
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Sun Oct 21, 2007 7:05 pm

Thanks for this.

2 issues I've noticed so far
I get two Hurlbuts in Indianapolis 1 on his own and 1 with Lew Wallace.

McLellan disappeared from West Virginia to take command and was not seen again ( I wonder if due to McDowell getting the army HQ killed?)

Going to start again to see what happens.

Impressive so far, thanks for your hard work.

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McNaughton
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Location: Toronto, Canada

Sun Oct 21, 2007 8:32 pm

Eugene Carr wrote:Thanks for this.

2 issues I've noticed so far
I get two Hurlbuts in Indianapolis 1 on his own and 1 with Lew Wallace.

McLellan disappeared from West Virginia to take command and was not seen again ( I wonder if due to McDowell getting the army HQ killed?)

Going to start again to see what happens.

Impressive so far, thanks for your hard work.


Regarding McClellan, I believe his arrival was tagged on to the 'balloon' unit of McDowell's army. However, if that balloon was destroyed, then McClellan has no tag at which to appear. I was testing out something to see if it worked, the tag should tell the event to have McClellan to appear in the largest friendly stack in this region.

I believe it must be a leftover from changes in the event and scenario regading Hurlburt. I will fix it for the next release.

Thanks for the assistance!

gbs
Colonel
Posts: 333
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Tue Oct 23, 2007 2:57 pm

Thanks for the MOD and the ease of installation. Your notes refer to changes in the June 1861 scenario. Did you mean to say July 1861? Does this MOD only apply to that scenario?
In my 2nd or 3rd turn as CSA I had Zollinkofer (sp?) show up in Nashville with a sizable force. Is this correct. I am just trying to determine if I do infact have your MOD installed properly.
Thanks again.

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McNaughton
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Location: Toronto, Canada

Tue Oct 23, 2007 9:11 pm

gbs wrote:Thanks for the MOD and the ease of installation. Your notes refer to changes in the June 1861 scenario. Did you mean to say July 1861? Does this MOD only apply to that scenario?
In my 2nd or 3rd turn as CSA I had Zollinkofer (sp?) show up in Nashville with a sizable force. Is this correct. I am just trying to determine if I do infact have your MOD installed properly.
Thanks again.


Yes, you play that specific July (sorry, not June) 1861 scenario. All of my changes apply directly to this one (all other scenarios aren't modified as such). Any other scenario will remain unaffected by my changes (so you can play a PBEM game using the original AACW and a solo game with my mod without having multiple versions installed at once).

Zollicoiffer should already be on the map in the July 1861 scenario, with about 2 brigades and other supporting regiments. It is quite possible you didn't notice them until the 2nd or 3rd turn, but they should be there at the scenario start.

To see if you are using the correct scenario, check for the Army of the Kanawha and Army of the Northwest just south of Grafton West Virginia. They should be poised to strike at McClellan's Army of Occupation at Grafton. These forces are not in the original scenarios (Zollicoiffer's is).

Also, units should have much greater combat power, reflecting the 1 to 1 representation of regiments in my mod (if a brigade is listed at having 5 regiments, it has 5 separate regiments, with no single units representing multiple regiments). The smallest brigade is 3 infantry reigments and 1 artillery battery, the largest brigade is 5 infantry regiments and 1 artillery battery.

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McNaughton
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Tue Oct 23, 2007 9:27 pm

I plan to have an update with any corrections and changes on this Saturday. Any feedback is welcome for bugs and/or cosmetic changes. I am working on an 1862 scenario as well, and things are progressing well although it will not be ready for this Saturday's release.

Here's what I would like feedback on...

#1. Attrition. Is it too high, too low, just right?

#2. AI events. How is the AI doing with its AI events? (Cohesion bonus events, Army transfer events, Armies created with generals events)

#3. Balance between the USA/CSA. I fear that the CSA may be too under-powered, due to the changes in brigade size. However, superior generalship and unit cohesion might mitigate these facts, yet it is untested.

#4. Game bugs. Are there crashes, unit doubles, etc.

gbs
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Tue Oct 23, 2007 9:54 pm

Number 11 in your notes mentions Bragg making his appearance "with" an army unless I am misreading it. I am in late Sept or early Oct. 61, I think, and he has shown up in Tallahassee, Fla but he is alone and looking for a Command. Hope this helps.

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McNaughton
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Tue Oct 23, 2007 10:08 pm

gbs wrote:Number 11 in your notes mentions Bragg making his appearance "with" an army unless I am misreading it. I am in late Sept or early Oct. 61, I think, and he has shown up in Tallahassee, Fla but he is alone and looking for a Command. Hope this helps.


He should be found in Pensacola Florida (in the Army of Pensacola) at the scenario start (along with another brigadier and a brigade), but there is an error when it comes to the arrival events for the generals. For some reason the event does not see that Bragg is already on the map, and gives you two versions of the same general (in via event, one at the start of the scenario). I have to edit out his arrival event for the next release (thought I did it in this one).

gbs
Colonel
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Tue Oct 23, 2007 10:55 pm

McNaughton wrote:Yes, you play that specific July (sorry, not June) 1861 scenario. All of my changes apply directly to this one (all other scenarios aren't modified as such). Any other scenario will remain unaffected by my changes (so you can play a PBEM game using the original AACW and a solo game with my mod without having multiple versions installed at once).

Zollicoiffer should already be on the map in the July 1861 scenario, with about 2 brigades and other supporting regiments. It is quite possible you didn't notice them until the 2nd or 3rd turn, but they should be there at the scenario start.

To see if you are using the correct scenario, check for the Army of the Kanawha and Army of the Northwest just south of Grafton West Virginia. They should be poised to strike at McClellan's Army of Occupation at Grafton. These forces are not in the original scenarios (Zollicoiffer's is).

Also, units should have much greater combat power, reflecting the 1 to 1 representation of regiments in my mod (if a brigade is listed at having 5 regiments, it has 5 separate regiments, with no single units representing multiple regiments). The smallest brigade is 3 infantry reigments and 1 artillery battery, the largest brigade is 5 infantry regiments and 1 artillery battery.


The Kanawha and Northwest Armys that should be near Grafton are not on the map. You may want to look at this.

gbs
Colonel
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Tue Oct 23, 2007 11:02 pm

Also, Bragg is not in Pennsicola, Fla. This looks like the original scenario. I deleated the units and models file just as you said and unzipped your three files in to the main game folder. Hmmmmm.

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McNaughton
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Tue Oct 23, 2007 11:54 pm

gbs wrote:Also, Bragg is not in Pennsicola, Fla. This looks like the original scenario. I deleated the units and models file just as you said and unzipped your three files in to the main game folder. Hmmmmm.


Do you see this scenario when you select the scenario?

Str1861Campaign2DispNameBM2

This is the campaign you need to load.

Has anyone else managed to run this scenario?

gbs
Colonel
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Wed Oct 24, 2007 1:02 am

I am an idot!!
I just saw that your mod put a new scenario amoung the choices. Hell, I was playing the old July 61 scenario. The one to choose is NUMBER 6!!!!

My appologies.

Dogrobber
Conscript
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Wed Oct 24, 2007 2:48 am

Yes I have. Everything loaded smoothly. Just haven't been able to play much due to intrusions from the real world :nuts: However, it looks great & the detail on the OOB is excellent. I am currently reading the first book in the AOP series & Patterson's OOB from the book matches yours. Am also a fan of your work from HOI & CORE where I believe you played an integral role. :hat:

McNaughton wrote:Do you see this scenario when you select the scenario?

Str1861Campaign2DispNameBM2

This is the campaign you need to load.

Has anyone else managed to run this scenario?

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runyan99
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Wed Oct 24, 2007 4:46 am

McNaughton wrote:Yes, you play that specific July (sorry, not June) 1861 scenario. All of my changes apply directly to this one (all other scenarios aren't modified as such). Any other scenario will remain unaffected by my changes (so you can play a PBEM game using the original AACW and a solo game with my mod without having multiple versions installed at once).


The scenarios all share the same units and models files. How did you incorporate the leader mod without changing any of the original units and models files? Did you create new units and models files for all of the edited leaders with new filenames?

JB Hood
Corporal
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Wed Oct 24, 2007 9:27 am

2 x zollicoffer

- zollicoffer commands forces in nashville
- and a force south of the army of general floyd
“They are lying on the field where you sent them.”

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Eugene Carr
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Wed Oct 24, 2007 5:58 pm

Couple more clones that have shown up.
BF Kelley comes up twice in same folder Jan 62
Crittenden also twice ,in his own tab and with the other Louisville generals.

Also Huger seemed to have switched to the British (when I switched to AI to check he had disappeared).

per my previous post McLellans switch to AoP went without a hitch when replayed.

Do you have recommended settings for AI aggression and FOW?

The attrition may be a bit high -my armies have melted away!, but I hadnt really picked up on it and had allowed NM below 100 so desertion will have been at play to.

Going to restart and lay in more replacements S!

<EDIT>Started new game and Huger is back as Confederate, strange because I went in to AI side and he definately had Union Jack and a light Infantry unit.

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McNaughton
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Wed Oct 24, 2007 8:51 pm

gbs wrote:I am an idot!!
I just saw that your mod put a new scenario amoung the choices. Hell, I was playing the old July 61 scenario. The one to choose is NUMBER 6!!!!

My appologies.


Glad you got it working!

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McNaughton
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Location: Toronto, Canada

Wed Oct 24, 2007 8:51 pm

Dogrobber wrote:Yes I have. Everything loaded smoothly. Just haven't been able to play much due to intrusions from the real world :nuts: However, it looks great & the detail on the OOB is excellent. I am currently reading the first book in the AOP series & Patterson's OOB from the book matches yours. Am also a fan of your work from HOI & CORE where I believe you played an integral role. :hat:


Yeah, same guy, but different stress of a game (HoI2 was very stressful to mod!). Glad that the OOB matches, I had to use some pretty obscure internet resources to track down a lot of the more obscure commands.

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McNaughton
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Location: Toronto, Canada

Wed Oct 24, 2007 8:55 pm

runyan99 wrote:The scenarios all share the same units and models files. How did you incorporate the leader mod without changing any of the original units and models files? Did you create new units and models files for all of the edited leaders with new filenames?


Basically, all you do is create new models (copy and paste in XLS format), create new units, and assign the new units and models different names (slightly modified from the original). Then I copied the scenario, modified the units, changed orders of battle, etc. Even though there are some basic game units still in my scenario (leaders from the leader mod and original, plus supply) it can still read them (to the game, a unit is a unit, and can be used in any scenario given that you actually assign to appear (via event or scenario start).

In a limited way my mod does affect the basic scenarios, in that some of the leader models used will affect those in the basic game, but, the changes are based on the leader-mod, which are minimal.

it is really difficult to explain how I did it, but, you can use a mix of original, and new units and models, depending on what you assign to appear in game.

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McNaughton
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Wed Oct 24, 2007 8:55 pm

JB Hood wrote:2 x zollicoffer

- zollicoffer commands forces in nashville
- and a force south of the army of general floyd


Thanks, I will take a look for the double generals. Probably a leftover, maybe even a model inconsistency.

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