mr_flappypants wrote:Some of these decisions don't even really explain to me what they actually do for me as a player or why I should bother with them. Take for example the subsection for "Regional Development Related" decisions. The decisions increase the development of a particular region, I get that, but gives no indication as to how much Dev increase it corresponds to. Furthermore, I can't find anything in the manual that illustrates why regional development even matters. Take the 'Clear' or 'Telegraph' decisions. They increase the regional development only, but what does that mean?
mr_flappypants wrote:
Also, another quick example that comes to mind are gunboats. I'm going to assume these are just river combat units? Do they hang out in port and initiate combat with passing enemy fleets or are they to be posted in the actual river (if there is such a thing)? Are cottonclads just more powerful versions of gunboats? Do these boats suffer attrition and have to be returned to a port every so often? It would be nice for a notification that warns the user if a boat should be returned to port soon due to attrition, or have a setting that says "auto-return when cohesion falls below 50 or 25% or something along with a notification that the unit has returned to port.
Ace wrote:Would you be more happy if the tooltip is short and concise, or that a tooltip is very large and covers every technical aspect of the decision as when you can play it and what effects it brings? Remember that shorter tooltip looks prettier. What is an absolute must have information for a tooltip in your opinion?
and they can be on river regions indefinitely, if in defensive posture.
and they can be on river regions indefinitely, if in defensive posture.
Ace wrote:I now this is not exactly what you've asked for, but here is a link to cw1 wiki.
Many of the games concepts are still valid.
So until new cw2 wiki is out, here is the link:
http://www.ageod.net/aacwwiki/Main_Page
mr_flappypants wrote:Thanks for the replies thus far. I do appreciate it.
Well, one example would be the listing of the decisions you can make in the appendices. Some of these decisions don't even really explain to me what they actually do for me as a player or why I should bother with them. Take for example the subsection for "Regional Development Related" decisions. The decisions increase the development of a particular region, I get that, but gives no indication as to how much Dev increase it corresponds to. Furthermore, I can't find anything in the manual that illustrates why regional development even matters. Take the 'Clear' or 'Telegraph' decisions. They increase the regional development only, but what does that mean?
Also, another quick example that comes to mind are gunboats. I'm going to assume these are just river combat units? Do they hang out in port and initiate combat with passing enemy fleets or are they to be posted in the actual river (if there is such a thing)? Are cottonclads just more powerful versions of gunboats? Do these boats suffer attrition and have to be returned to a port every so often? It would be nice for a notification that warns the user if a boat should be returned to port soon due to attrition, or have a setting that says "auto-return when cohesion falls below 50 or 25% or something along with a notification that the unit has returned to port.
I'm sure I'll be able to think of more that I've run into in the coming days.
minipol wrote:There is only so much you can do with a small development team.
Complete manuals require very exhaustive work, and are almost always out of date.
A wiki is far easier to maintain and keep current.
Also, it allows the community to chip in.
Just my 2 cents.
fred zeppelin wrote:One thing they could do to help themselves would be to release the database files necessary to allow us to correct the small errors that generate a big chunk of the bug reports. We could change leader and region names, leader stats, etc., if we just had access to the database files that control them behind the scenes.
One way for a small developer to keep up with the workload is to to offload some of the easiest tasks to the modding community.
bigus wrote:Will the database files be released for modding and/or scenario creation?
I'm waiting to pull the trigger on ACW2 until I know.
PhilThib wrote:They will for sure, but not until we are totally pleased with the current game content and status. We usually wait a bit till the product has reached a certain level of maturity before doing so..
fred zeppelin wrote:One thing they could do to help themselves would be to release the database files necessary to allow us to correct the small errors that generate a big chunk of the bug reports. We could change leader and region names, leader stats, etc., if we just had access to the database files that control them behind the scenes.
One way for a small developer to keep up with the workload is to to offload some of the easiest tasks to the modding community.
Keeler wrote:I can't post the link for some reason, but it's in the mod forum.
Captain_Orso wrote:There are a number of things you cannot do in the forum until you have posted at least, IIRC, 10 posts. This is to prevent SPAM-bots from creating an account and spamming the forum. Just a few more posts and you should be able to use all the forum's features![]()
Ace wrote:You have to have some posts before you can post a link. Anti spam issue, I think.
Ace wrote:All database files except cw2.exe can be open with a notepad. Try opening events and models files, and you will find lots of things that can be modded.
fred zeppelin wrote:I've tried editing various of the files but the changes don't show up in the game. For example, in AACW, you could change a general's abilities or traits by editing the Alias files. Or easily change the name of a region just by editing the appropriate Region file. Neither seems to work with CW2 - there apparently is some hidden file (or some new dependency) that controls. When CW2 was released, for instance, Stonewall Jackson's stats were messed up but they couldn't be fixed without a patch. In AACW, they would have been easy to fix.
It may be that I'm going about it the wrong way, that I'm missing some files somewhere that override the others. But it is clear that what worked in AACW doesn't work here. It seems like the CW2 file structure is more closed than AACW. I've asked several times in posts here whether various things are moddable - the name of a region for example - but I never get a response. So either those things aren't moddable or the word isn't getting out. Either way, small bugs that seemingly should be easy to fix are left on the already-full plate of the developers.
In either case, the developers could help themselves by either (a) releasing any hidden data files or (b) taking a few minutes to explain how to help us help them. If the ability to fix things is already there, and it's just a matter of telling folks how to do it, then they really are missing an opportunity to get some help.
Ace wrote:All database files except cw2.exe can be open with a notepad. Try opening events and models files, and you will find lots of things that can be modded.
Ace wrote:
EDIT:
Apparently, general stats cannnot be changed within *.mdl files. They appear stored in alias files which reads from somewhere else, I do not know from where.
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