
Gray_Lensman wrote:BTW, somewhere in another thread, I posted an alphabetic (by Generals' name) listing of both the USA and CSA model files, which really helps in finding every one of the specific models for any particular general you may be looking for.
Black Cat wrote:What is a " linkage error " ?
Gray_Lensman wrote:Question Number 1 is: Why are there so many redundant "Adjacencys"? From several tests I have made, it seems only one "Adjacency" entry is necessary for each adjacent area. Probably not of any consequence game engine wise, but I'm wondering if it slows down move processing any.
Gray_Lensman wrote:I really suspect that at some time, when you tried a scenario that you were developing, it was loading up an unedited model file that might have been missed that contained some of these errors, i.e. McClellan with "Militiaman" trait as a default instead of "Poor Spy Network". That could be easily done with 5 separate model files for McClellan that all had the Poor Spy Network trait entered incorrectly.
BTW, somewhere in another thread, I posted an alphabetic (by Generals' name) listing of both the USA and CSA model files, which really helps in finding every one of the specific models for any particular general you may be looking for.
Regards
Winfield S. Hancock wrote:Also, I know that the AGEOD team made an offer in another thread of perhaps including the changes from this mod in a future version of a patch. However, they also had some stipulations regarding the community doing the work, and presenting it in the Excel/CSV splitter format. I dont know how to do that, and right now, dont have the time to learn. However, since I have kept a change log in Word quite religiously, if someone else from the community has the time and know-how to do this compilation in Excel/CSV, I would greatly appreciate it and be more than happy to assist where possible.
Gray_Lensman wrote:McNaughton
Now, I am beginning to see what you are getting at, and I think it is similar to what I have been saying only on a much more complicated scale. Evidently, as you say, within the existing scenarios (which are somewhat more difficult to decipher), it is calling for the older units/models even though, you have new ones in place. Since there are dozens of slightly different unit/model this is not surprising. You would have to completely redo "all" the original unit/models to eliminate any chance of an older one showing back up in an original scenario. This would be far more complicated than just fixing the easily found "Leader unit/models", which can be successfully changed, to have them appear w/changes within the older scenarios.
Maybe in this case the Excel/CSC splitter option would ease the load, but even so, it sounds like an awful lot of work, and would tend to lead gamers to just doing new scenarios instead of trying to rework the existing scenarios. Scenario creation is generally not one of my favorite activities. Modding older ones, however is, so what you are pointing out is rather disappointing news to me.
I do still believe the Leader MOD which Hancock has done, will work in respect to Leader units, in old and new scenarios, as he has nailed down every different .mdl for the affected Leader(s) he has modded.
tagwyn wrote:WSH: Leave the ratings alone. Everyone, including scholars, woud have different ratings than yours or Stonewall's or Pocus"s. The game was designed as a smoothly working machine with interconnecting pods.. Its your game, oh great one, do as you please; but, are you really doing more harm than good? Play the game or design your own. Tag
Pocus wrote:Don't start a flame war here please
First this is a team work, not mine. Philippe Thibaut did all historical research and a good half of the design, not even speaking on how he does the administrative works, relieving me of this burden so I can code without interference. And let's not forget the artist (Sandra), François (doing admin and web), Ludovic (doing web and marketing), Sunray (doing docs) etc.
Ok, back to the topic, you have the right to edit all the data exposed in the game. If they are exposed, this is because we don't mind you tweak them. If you do a particularly good mod, then we can even incorporate officially the changes, because there is no way we have enough time to find the perfect data and game balances, in all aspects of the game, for something as complex as the ACW. So your input, as players and historical buffs are always welcome.
I hope I don't disapoint you Tag, but a community, doing tweaks and mods, is always a good sign for a company.
PBBoeye wrote:Just bought, so I am scooping up these little mods. Thanks for the effort.
I'd like to ask if any knows if it is possible to increase the likelihood of commanders being KIA? I am thinking specifically brigadiers, but I would think the ability to influence each rank (with a descending likelihood factor) would be best.
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mikee64 wrote:Just started a new pbem with this - thanks Hancock!
The leader casualties should slightly increase with this mod based on changes to the combat options file.
I do get a slightly incorrect message with some of the early leader appearances, the variable names are appearing instead of the actual intended in-game text message; the generals themselves show up fine. See attached.
Winfield S. Hancock wrote:Yes, this is indeed the case. The problem is that I dont know where the text files are that provide the in game description of the events, and cant seem to find them. If someone can point me in the right direction, I will enter the appropriate text for each event. Until then, we are stuck with the variable names showing up in the in-game message window.
tagwyn wrote:WSH: Leave the ratings alone. Everyone, including scholars, woud have different ratings than yours or Stonewall's or Pocus"s. The game was designed as a smoothly working machine with interconnecting pods.. Its your game, oh great one, do as you please; but, are you really doing more harm than good? Play the game or design your own. Tag
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