gbs
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Sun Aug 19, 2007 10:46 am

PBBoeye wrote:Thankfully with v1.06d, the devs have given us a defined range where we can start incorporating changes.


PB, can you explain briefly what this means to us non-modders.

PBBoeye
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Sun Aug 19, 2007 3:43 pm

The current v1.06d patch overruns some of the work done by the Leader Mod. So what Pocus did was create a long list of 'reserved' data spaces in some files (for new units like generals) that the devs can use, and then after that 'reserve', Hancock and others can use the remaining spaces (UIDs) to install commander data files that will never be overrun by official patching additions again.

Make sense?

PBBoeye
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Sun Aug 19, 2007 3:44 pm

The really nice thing about updating the system is that events don't require a UID, so it really comes down to straightening out the current leader UIDs and their references in other files. Much nicer than HoI/HoI2 where you had to deal with event IDs.

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McNaughton
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Sun Aug 19, 2007 4:17 pm

Another great thing about the UID system is that it doesn't affect things in scenarios. If you have to change around the UID of a particular unit, you only have to modify one file (if using Excel). The system calculates it all for you. You don't have to re-edit the scenarios, etc. if your UIDs need changing. Since it is sequential, you can also find errors and mistakes quickly (unlike HoI2 where you have millions of potential conflicts between mods, as event and unit id's could conflict).

PBBoeye
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Thu Aug 23, 2007 12:40 pm

Hancock is apparently another European on one of those Euro vacations. Where do you guys all go for two weeks at a time?

JB Hood
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Thu Aug 23, 2007 5:16 pm

PBBoeye wrote:Hancock is apparently another European on one of those Euro vacations. Where do you guys all go for two weeks at a time?



how many weeks do you have in the states?
“They are lying on the field where you sent them.”

PBBoeye
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Thu Aug 23, 2007 5:30 pm

Depends. I am self-employed, so NONE. In essence I pay (by not getting paid) to take a vacation. For those employed by others, it usually is a matter of tenure; so-and-so much time is granted for the first year, with extra vacation added for each additional year. However, it is different for every business.

This vacation issue and the replies from others makes me wonder how many of us on the forum are actually from North America.

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Rafiki
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Thu Aug 23, 2007 5:40 pm

Sounds like a suitable poll for the general discussion forum :)
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PBBoeye
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Time to get rolling

Sat Aug 25, 2007 9:15 pm

I can't stand it any longer. I have to have this mod to play the game; thus, I will do the work to update it for v1.06d! Plus, I am really tired of doing region graphics overhauls for the RR project. Blechhh. :fleb:

At first I was concerned that event and scenario scripts would have to be rewritten. But no. It is only the model and unit files. And thankfully, AGEod ported over the MEX, FRA and ENG leaders created by the Leader Mod. So it is really a matter of just renaming and using those files.

However, there are two things that must be done to get it working.

A) CSA & USA leaders that lie in the official range of units/models that has been used in the newest official version must be moved down the line past the 'buffer zone' that Pocus has created for us. That takes some work and renaming of files, thus:

B) I have to create about 150-200 buffer files for both the units and models. These are really 'dummy' files that are placeholders. Here are my questions on that:

[INDENT]
  1. [color="Blue"]Where can I get a utility that will quickly create a ton of text files for me so I don't have to rename each of them?[/color]
  2. [color="Orange"]Will any relevant information be needed in any of these files, or can they be blank inside?[/color]
[/INDENT]

PBBoeye
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Ta-dah!

Sun Aug 26, 2007 1:14 am

[SIZE="4"][color="RoyalBlue"]Hancock's Leader Mod[/color][/size] now updated for [color="Red"]AACW v1.06d[/color].

Also reorganized the file hierarchy so the install is a bit easier. Still no installer, but easier to do. Just dump the main modded ACW folder into your main game directory and presto chango.

Verified by loading and playing first few turns as CSA. Working as previous version. Let me know if you find anything amiss.
Attachments
v1.06d AACW Leader Optimization Mod.zip
(1.47 MiB) Downloaded 337 times

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Eugene Carr
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Sun Aug 26, 2007 7:33 am

Excellent! S!

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Chamberlain
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Sun Aug 26, 2007 11:54 am

Fantastic news guys !!!! :)


Is there any update on whether all of the Bad terrain link fixes have been merged into one download ?

There are individual downloads for these bad terrain link fixes all over.

:hat:

Thanks

Chamberlain

PBBoeye
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Sun Aug 26, 2007 2:59 pm

Gray_Lensman is pursuing a project on that, and it will be incorporated into a patch. Until then we just work it out ourselves.

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Pocus
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Sun Aug 26, 2007 3:46 pm

I confirm, he sent me a first batch of modifications that I have yet to integrate.
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Chamberlain
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Mon Aug 27, 2007 11:26 am

PBBoeye wrote:Gray_Lensman is pursuing a project on that, and it will be incorporated into a patch. Until then we just work it out ourselves.


Thanks PBBoeye & Pocus for the status

:hat:

Chamberlain

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Winfield S. Hancock
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Sun Sep 02, 2007 10:34 pm

Greetings all:

I am actually an American, taking a Euro-style vacation for 3 weeks on a cruise. I took my parents along, who are celebrating their 54th anniversary. Internet access has been sparse and quite expensive, so I havent been able to post here. I will be back September 8th, and ready to pick up on the mod. Many thanks to PBBoeye who apparently has been doing yeoman's work on updating the mod while I am away.

Hancock
"Wars are not all evil; they are part of the grand machinery by which this world is governed, thunderstorms which purify the political atmosphere, test the manhood of a people, and prove whether they are worthy to take rank with others engaged in the same task by different methods" -- William T. Sherman addressing the Grand Army of the Republic in 1883

Second in War, Second in Peace, First in the Hearts of His Countrymen -- General Winfield Scott Hancock, USA

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McNaughton
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Tue Sep 04, 2007 2:19 am

I was wondering if someone was making the effort to put the Leader Mod in XLS format? I would do so, but am busy with my own project, yet am very interested in applying (with permission) the leader mod into my project.

The problem is, I work in the XLS format, and every time I 'create' models and units from the XLS I go through a process that would cause problems if the information is not in the XLS. Although I could apply changes via 'dummy' files that use the same Alias information as the leader mod files (then copy over the dummy files with the leadermod ones), it would be more time consuming.

It would aid Pocus in implementing changes, as well as other modders who are interested in this mod to apply it as part of their 'greater scheme of things'.

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McNaughton
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Tue Sep 04, 2007 2:34 am

I have some requests...

In my mod, I have revamped the starting June 1861 scenario (am planning other scenarios as well), which allows for more 'historic action' at the time that is kind of generalized through events.

One theatre is West Virginia, where relatively large forces combatted one another in a series of battles throughout 1861. Some of my changes is to put McClellan in command of a large force at Grafton, as well as two Confederate Armies (Floyd's, who was moved from Ford Donelson to West Virginia, "Army of the Kanawha" and Loring's "Army of the Northwest"). However, Brigadier General William Rosecrans played a critical role in a series of battles (commanding the force of brigades at Rich Mountain), yet he is only modelled in his 'higher rank' and appears much later. The scenario starts wich McClellan's force about to pounce on Floyd and Loring's armies, but should require Rosecrans as a 'sub' commander, who did all of the real fighting.

However, there isn't a 'Brigadier Rosecrans' in the leader files that I could quickly apply to command, he only appears as a 3-star general (but a 1 and 2 star incarnation would be applicable, as he did command large forces, equivalent of a division as a brigadier in an active combat zone).

I was wondering if the Leader Mod could create lower-ranks for some of the 'higher ranking generals' who did fight at brigadier general ranks to allow for more 'creative license'?

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McNaughton
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Sat Sep 08, 2007 10:05 pm

Integrating this mod into mine has been a big hassle, primarily because there are many inconsistencies in the files due to the fact that they were created by modifying TXT files instead of XLS. I strongly recommend, to end inconsistencies, to put this in XLS format.

There are a lot of extra spaces, or missing spaces in these files, meaning that porting them over to other mods is exceedingly tedious, and things inside will not match. It is MUCH easier to mod using the XLS files, with much fewer errors. I don't know how much I can stress this!

For example, the general "J. Tatnall" has a space in the unit description file...

"uni_CSA_Tatnall " when it should be "uni_CSA_Tatnall". I bet you will find many problems when trying to port over to events if this space is missing from the event file. It is very messy using the TXT files.

The leader's name, and the name of the file should match, but in virtually every instance of the leader mod they do not... There are many of these little problems, encountered by using TXT instead of XLS.

Plus, it is 100% impossible to figure out exactly what was changed in the event files to port over as well!

PBBoeye
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Sun Sep 09, 2007 12:22 am

ok ok. I think I'll start taking a whack at it. I looked at it when you first mentioned it and thought, 'hell no'. But after I get a few officers down, it'll probably become second nature. And I hate the whole file bust issue due to syntax. Let me see what I can scare up in the next few days and I'll keep you apprised.

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McNaughton
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Sun Sep 09, 2007 1:58 am

PBBoeye wrote:ok ok. I think I'll start taking a whack at it. I looked at it when you first mentioned it and thought, 'hell no'. But after I get a few officers down, it'll probably become second nature. And I hate the whole file bust issue due to syntax. Let me see what I can scare up in the next few days and I'll keep you apprised.


It really is easy to do things, a lot of copy and pasting, and it sets up the Alias files for you. Also, it is easy to track down errors, as you can map all of your changes by colour coding files. This is one of the best aspects, where you can trace your changes (finding problems easier, plus letting others know what you did easier as well).

Anyway, I have finished implementing the leader project into my mod (I have created place holders in my XLS files, and am using the leader files TXT)

PBBoeye
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Sun Sep 09, 2007 2:49 am

Can you forward those files to me so I can respect them as regards UIDs? I'd like to do this so your mod works, but specifically so the devs can incorporate should they deem is desirable. And just get this whole thing over and done with.

Then what other mods of other people do I have to complete? The weather mod? Something else??
Image

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McNaughton
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Sun Sep 09, 2007 4:23 am

PBBoeye wrote:Can you forward those files to me so I can respect them as regards UIDs? I'd like to do this so your mod works, but specifically so the devs can incorporate should they deem is desirable. And just get this whole thing over and done with.

Then what other mods of other people do I have to complete? The weather mod? Something else??
Image


Yeah, when I get things fixed up... Some of the changes in the leader mod have caused some odd behaviour, primarily the "Davidson" and "Marston" removals. For whatever reason, Negley takes over stats from Mower (who replaces Davidson). One reason not to remove any leader from the game, as it may cause severe probolems (better to 'shelve' a leader, and create a new space, than to eliminate an existing leader and replace them). There are probably other odd features in the game that are not apparant.

PBBoeye
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Sun Sep 09, 2007 12:24 pm

How about we not remove them (Davidson, Marston), and instead just add Negley and Mower at the end of the latest UIDs?

I think those were the names, but regardless....

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McNaughton
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Sun Sep 09, 2007 1:36 pm

Here are the files, I have added place holders, but no statistics for the 'new' leaders, nor are any modifications in place.
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ModelsUnits.zip
(745.05 KiB) Downloaded 249 times

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McNaughton
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Sun Sep 09, 2007 1:37 pm

PBBoeye wrote:How about we not remove them (Davidson, Marston), and instead just add Negley and Mower at the end of the latest UIDs?

I think those were the names, but regardless....


Actually, negley was an original name, but for some reason changing the guy after him affected Negley (somehow, possibly limited just to my mod). However, adding will make things more 'problem free' than removing or changing.

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Pocus
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Sun Sep 09, 2007 4:27 pm

Just to know, can you tell me if the leader mod shuffle the entry date, starting rank or location of existing leaders?
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PBBoeye
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Sun Sep 09, 2007 4:41 pm

Yes, it does. For example, the '61 Confederate generals are put in their relative regions, not all in Richmond. The USA Leaders.sct & CSA Leaders.sct files are where it is located, IIRC. Mainly entry date and location, not so much rank. Although you could check the .ali files to see which ones are different. Sometimes they start off at a lower rank with the capacity to be promoted.

You could use WinMerge (or another line-by-line comparison program) to match the file(s) up against the official file(s).

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McNaughton
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Sun Sep 09, 2007 5:16 pm

PBoeye,

I checked over the Units file you sent me, one thing to note is that the 'reserved' files that AGEOD put in the Units file (1071-1300) should be kept in the file, otherwize there will be alias and UID conflicts with them missing (even though you started at 1301). There must be 'consistent' files from 1 to the end (different than HoI where you could have IDs with gaps).

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McNaughton
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Sun Sep 09, 2007 5:18 pm

Extended names.

Some generals have extended names (i.e., their full first name written, their middle initial, and their last name), but some generals have a more limited form of naming (just their first initial and their last name written in full). I know that these 'short names' are for 'divisional' or 'extra' generals, but think that maybe this mod could expand the general names to all have their first name written out in full (i.e., David Hunter instead of D. Hunter).

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