RGA
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Sat Sep 13, 2014 12:10 am

von Sachsen wrote:How can you mod things? I changed the ammo storage in the models files for medium and heavy guns, but it is not showing up in-game.


You need to delete a file called models.cached before starting the game. It will be recreated. Its in the model directory.

Merlin
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Sat Sep 13, 2014 12:36 am

RGA wrote:From what Philippe said it sounds like a fix is being worked on for the 1st patch that will tweak the unit model for MA and HA possibly decreasing the ammo cost per firing, increasing unit ammo storage capacity, decreasing ROF or a combination of all these factors, but we are all a bit in the dark at the moment until someone in the know comments. Having munitions units supply artillery during battle may involve more coding effort and not be available for a 1st patch, not even sure it's a good idea, I wouldn't want my artillery to hoover up all the shells I had in one battle leaving bugger all for the following months.


I'll dig around in the files later and see what I can come up with (probably not much since I haven't done much AGEOD modding since AACW), but right now it looks like the MUN units are even being drawn upon. Their supply bar never drops no matter how few are in the fight.

EDIT:

I was very wrong. The guns do draw ammo from the MUN units, but not until the battle is over. Before then, they rely entirely on internal stores.

Here's what's happening. MA has the following:
Range = 6
ROF = 8
AmmoUsage = 2
AmmoStore = 4

When forces with MA engage, their ability to fire is governed by ROF x AmmoUsage until the limit of their internal store is reached. Under those conditions, a max range of 6, and all other combat factors being equal, MA requires 96 internal ammo to fire every round. I actually did that, and the guns did fire every single round. Again, all other factors being equal, MA is firing twice at range 6, and then it runs out of ammo. Solutions (requiring editing of the .mdl files) are to reduce the ROF, reduce the ammo usage, increase ammo storage, or some combination of the three. HA, having the same issues as MA, will run out pretty quickly as well.

I'm actually kind of curious to see what we get in the patch. :thumbsup:

RGA
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Fri Sep 26, 2014 4:53 pm

With the public beta due soon what changes were made to artillery ? How is it looking now ?

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Highlandcharge
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Fri Sep 26, 2014 5:20 pm

I am thinking the same thing RGA...

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Ace
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Sat Sep 27, 2014 12:07 am

Artillery units contain more ammo now

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samba_liten
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Sat Sep 27, 2014 12:15 am

Should they though?

I mean there was a shortage of shells well into 1915, and even 1916 on the western front, and pretty much permanently in the Austro-Hungarian and Russian armies.

I am aware of the mechanic that deal with this, and had assumed that artillery not firing was a consequence. Not sure i like the idea of the artillery blasting merrily away without limits until 1917 or so...

If we allow the player the benefit of hindsight here, how are we going to get the trench warfare that we have been asking for?

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Highlandcharge
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Sat Sep 27, 2014 1:12 am

Yes they should have more inherent ammo, before it didn't make any sense as RGA pointed out in his tests...

Its the over all heavy ammo levels and heavy ammo manufacturing capacity that needed reducing which I'm sure ageod and the beta testers have looked at and tweaked...

Also in CW2 it can turn into trench warfare if you give Rebels to long to dig in, I actually said to my very skilled pbem opponent Homet that I wished I had either gas, heavy artillery or tanks to break through his trenches, so EAW will and does naturally flow into trenches... as you know the ACW was a prelude and taster of the defensive nature of world war one...

Altaris
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Sat Sep 27, 2014 2:14 am

In the next patch, artillery will have more inherent ammo, but since it gets used up each time the artillery fires (which happens a lot in a single combat), munitions shortage will be felt more heavily and munitions units/munitions factories will be more important. These will both be good changes, IMO.

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