Interesting OOB edit

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Davinci
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Re: Interesting OOB edit

Post by Davinci »

@ Tank

To get an example of how the values are applied, check out the default drills file and see how the skirmish formation uses the following two columns. N [ and the R .

As for the auto-charge-radius – it seems that I remember that they are hardcoded into the game, but I’m not sure. I don’t see any of the csv files that has the auto-charge information inside of them.

The drills file also has a column called MeleeMod – that I’m not sure of nor have I ever used it. It might have been added when the Napoleon mod came out.

Other than the unitattributes file the statetable.csv also has a section pertaining to melee at the bottom of that file.

I never noticed it before tonight, but it seems that the values of 1-60 are programmed to stop the melee-fighting.

But, as mentioned there is nothing on the auto-charge that I can see.

davinci
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Davinci
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Re: Interesting OOB edit

Post by Davinci »

I may be wrong, but I always assumed the enemy advances directly opposite?
True, in that general direction depending on the road-system.
I have learned to establish my front lines early and play defense until I can get my troops better organized.
This never seemed to work for me, I think that the AI uses some sort of counting-system when attacking.

An example would be that if I placed a large force in front of them while they are advancing they would stop and only send in a few brigades.

But, if I held back my forces and sent them into the fight one brigade at a time after I see the AI attacking with another brigade I could get a very good fight.

The downside to that is that you are fighting at your own-pace so there are very few surprises. That’s not too much fun.

The sixteen-regiments seem to be working out a whole lot better, but I think that I’m going to reduce the AI Divisions from three to two-Divisions and see if that works better. They are still holding back too many units in reserve.

davinci
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Saddletank
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Re: Interesting OOB edit

Post by Saddletank »

Thanks for the info DaV, I'll look through the files and have a play about with this. I think most players have concerns that melees are too frequent.
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the reb
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Re: Interesting OOB edit

Post by the reb »

The AI is always a surprise to me. If I don't get my troops organized at least Divisions to the Corp, I'll start over. If i don't, everything becomes a mess and it's no fun.

When I retire....soon, I'll try to figure out the file mods you are talking about, it's over my head for now.

the reb...
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cliometrician
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Re: Interesting OOB edit

Post by cliometrician »

How do you extend the musket range to 200 yds? I used to use a mod that did that, but for some reason it is now incompatible with my current mods. Is there another way?
"I may have fought on the side that was wrong, but I fought on the right side." John S. Mosby
Saddletank
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Re: Interesting OOB edit

Post by Saddletank »

You edit the value in column H (if you have csv files open in Excel) of "rifles.csv". You should make your own small mod folder, called "200 yd rifles" or something like that, grab rifles.csv from the SDK, save it somewhere like your desktop so the original isn't altered, and change column H to the values you want. The other columns D E F and G to the left of that are the range 'bands' defining rifle effectiveness at different ranges. You can raise these numbers too a little to make the weapons more lethal. Just make small changes and test each time.

Then load your 200 yd mod in teh mods screen and you're good to go.
Last edited by Saddletank on Fri Aug 08, 2014 2:49 pm, edited 1 time in total.
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cliometrician
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Re: Interesting OOB edit

Post by cliometrician »

Thanks for the help!
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Jack ONeill
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Re: Interesting OOB edit

Post by Jack ONeill »

All,

Here is mine. I did this a long time ago. Musket ranges are extended out to 195 yards. I kept them just inside canister range so the Infantry would have some chance to hit the gunners as they were blasting them. Try it and see if you like it. Place it in a "Logistics" folder, then inside a "whatever you want to name it" folder. Then, put it in the "Mods" section and activate it.

Jack
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[The extension csv has been deactivated and can no longer be displayed.]

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Harag
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Re: Interesting OOB edit

Post by Harag »

Slightly off topic - What Map icons / map is that?
Davinci
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Re: Interesting OOB edit

Post by Davinci »

Slightly off topic - What Map icons / map is that?
The Map is the 10MileMap and the Map Icons are experimental.

Here are the Map Icons below. They would go into a Mod \ Graphics \ Screens - folder .

davinci
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The only true logic is that, there is no true logic!
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