Recoloring uniforms aspects ?

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
Pom
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Re: Recoloring uniforms aspects ?

Post by Pom »

Hi Cleaburn.

I've finished these guys, I hope they are close to what you wanted.
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Sorry you're having to wait Cleaburn, but I've still got a couple more to do and then give them a test.

I've been using the Chickamauga mod from Rebugler. At the moment the frps rate is a little low, between 4-7. I'm ok with that but some won't be, so I need to give the option of taking out some of the uniforms. I've also mixed the sprites up a bit.
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There's also the issue of permissions from authors of the oob's I use.

I hope to be done soon.

Pom.
Attachments
SOWGB100.jpg
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SOWGB33.jpg
SOWGB33.jpg (1.52 MiB) Viewed 650 times
SOWGB11.jpg
SOWGB11.jpg (1.19 MiB) Viewed 650 times
Last edited by Pom on Fri Jul 14, 2017 2:32 am, edited 1 time in total.
Cleaburn
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Re: Recoloring uniforms aspects ?

Post by Cleaburn »

Yes Sir Just plume awesome Looking forward to seeing these in action Thanks Pom!!!!!!!!!!!!!!!!!!! :woohoo: :woohoo: :woohoo:
Zeke
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Re: Recoloring uniforms aspects ?

Post by Zeke »

Yes Sir Just plume awesome Looking forward to seeing these in action Thanks Pom!!!!!!!!!!!!!!!!!!! :woohoo: :woohoo: :woohoo:
See what you started Cleaburn lol :laugh:
I only know two tunes...One's "Yankee Doodle" and the other one isn't!

Ulysses S. Grant
Cleaburn
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Re: Recoloring uniforms aspects ?

Post by Cleaburn »

Who me :ohmy:
Davinci
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Re: Recoloring uniforms aspects ?

Post by Davinci »

At the moment the frps rate is a little low, between 4-7. I'm ok with that but some won't be, so I need to give the option of taking out some of the uniforms. Pom.
Your frame-rates are approx. the same as mine are, I run about 75,000 men in my army and the enemy has roughly 85,000 men.

Once most of the marching has stopped between both armies the FPS will increase some, but the road-marching seems to affect the FPS more than anything else in my opinion.

Excellent Looking Sprites, I like the CSA in the brim-hats the most, just can't seem to play with the units in the "haver-sack-hats" or what ever those funny looking hats are called.

davinci
The only true logic is that, there is no true logic!
Cleaburn
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Re: Recoloring uniforms aspects ?

Post by Cleaburn »

Haversack hats :blink:
Bloody Bill
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Re: Recoloring uniforms aspects ?

Post by Bloody Bill »

This is Awesome! I cannot wait gents. Very excited for all this color to get to the killing.
Cleaburn
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Re: Recoloring uniforms aspects ?

Post by Cleaburn »

Thus the name Bloody Bill !!!!!!!!!!!!!!!!! :silly: :pinch: :laugh:
Cleaburn
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Re: Recoloring uniforms aspects ?

Post by Cleaburn »

Hey D

a question will there ever be away to stop the AI interference in positioning regiments like the curly shuffle or stopping next to enemy regiments before charging or turning backwards when being shot at?And I would like to ask is there away to make skirmish line just a Line and tougher to break up and battle lines instead of being so tight together so strait is this possible!
Davinci
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Re: Recoloring uniforms aspects ?

Post by Davinci »

Hey D
a question will there ever be away to stop the AI interference in positioning regiments like the curly shuffle or stopping next to enemy regiments before charging or turning backwards when being shot at?
I don't think that there is just "One" particular line to "Edit" too adjust the AI, but a slow-editing of quiet a few lines that needs to be edited to get near the game that you want.

Some of mine are such as..........

Increasing the opening range at which the units will engage each other.
This gives the AI more time to set up and adjust to the battlefield.

Increasing the amount of ammunition that each unit carries into battle, this helps too create a long continuous battle-line and fire fight. I usually try to get a five or six mile battle-line.

Placing a "minimum" range from the "drills-file" that prevents the units from engaging in a melee-fight.

Also - placing a very high value in the drills file that slows down the amount of casualties in the rare-event that the units do engage in a "Melee" fight. basically it slows down the animation which prevents half the regiment being casualties.

Spacing out the Regiments and the Brigades which helps the AI maneuver better, which probably prevents them from becoming to tangled up.

But, I also give each enemy brigade eleven regiments each which allows them to have the attacking force of " Three - Brigades"

The AI seems to handle the extra-regiments fairly well. The downside to that is that every now and then they will attack in the same quad - and usually overwhelm any of my forces.

The picture shows a enemy-brigade setting up to attack my position near Oak Ridge, seven of its eleven regiments are in view with the remaining hid by hills or the fog effect.
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So, like I said above, it is a whole collection of small edits here and there that I use to enhance the game to Play like I would like it to.

.........................................................................
And I would like to ask is there away to make skirmish line just a Line and tougher to break up and battle lines instead of being so tight together so strait is this possible!
I haven't used a "Skirmish-Line" in all of the time that I have played this game that I can remember.

davinci
Attachments
1_2017-07-16.jpg
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Last edited by Davinci on Mon Jul 17, 2017 5:39 am, edited 1 time in total.
The only true logic is that, there is no true logic!
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