Page 4 of 5
Re:Request for reduced sprites per unit mod
Posted: Mon May 10, 2010 11:30 pm
by norb
I apologize for not getting to this before now. I know this is something that has been asked for. So I took the time to look this up and remember.
This is set in the scenario.ini file (no matter what I said before), so if you want to change it for sandbox. You will have to mod the sandbox ini files in the sandbox folder.
Here is what you need to add to the scenario.ini files
[MenPerSprite]
Inf=4
Art=15
Cav=4
I believe that this will work if modded in the right file.
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 12:56 am
by RebBugler
norb wrote:
I apologize for not getting to this before now. I know this is something that has been asked for. So I took the time to look this up and remember.
This is set in the scenario.ini file (no matter what I said before), so if you want to change it for sandbox. You will have to mod the sandbox ini files in the sandbox folder.
Here is what you need to add to the scenario.ini files
[MenPerSprite]
Inf=4
Art=15
Cav=4
I believe that this will work if modded in the right file.
Just tried it in a scenario and it appeared to work great with preliminarily testing. Tried 1:1 scale and it was dead on. Of course here you've got to start at company level, what is now regimental level, and bump up the whole coc a notch. But wow, I'm excited about this potential.
10:1 was also dead on, for the folks that want to scale it down. Easy, because no oob edit is necessary.
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 3:49 am
by duncan
I tried it an it works great.
It means we can hope a full map of Gettysburg with the full oob at least for a one day fictionnal scenario. Reinforcements arrival could be a good idea in the wish list.
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 3:50 am
by GShock
I believe scaling down the units would help many users with FPS (me included) the point is... if you make a 1:1 ratio will the engine display RGTs still in 2 lines (case of 300man RGT that means 150 sprites x line). The max number of men in line should also be defined so there could be more ranks. Massive RGts would be hard to handle properly and it's quite evident with CAV units.
I am somehow relieved to no longer be a modder (gave me some headaches in the past lol) but I will be happy to test anything the community produces to improve the game.
Back to the tables:
For artillery, the target type does not affect the accuracy of the weapon.
This is a hell of a problem. If we increase the accuracy with mods to improve the long rng artillery counterbattery fire, this will translate into a much much heavier number of hits on RGTs. As a general rule, how will be possible to mod the hit % on a gun 600 yds away as being harder than hitting a RGT 600 yds away? Of course the RGT is much easier to hit (it's bigger).
But then on a more careful reading... Jim you mentioned rectangles, so each unit type has a different rectangle size? If I understand this correctly that IS the opposite of your statement in
italic and serves the purpose perfectly.
If the rectangle is hit, then there is a second 'dice roll' to estimate the percent of the rectangle that represents target and not empty space.
Is this moddable or hard-coded?
Finally, do Shell and Shrapnel BOTH work with fuse % of misfire/fail ?
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 10:22 am
by Marching Thru Georgia
GShock wrote:
Finally, do Shell and Shrapnel BOTH work with fuse % of misfire/fail ?
Yes, they do. For the confederates it's 0.2. For the union it's 0.6. I've bumped them up to 0.45 and 0.75 respectively to try to take into account enfilade fire. I've also increased the max number of casualties by 1 for the same reason. I haven't finished testing yet, but these numbers look promising.
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 12:50 pm
by Jubal Early
Thanks for this Information Norb I have just tried out 1=6 and achieved the FPS boost I was looking for and the game still looks great. Would I be right in saying that the TC2M ratio was 1=10 ?
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 1:35 pm
by norb
Yes, I'm pretty sure it was 1-10
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 3:10 pm
by GShock
Marching Thru Georgia wrote:
GShock wrote:
Finally, do Shell and Shrapnel BOTH work with fuse % of misfire/fail ?
Yes, they do. For the confederates it's 0.2. For the union it's 0.6. I've bumped them up to 0.45 and 0.75 respectively to try to take into account enfilade fire. I've also increased the max number of casualties by 1 for the same reason. I haven't finished testing yet, but these numbers look promising.
Buzz me if you need help with testing.

Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 7:15 pm
by Jim
GShock wrote:
[snip][/snip] Jim you mentioned rectangles, so each unit type has a different rectangle size? If I understand this correctly that IS the opposite of your statement in
italic and serves the purpose perfectly.
If the rectangle is hit, then there is a second 'dice roll' to estimate the percent of the rectangle that represents target and not empty space.
Is this moddable or hard-coded?
Finally, do Shell and Shrapnel BOTH work with fuse % of misfire/fail ?
Each unit type has a different sized rectangle and a different % hittable target within the rectangle. These are both hard coded. I spent some time looking for hard data on either and found little beyond anecdotes. I took my best stab at numbers and did some adjustment per feedback from the testers.
Both Shell & Shrapnel use the % fuse misfire value and it is the same for both as they actually used only one type of time fuse.
-Jim
Re:Request for reduced sprites per unit mod
Posted: Tue May 11, 2010 9:26 pm
by Davinci
norb wrote:
[MenPerSprite]
Inf=4
Art=15
Cav=4
I believe that this will work if modded in the right file.
Thanks, for taking the time to look this up, this is some very good information to know!
davinci