MP Modding

This is where we discuss anything multiplayer. From strategies, arranging games, to multiplayer related technical help. You will also find tournament and league information here.
Post Reply
Garnier
Reactions:
Posts: 1258
Joined: Thu May 07, 2009 6:43 pm

MP Modding

Post by Garnier »

I've been testing things this morning.

Disappointments:

The munitions file is not allowed for MP mods. This means no changes to range and effectiveness of different artillery ammo types.
I can't find where the effectiveness of artillery fire vs different formations is specified, if it's not hardcoded, which I don't know yet.
No way to make certain unit types behave differently in different terrain, so unfortunately my ideas for artillery being useless in woods are impossible.


Surprises:

Artillery can keep running even when exhausted, I haven't yet found a way to stop this.
Skirmish formation had been the fastest moving infantry formation in the game, faster than column.


What I've changed so far for a first GCM mod to try:

Fatigue recovery is a little faster.
A little more fatigue is gained from running and a little less from walking, for infantry. This should fix the "always run" silliness.
Artillery gain fatigue fast while running limbered, but they also rest a lot faster.
Skirmish formation is now like the line formation but about twice as wide, and a little faster to move.
When a line formation starts firing, instead of the whole line having to step backwards a few yards, the rear rank steps forward closer to the front rank.
Musket range decreased from 250 to 230 yds.
Supply wagons move slowly.
Last edited by Garnier on Sat Mar 19, 2011 7:08 pm, edited 1 time in total.
Play Scourge of War Multiplayer! www.sowmp.com
Also try the singleplayer carryover campaign
Post Reply