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MP Modding

Posted: Sat Mar 19, 2011 6:53 pm
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.