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Firing effect mod
Posted: Sun Nov 20, 2011 12:43 pm
by Yankee104
Is there a firing mod that increases the effect of infantry fire because from a lot of battle reports ive read, they often stated how badly their unit was shot up within such a short amount of time and ive had many situations when I would have 3 regiments all firing on one regiment and that one regiment was barely taking casualties. I was hopin a mod can be created to make more realism in more sprite hits. Perhaps its do to the 1:4 ratio for the sprites but I just think the more casualties more realistic effect especially when one regiment is being hit by three.
Re: Firing effect mod
Posted: Sun Nov 20, 2011 5:21 pm
by Little Powell
All that stuff can be modded in the rifles.csv. If you download the SDK and open the this file, it's pretty self explanatory. Increasing the rate of fire will have the biggest effect.
However, I'll have to disagree with you about the infantry fire not being effective enough, I think it's just right. If anything, it teeter's on the edge of being a little too effective. Just check out your casualty reports after a battle and compare them to real world reports. Especially for the ECF scenarios. There were roughly 450 total casualties for both sides during the Battle of East Cavalry Field. I have seen the casualties go into the thousands in our game.

Re: Firing effect mod
Posted: Sun Nov 20, 2011 9:31 pm
by Marching Thru Georgia
I did a calculation once concerning this. At Gettysburg, it took an average of 101 shots to create 1 casualty. Just another nail in the rifle-muskets were so powerful coffin.

Re: Firing effect mod
Posted: Sun Nov 20, 2011 10:30 pm
by Mazikainen
I don't remember where I read it, but I think in the Vietnam war the ratio of spent ammunition to dead enemy combatant was estimated somewhere like 300 000:1 on the american side. [citation needed]

Re: Firing effect mod
Posted: Mon Nov 21, 2011 12:14 am
by Davinci
This has nothing to do with the current topic.....
Hmmm, I have never thought about it this way before, but imagine if every soldier on the field were able to shoot just one enemy soldier, the Civil War, or any War, would have been over fairly quickly.
davinci
Re: Firing effect mod
Posted: Mon Nov 21, 2011 7:46 am
by KG_Soldier
"Are these perhaps human beings?" We know everything. We remember everything. We have understood: Germans are not human beings. Henceforth the word German means to us the most terrible curse. From now on the word German will trigger your rifle. We shall not speak any more. We shall not get excited. We shall kill. If you have not killed at least one German a day, you have wasted that day. If you think that instead of you, the man next to you will kill him, you have not understood the threat. If you do not kill the German, he will kill you. If you cannot kill your German with a bullet, kill him with your bayonet. If there is calm on your part of the front, if you are waiting for the fighting, kill a German before combat. If you leave a German alive, the German will hang a Russian and rape a Russian woman. If you kill one German, kill another - there is nothing more amusing for us than a heap of German corpses. Do not count days; do not count miles. Count only the number of Germans you have killed. Kill the German - this is your old mother's prayer. Kill the German - this is what your children beseech you to do. Kill the German - this is the cry of your Russian earth. Do not waver. Do not let up. Kill."
Ilya Grigoryevich Ehrenburg
Re: Firing effect mod
Posted: Mon Nov 21, 2011 9:43 am
by Jack ONeill
I am assuming no one has read any previous post we have done on the subject.
I posted a change of rifle-musket firing ranges some time back. Extending the range out to 190 yards for just Rifle-Muskets, I think, maybe carbines too. This was in response to the 200 yard Cannister issue. In my games, it works fairly well. Infantry are just inside cannister range, but at the outer edge of effectiveness. Gunners are now under infantry fire from father out, but again, at the outer edge of effective rifle-musket fire.
The final anlysis has been Paddy Griffith, Myself, and most others have been right - the battlefield terrain in North America does not lend itself to really long range rifle or artillery fire. The wooded and undulating terrain blocks most lines of sight, (with a few exceptions), allowing most combat to begin at realatively close ranges.
If you want, you can change the ranges of weapons in the Logistics folder, in the Rifle file. Simple.
Jack B)
Re: Firing effect mod
Posted: Mon Nov 21, 2011 6:12 pm
by Yankee104
Can you give me a step by step of what to do and how to find this rifle file cus i cannot find it and what is sdk and what does it do and how do I go about downloading it? Sorry I am pretty new o editing files and such.
Tad
Re: Firing effect mod
Posted: Mon Nov 21, 2011 10:15 pm
by Marching Thru Georgia
Davinci wrote:
Hmmm, I have never thought about it this way before, but imagine if every soldier on the field were able to shoot just one enemy soldier, the Civil War, or any War, would have been over fairly quickly.
Each Union soldier fired an average of 21 rounds during the 3 day affair. So it would take 5 men firing to create one casualty. For those who enjoy trivia, that's 7.23lbs of lead thrown downrange per casualty.
Yankee104 wrote:
what is sdk and what does it do and how do I go about downloading it? Sorry I am pretty new o editing files and such.
The SDK can be found here:
SDK Link
It contains a copy of all the data files used by the game.
Re: Firing effect mod
Posted: Mon Nov 21, 2011 10:27 pm
by Jack ONeill
No Problem.
Go to My Computer - to C Drive - to NorbSoftDev Folder - to Scourge of War folder - to Work Folder - to SDK folder - to Logistics folder - to Rifles File. NOTE - BEFORE YOU START CHANGING THINGS, MAKE A COPY OF THIS FILE AND PARK IT SOMEWHERE IN CASE YOU WANT TO CHANGE STUFF BACK TO THE ORIGINAL FORMAT. Open the Rifle file. (I use notepad, most other people use Excel. I find Notepad easier, but thats just me.) You will see listed all the firearms in the game. You will see a set of numbers following each weapon. Move to the right untill you see the number 160. In this game, that is the weapons longest range. That is the number you want to change to extend the range of the Basic Rifle-Musket. I did not change the smoothbore muskets range, since there none in the stock game. Any problems, post back.
Jack B)