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Re: Cavalry charge speeds

Posted: Tue Jan 14, 2020 12:14 pm
by Buford_119
So could I achieve the "True Ground" effect by halving all speeds and halving the sprite sizes?

Also, doesn't the increased "in-game" speed mean that units can cover the weapons range of an average musket (150 yards) in less time than it would take in real life?

Re: Cavalry charge speeds

Posted: Wed Jan 15, 2020 3:09 am
by RebBugler
So could I achieve the "True Ground" effect by halving all speeds and halving the sprite sizes?
Yes, but not by "halving all speeds"
Also, doesn't the increased "in-game" speed mean that units can cover the weapons range of an average musket (150 yards) in less time than it would take in real life?
The "in-game" speed is not increased, the distances are doubled, so all movements from point A to B take twice as long to complete in the 'True Ground' setting.

Re: Cavalry charge speeds

Posted: Wed Jan 15, 2020 10:59 am
by Buford_119
Which file governs map distances (spacing/location of various map elements)?

Re: Cavalry charge speeds

Posted: Thu Jan 16, 2020 1:30 am
by RebBugler
Which file governs map distances (spacing/location of various map elements)?
The map files, obviously, and the gfx.csv file.

Re: Cavalry charge speeds

Posted: Thu Jan 16, 2020 7:38 am
by Buford_119
Is there a guide/instructions on how to change map sizing? I would first start with any files involving coordinates, but would appreciate any advice.

Re: Cavalry charge speeds

Posted: Thu Jan 16, 2020 6:27 pm
by RebBugler
Is there a guide/instructions on how to change map sizing? I would first start with any files involving coordinates, but would appreciate any advice.
No instructions per say, but plenty of map making threads to find info. I do know that expanding maps is a tedious process because all the terrain and map objects have to be reset with new coordinates. I went the True Ground route by reducing sprites and objects, less tedious, but still a pain.

Re: Cavalry charge speeds

Posted: Fri Jan 17, 2020 12:49 am
by Buford_119
What is governed by the “UnitsperYard” entry in each map .ini file? I see that the default value for this is 30, so would setting it to 15 achieve the “True Ground” effect in terms of travel times (but not visually)?

Re: Cavalry charge speeds

Posted: Fri Jan 17, 2020 2:45 am
by RebBugler
What is governed by the “UnitsperYard” entry in each map .ini file? I see that the default value for this is 30, so would setting it to 15 achieve the “True Ground” effect in terms of travel times (but not visually)?
Tinker with this mod, maybe it'll answer some of your questions:
http://www.norbsoftdev.net/forum/modifi ... nces#79072

“UnitsperYard” refers to the number of pixels per yard...

Re: Cavalry charge speeds

Posted: Fri Jan 17, 2020 3:28 am
by Buford_119
Thanks for the link :)

I see that you determined the appropriate value of UnitsperYard to be 62 for the GB engine; does this still apply for the WL engine?

If it is still applicable, all I would have to do is change this value for all map .ini files and shrink all formations in drills.csv by half, correct?

Edit: As well as changing move speeds in unitglobal.csv

Re: Cavalry charge speeds

Posted: Fri Jan 17, 2020 4:11 am
by RebBugler
Thanks for the link :)

I see that you determined the appropriate value of UnitsperYard to be 62 for the GB engine; does this still apply for the WL engine?

If it is still applicable, all I would have to do is change this value for all map .ini files and shrink all formations in drills.csv by half, correct?

Edit: As well as changing move speeds in unitglobal.csv
The 'True LOS' mod began with me tinkering with WL files, so yes, same process as per the GB files. Both engines are scaled similarly so modded changes should parallel. You appear to be on the right path for your quest now, good luck, and welcome to Modding. :)