Modifying Leaders, Units, etc.

The Seven Years’ War was fought across the globe and called by some the first “World War” as virtually every major power participated. In the center of events was Prussia, almost constantly at war and lead by the now legendary Frederick the Great.

Relive the exciting and trying days of Frederick the Great in Horse and Musket: Volume I, the improved and expanded combination of the previous Prussian War Machine and Prussia’s Glory titles. Horse and Musket: Volume I is a reboot of the successful Horse and Musket series, including not only two solid historical titles in one package, but also many new game features, a powerful new editor, and a complete graphics overhaul to an already acclaimed gaming system.

Moderators: Sertorius, Tim Coakley

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Forward_March
Posts: 160
Joined: Thu Jun 26, 2003 5:40 am

Modifying Leaders, Units, etc.

Post by Forward_March »

I've just read the full story from the Matrix home page about this game, and I've been reading the forum almost daily. I'm concerned about one thing...modifying!

We all love to fix things we think are wrong, and I don't begrudge anybody this. My concern is about the transparency of modifications.

Imagine that player A with the Austrians thought Archduke John was highly underrated in the game and wanted to increase his abilities...and did so. Would player B with the French know that this had happened if he wasn't told by player A? Who'd want to see the Imperial Guard overrun by souped-up Landwehr?

I just think that some qualities should either be hard-coded, or that there is complete transparency in qualities that would show up easily on the screen. In other words, you'd expect Archduke John to lead like Archduke John, and Marie-Louises to act like Marie-Louises.
Tim Coakley
Posts: 457
Joined: Fri Jan 28, 2005 8:32 pm

RE: Modifying Leaders, Units, etc.

Post by Tim Coakley »

The leaders are set in the scenario editor so as long as the players are using the same scenario they will know the settings.

The data tables are also set by scenario...so any change effects both sides.

Each scenario editing function can be saved as a separate file to be reused. For example, a player could save the units from a Waterloo scenario, and transfer them to a Elyau map just by loading those files. They save the whole thing as Wellington on Ice and you have a new scenario!
Horse and Musket2---Matrix Games
DavidI
Posts: 37
Joined: Tue Apr 05, 2005 4:13 pm

RE: Modifying Leaders, Units, etc.

Post by DavidI »

Tim,
Will some mod's, particularly graphis (unit colors and pictures) be seen only on my computer? If I set up my Brits in medium red and my Swiss in dark red will that be the way they always appear on my computer? If I have a mod of a bitchin Hussar picture, will that always show up on my computer? Or will all these be dependent on the scenario designer and each scenario will have different graphics dependent on the designer's tastes?
In Combat Mission any vehicle/infantry graphic modifications I make only show up on my computer screen and not on my opponents.
DavidI
Tim Coakley
Posts: 457
Joined: Fri Jan 28, 2005 8:32 pm

RE: Modifying Leaders, Units, etc.

Post by Tim Coakley »

The scenario will read the section of a bitmap that the creator inputs...for example. selecting dark red for the unit icon. If you have a modified set of graphics that change the dark red icons to purple, you will see purple. It is all based on the default bitmap.

The unit pictures are all kept in a single folder. The creator selects the file name in the editor.

So if you change A0001 from being an infantryman, to being a picture of Angelina Jolie, she will appear in the display. I just opened up a can of worms with this one...
Horse and Musket2---Matrix Games
DavidI
Posts: 37
Joined: Tue Apr 05, 2005 4:13 pm

RE: Modifying Leaders, Units, etc.

Post by DavidI »

Tim,
Cool. My actress army vs the supermodel army! Great thinking![X(]
DavidI
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