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Modding start techs
Posted: Fri Mar 02, 2007 4:30 pm
by hyperstork
I was planning on playing a game as the CSA starting out much weaker, but giving them some tech advances, like the closest thing to repeating Winchester rifles as possible (I assume the Henry rifle is clostest), and maybe optic sights for some units. Is there some method to mod particular techs before starting a game?
Thanks for any help or instructions...
RE: Modding start techs
Posted: Fri Mar 02, 2007 4:55 pm
by christof139
I was planning on playing a game as the CSA starting out much weaker, but giving them some tech advances, like the closest thing to repeating Winchester rifles as possible (I assume the Henry rifle is clostest), and maybe optic sights for some units. Is there some method to mod particular techs before starting a game?
Thanks for any help or instructions...
I believe the Henry is the Winchester. Winchester I do believe bought-out or absorbed Henry after the ACW.
Chris
RE: Modding start techs
Posted: Sat Mar 03, 2007 3:41 pm
by hyperstork
Hmm, that's good to know.
Anyone know how to mod the techs, either specific or by broad category?
RE: Modding start techs
Posted: Sat Mar 03, 2007 6:57 pm
by christof139
Hmm, that's good to know. Anyone know how to mod the techs, either specific or by broad category?
Hi, No I don''t and I have not any idea if that can be done. I found the 2 files for William Amos' July 1861 mod here again, but there are not any tech mods in them, just building mods and a historical placement of generals at the beginning of the game, at least I think that is what the mod covers. I had it installed and it worked good, but I have since rebuilt my computer so have to reinstall the 2 files.
I am simply going to wait for the new patch and upgrade t be released though before I put in WA's mod, but I guess I could put in in and then remove it when the new patch and upgrade are release since the mod has only 2 files. There are actually 3 I believe, but one deals with Army set-up I think, not sure.
So, I haven't done any modding yet with the game myself, and will await what others do and see if a mod patch comes out, since it will take time to learn how to mod this game system, but I don't think this system is that difficult to mod from what little has been posted here about it.
Chris
RE: Modding start techs
Posted: Sat Mar 03, 2007 9:34 pm
by ericbabe
You can try modding the upgrade columns in the AcwPlayers.txt file. I haven't tested this lately, but it may work to add upgrades to a player's starting list. (The upgrade numbers can be found in ACWUpgrades.txt.)
RE: Modding start techs
Posted: Sun Mar 04, 2007 6:31 pm
by christof139
You can try modding the upgrade columns in the AcwPlayers.txt file. I haven't tested this lately, but it may work to add upgrades to a player's starting list. (The upgrade numbers can be found in ACWUpgrades.txt.)
First I have to pay my bills, and finish my taxes!!! [&:][X(][8|]
Then, when you finalize the new upgrade patch, I can diddle a bit, but will need advice and help from other people. However, I can figure somethings out by reading and comparing files and trial and error, it is just time consuming.
Therefore, I also await the possible modding guide you may produce. [&o][&o][&o]
Otherwise I will reap the whirlwind of beboggling my eyesight thorugh extreme monitor usage and consequent retna etc. burnout. [X(] This has happened before of course.
I would like to see what other people are doing, and William Amos' mod is a good start.
I would not change that much anyway, and as far as creating a new scenario I don't know, but if I ever do it will be in the Trans Miss. and West only, and a player would have to limit themselves to not doing too much in the East.
Thanx for the instructions, Chris