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Berto's WIA Weathers Mod

 
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Berto's WIA Weathers Mod - 8/29/2012 10:30:21 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

Introducing my Weathers Mod for AGEOD's Wars in America (BoA2).

Please download the 20121129 release of the WIA weathers mod (also weathers mods for several other AGEOD games) here:

http://pikt.org/ageod/weathers/

Or just click on: BertoWeathersMods.LATEST.zip

The 20121129 release contains the third official v1.2 of the WIA (and all other) Weathers Mod(s).

The WIA Weathers Mod should be compatible with any ongoing game-in-progress.

Enjoy!

< Message edited by berto -- 11/29/2012 8:33:25 AM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333
Post #: 1
Berto's Weathers Mod: NOTES - 8/29/2012 10:31:38 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

From the Weathers Mod main NOTES.txt file:

quote:

My weathers mods -- why bother? For some answers, see the NOTES.txt
files in the weathers mod game folders (for example, the weathers mod
ACW/NOTES.txt file).

In my weathers mods, I try to base weathers on real-world climate and
weather patterns, for example

* climate (weather) and terrain maps, such as:

* http://www.architecture.uwaterloo.ca/faculty_projects/terri/carbon-aia/images/climate-eere.jpg
* http://www.bamboobotanicals.ca/images/care/canada-climate-zone-lg.jpg
* http://www2m.biglobe.ne.jp/%257eZenTech/English/Climate/Russia/Russia_Climate_Map.gif
* http://jb-hdnp.org/Sarver/Maps/WC/wc09_ruseurasclimm.jpg
* http://pikt.org/ageod/ref/ClimateZonesEurope.jpg
* http://pikt.org/ageod/rop/weathers/ROPGameMapExtent.jpg

* climate graphs, such as:

* http://www.climatemps.com/graph/tbilisi-georgia_files/image001.gif

* climate data and summary descriptions, such as:

* http://en.wikipedia.org/wiki/Astrakhan#Climate
* http://en.wikipedia.org/wiki/Richmond,_Virginia#Climate

I also base things on my understanding of how climate and weather
work, from personal experience (residing and traveling), but also a
lifetime of casual study (geography classes, news accounts, global
warming blogs, histories, etc.).

Within reason -- given limitations in the AGE engine weather
mechanism, and limits on time and effort; I am not a meteorologist or
climatologist, and the weather mods are not a scientific study or PhD
thesis! -- within reason, you can expect a fairly good weather model
and representation of the real physical world.

In my weathers mods, there will be much less variability, fewer
weather patterns, than in the unmodded, official games.

In my opinion, AGEOD has in some ways over-engineered its weather
model (in other ways, under-engineered); the weather is too granular,
with too many weather areas and terrain types. This is especially
true of the earlier games (AACW, WIA, NCP). Simplifying is key.

But climate and weather are complicated and unpredictable, you might
say. You might say; and I would respond:

* day-to-day weather differences; but game turns are not one day,
rather 15 (or 30) days
* freak snowstorms or cold snaps, especially to the south; in real
life, they do happen, but rarely, and usually dissipate quickly
* inverted continental temperature patterns (warm to the north,
cold to the south; or warm to the west, cold to the east); but in
real life, these are atypical, are not at all usual
* the "Little Ice Age" -- roughly the 16th through the 19th Centuries
-- and the generally somewhat colder weather toward the end of that
age compared to our current weather; but the differences are
"somewhat" (in real life, real history), not drastic (as sometimes
in the official games)

We are looking to average normal weather over time (15 days, or 30
days) and space (the game map). Variety may be the spice of life, and
for some people make for more interesting game play; but my preference
is for realism, and plausibility. These are serious historical
simulations, not anything-goes fantasy games. My opinion.

So game weather will be blander and more boring than what you are used
to.

In my weathers mods, I strive to follow these general principles:

* colder to the north, warmer to the south
* colder in the uplands (hills and mountains, and depending on the
game, also wilderness, taiga, etc.); warmer in the lowlands and
toward the coasts
* consistency east to west (not north to south)
* broad banding, averaging out weather over the 15-day (or 30-day,
in the case of WIA) game turns
* no "crazy quilts" or "peek-a-boo" (now you see it, now you don't))
weather patterns, or as little as possible

In order to achieve the desired effects, I have to

* in all games, re-assign some regions from one weather area to
another
* in some games, reduce the number of weather areas
* in all games, constrain each region to just one or two "adjacent"
weather possibilities in any given month

Region re-assignments:

In the official game data files, regions are sometimes mistakenly
assigned from one adjoining weather area to another, leading to
"orphans", "holes", and "fingers". At other times, there are outright
goofs (for example, in RUS assigning the southern Steppe region
$Alexandrovsk to the northern Subarctic weather area). These must be
corrected.

Reducing the number of weather areas:

Here are some typical weather areas (in this case, from the
WIA/GameData/Areas.ini file):

---------------------------------------------------------------------

// Area #81, Western_Great_Lakes
{Area}
UID = $area_Weather_Western_Great_Lakes
Name = Western_Great_Lakes
Hierarchy = -1
ListParams = $Lac Huron Sud|$Lac Huron Nord|$Chutes aux Saubles|$Saginaw Bay|$Lac Huron|$Sauts des Francais|$Anse au Tonnerre|$Sault|$Lac Superieur Sud|$Lac Superieur Ouest|$Anse de Michipicoton|$Grande Baie|$Baie des Puans|$Lac Michigan Centre|$Lac Michigan Sud|$Lac Superieur Est|$Saint Joseph|$Muskoka|$Huron|$Nunda|$Ojibwa|$Buffalo|$Quinatowa|$Portage|$Saint Clair|$La Grande|$Ganago|$Keweenaw|$Laurium|$Marinette|$Menominee|$Laona|$Wausau|$Oconto|$Shawano|$Wautama|$Dubuque|$Oshkosh|$Kewaunee|$Manitowoc|$Mauwatosa|$Ocanomowoc|$Mascoutins|$Maquaketa|$Neenah|$Savanna|$Kitchigaming|$Green Lake|$Pottewatomis|$Le Detroit|$Saint Denis|$Sandusky|$Sebawaing|$Lapeer|$Levallon|$Flin|$Saginaw|$Standish|$Sable|$Mackinaw|$Cadillac|$Clare|$Alma|$Kalkaska|$Manistee|$Manton|$Muskegon|$Grand Havre|$Owosso|$Grand Rapides|$Fontain|$Maumee|$Saint Ignace|$Sault Sainte Marie|$Munising|$Manistique|$Marquette|$Ispheming|$Escanaba|$Saginaw river|$Elkhart|$Dawagiac|$Kenosha|$La Porte|
{/Area}

// Area #82, Eastern_Great_Lakes
{Area}
UID = $area_Weather_Eastern_Great_Lakes
Name = Eastern_Great_Lakes
Hierarchy = -1
ListParams = $Milles Iles|$Lake Ontario|$Niagara Mouth|$Long Point Bay|$Lake Erie|$Bass Islands|$Lake St Clair|$Nioure|$Famine|$Gameydoes|$Cataraqui|$Quinte|$Ganaraske|$Oshawa|$Rouille|$Mississauga|$Niagara|$Sippee|$Urse|$Cedar|$Utanvas|$Blanc|$Sandosky|$Lorain|$Miamee|$Ashtabula|$Cataraugus Creek|$Tegynagerunte|$Irondequoit|$Gannagaro|$Osceola|$Oneida|$Oswego|
{/Area}

---------------------------------------------------------------------

I effectively reduce the number of weather areas by emptying the
weather area members list, as in

---------------------------------------------------------------------

// Area #81, Western_Great_Lakes
{Area}
UID = $area_Weather_Western_Great_Lakes
Name = Western_Great_Lakes
Hierarchy = -1
ListParams =
{/Area}

---------------------------------------------------------------------

and reassigning the member regions to another weather area (in the
example, to Eastern_Great_Lakes).

(The consolidated regions are therefore sometimes misnomers. In the
above example, I would like to rename Eastern_Great_Lakes as simply
"Great_Lakes". But that would necessitate changing too many game data
files. To ease mod installation, I try to keep things simple, and
just live with some of the misnomers. But this is behind-the-scenes
stuff that shouldn't matter to you, the gamer.)

In the most extreme case -- WIA -- I have reduced the number of active
weather areas from the default 19 down to the mod 7. In other cases
-- ROP & RUS -- the number of active weather areas is unchanged (but
still with region re-assignments among areas).

More tightly constraining weather possibilities:

Here are some typical weather specifications (in this case, from the
ROP/GameData/Weathers/WeatherPatterns_Interior_Uplands.ini file):

---------------------------------------------------------------------

Interior_Uplands|January|normal|Fair|0
Interior_Uplands|January|normal|Mud|0
Interior_Uplands|January|normal|Snow|70
Interior_Uplands|January|normal|HarshWeather|30
Interior_Uplands|January|normal|VHarshWeather|0
Interior_Uplands|January|low|Clear|0
Interior_Uplands|January|low|Mud|0
Interior_Uplands|January|low|Snow|70
Interior_Uplands|January|low|HarshWeather|30
Interior_Uplands|January|low|VHarshWeather|0
Interior_Uplands|January|high|Clear|0
Interior_Uplands|January|high|Mud|0
Interior_Uplands|January|high|Snow|20
Interior_Uplands|January|high|HarshWeather|80
Interior_Uplands|January|high|VHarshWeather|0
Interior_Uplands|January|coldwater|Clear|0
Interior_Uplands|January|coldwater|Mud|0
Interior_Uplands|January|coldwater|Snow|70
Interior_Uplands|January|coldwater|HarshWeather|30
Interior_Uplands|January|coldwater|VHarshWeather|0
Interior_Uplands|January|water|Clear|0
Interior_Uplands|January|water|Mud|20
Interior_Uplands|January|water|Snow|80
Interior_Uplands|January|water|HarshWeather|0
Interior_Uplands|January|water|VHarshWeather|0
Interior_Uplands|February|normal|Fair|0
Interior_Uplands|February|normal|Mud|0
Interior_Uplands|February|normal|Snow|100
Interior_Uplands|February|normal|HarshWeather|0
Interior_Uplands|February|normal|VHarshWeather|0
Interior_Uplands|February|low|Clear|0
Interior_Uplands|February|low|Mud|0
Interior_Uplands|February|low|Snow|100
Interior_Uplands|February|low|HarshWeather|0
Interior_Uplands|February|low|VHarshWeather|0
Interior_Uplands|February|high|Clear|0
Interior_Uplands|February|high|Mud|0
Interior_Uplands|February|high|Snow|50
Interior_Uplands|February|high|HarshWeather|50
Interior_Uplands|February|high|VHarshWeather|0
Interior_Uplands|February|coldwater|Clear|0
Interior_Uplands|February|coldwater|Mud|0
Interior_Uplands|February|coldwater|Snow|100
Interior_Uplands|February|coldwater|HarshWeather|0
Interior_Uplands|February|coldwater|VHarshWeather|0
Interior_Uplands|February|water|Clear|0
Interior_Uplands|February|water|Mud|50
Interior_Uplands|February|water|Snow|50
Interior_Uplands|February|water|HarshWeather|0
Interior_Uplands|February|water|VHarshWeather|0
[...]

---------------------------------------------------------------------

As you can see, each terrain type is limited to just one or two
"adjacent" weather possibilities in any given month. For example:
100% chance Snow; or 50% chance Mud, 50% chance Snow. To allow three
or more possible weathers for a given region and month is to invite
inverted weather/temperature patterns, "checker board" patterns, or
worse.

Contrast the above with some typical standard defaults (in this case,
from the official
ACW/GameData/Weathers/WeatherPatterns_Weather_Upland_South.ini file):

---------------------------------------------------------------------

Weather_Upland_South|January|Other|Fair|20
Weather_Upland_South|January|Other|Mud|40
Weather_Upland_South|January|Other|Snow|25
Weather_Upland_South|January|Other|Frozen|15
Weather_Upland_South|January|Other|Blizzard|0
Weather_Upland_South|January|Marsh|Fair|60
Weather_Upland_South|January|Marsh|Mud|25
Weather_Upland_South|January|Marsh|Snow|5
Weather_Upland_South|January|Marsh|Frozen|10
Weather_Upland_South|January|Marsh|Blizzard|0
[...]

---------------------------------------------------------------------

For all the craziness that results, too much variation!

I use a Perl script (program), mkweathers.pl, to generate the
month-to-month weather parameters (chances) for each weather area and
terrain type.

You don't need to run this script, or to understand its operation;
that's my job. Just know that the script helps to ensure consistent
treatment across all climate types, across all terrain types, across
all games. The various Weathers *.ini files are a great mass of data.
mkweathers.pl helps to make sense of it all, to manage all the
complexity, and to reduce outliers, typos, and other mistakes (such as
the combined weather chances exceeding 100% for any given month and
terrain type).

How do my modded weather parameters compare to the AGEOD official
defaults? To answer that question, I use another Perl script,
ageweathers.pl, to compute concise, concise, easy-to-see cross
references of one game's weather specifications to another's. In my
weathers mods, you can expect many changes, but I try not to stray
unnecessarily far from the official AGEOD standards and defaults.

For the latest version of mkweathers.pl & ageweathers.pl, (also the
latest version of the Weathers Mods, other scripts, and possibly other
useful stuff), visit

http://pikt.org/ageod/weathers/

After all the region corrections, re-assignments, consolidations;
after specifying the weather parameters (chances); after performing
some rigorous, comprehensive QA (using AGElint, and by other means);
after all of that, I tested, tested, tested. Based on my tests, I am
fairly well satisfied with the AACW, ROP, RUS & WIA Weathers Mods
results. Not perfect. But good enough. Certainly better than the
standard defaults.

There is much more I could say, but let's keep this short (ha!). For
more, much more discussion, please see any of

* http://www.matrixgames.com/forums/tt.asp?forumid=460 (AACW)
* http://www.ageod-forum.com/showthread.php?22114-Berto-s-ROP-Weathers-Mod (ROP) [older, but still interesting discussion]
* http://www.matrixgames.com/forums/tt.asp?forumid=898 (RUS)
* http://www.matrixgames.com/forums/tm.asp?m=3172568 (WIA)
* http://www.ageod-forum.com/showthread.php?21844-Berto-s-WIA-Weathers-Mod (WIA) [older, but still interesting discussion]

Some disclaimers:

* I am not a climatologist. (I only play one on TV.)
* My criticisms of AGEOD games weather modeling may be out of date.
The official game weathers may have changed recently, or since I
have written this.
* The AGE weather model is imperfect (what isn't?), and limits what
we can achieve. There are some maddening quirks and gotchas in
the AGE weathers system, also in the game data files. We try to do
the best we can, given all the constraints, and the mod objectives.
* I am diligent, and careful, and to the best of my ability I QA my
work and strive to give you the best product reasonably possible.
I make my share of mistakes, but except for honest differences of
opinion, I correct my goofs!

So, that in a nutshell (well, a bagful of nutshells) summarizes my
Weathers Mods.

Enjoy!

Robert Osterlund, aka "Berto"
Oak Park, Illinois, USA
2012/09/12


< Message edited by berto -- 9/12/2012 6:23:40 PM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 2
a few standard default WIA weather examples - 8/29/2012 10:36:48 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

Following are some examples of why I think the default WIA weathers are odd, questionable, and even repugnant (to the point where, at its extreme, I no longer want to play the game).

All the examples are from just a handful of test games. I did not have to run through many different test games to cherry pick the worst examples. These are commonplace weather patterns, typical of each and every WIA game.

Here is a typical weather pattern. April 1763, warmer weather to the north in Canada



but colder weather to the south around Texas (and Oklahoma and Arkansas)



Does this seem reasonable to you?

Before you answer that question, consider (sharing my observations, and expressing my opinions):

  • In WIA, game turns are one month. Weather should represent average weather patterns across 30 days, not short-term weather, or passing weather fronts.
  • In WIA, weather anomalies are the rule, not the exception.
  • People might cite freak snowstorms or cold snaps in the Deep South, or the rare occasions of inverted continental temperature patterns (warm to the north, cold to the south). But in real life, these are "freak" and "rare". In WIA the game, these are commonplace.
  • People might cite the "Little Ice Age" (roughly the 16th through the 19th Centuries) and the generally somewhat colder weather toward the end of that age compared to our current weather. But the differences are "somewhat" (in real life, real history), not extreme (as in the game).

May 1763, again warmer weather to the north in Canada



but colder weather to the south around Arkansas



Again, does this seem reasonable to you?

Note that, in both examples, we are comparing mountains to mountains ("apples to apples"), so elevation doesn't factor into it.

June 1763, again generally warmer weather to the north in New England



but, um, snow in the Berkshires in June, for an entire month? Surrounded all around (including mountains and wilderness) by rain/fair weather regions?

Does this seem reasonable to you?

October 1764, snow down south around Oklahoma but no snow anywhere else on the game map



Does this seem reasonable to you?

In this game, a very pronounced Ice Age in the Southern Plains! You tend to see snow around Texas, Oklahoma and Arkansas very often. And late into spring even.

Isolated pockets of anomalous weather:











Do these seem reasonable to you?

Again, this is due to the way WIA the Game computes the weather (weather determined randomly region/terrain by region/terrain, with only accidental correlation across regions/terrains).

April 1763, more oddities:



Crazy quilt!

Note that many of the snowy areas down south are lowlands, not upper elevations (mountains).

(Note also that I didn't have to go very far to find this one odd example. This is the weather pattern of another test game's very first turn.)

April 1763, from another test game, more crazy quilt patterns:



Does this seem reasonable to you?

I drew the above examples firstly from just a single test game (of the Pontiac's War scenario), then two consecutive reloads. No need to wait very long to see weather strangeness (IMHO). You can see it almost every turn, almost everywhere you look.

We can do better than this.

< Message edited by berto -- 8/29/2012 10:44:54 AM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 3
RE: Berto's WIA Weathers Mod -- work has resumed - 9/7/2012 7:30:13 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

Work has resumed on the WIA Weathers Mod.

In my WIA weathers mod, there will be seven main weather areas:

  • Eastern_Canada (includes regions moved over from Western_Canada) (cool continental climate type)
  • Canadian_Maritimes (continental climate type)
  • Eastern_Great_Lakes (includes regions from Western_Great_Lakes) (continental climate type)
  • Northern_Plains (includes regions from Upper_West, Upper_New_England, Lower_New_England, WxAtlantic & WxEurope) (warm continental climate type)
  • Upland_Middle_States (includes regions from Coastal_Middle_States & Kentuckee_Uplands) (warm temperate climate type)
  • Upland_South (includes regions from Upland_Southeast & Southern_Plains) (subtropical climate type)
  • Coastal_Southeast (includes regions from Lower_Lousianne & Coastal_Carribean) (warm subtropical climate type)

Corresponding to the broad climate types in the eastern half of the United States displayed here:



And the eastern half of Canada displayed here:



Yes, the consolidated Eastern_Great_Lakes uber weather area now encompasses the discarded (emptied) Western_Great_Lakes weather area. So "Eastern_Great_Lakes" is somewhat of a misnomer. What I'd really like to do is to define, in Areas.ini, an entirely new weather area, simply Great_Lakes (and also Upper_Canada, Middle_North, Upper_South, etc.). But that would necessitate edits to WIA/Aliases/MetaAreas_Aliases.ini & WIA/GameData/AreasExtInfos.ini. Also, it would complicate merges with updated official WIA/GameData/Areas.ini. I shouldn't rewrite the game weather system more than necessary, or overly complicate the mod install process. So, I live with the weather area misnomers -- not pretty from a programmer viewpoint, but this behind-the-scenes stuff should be effectively transparent to the users.

In my weather uber areas, and so as to avoid unnecessary confusion, I am naming them in conformity with my AACW Weathers Mod. (For example, there is a North_Plains weather area in AACW, so we go with the similarly named Northern_Plains weather area in WIA.)

In fixing the WIA weathers, the first steps are to

  • Reduce the number of weather areas, and conform them to actual, real-world climate. (There are way too many weather areas in official WIA. And many of the 20 don't conform well at all to realistic climate bands (e.g., run north to south, not east to west).
  • Reassign regions as necessary (empty and consolidate).
  • Correct region misassignments (goofs in the original, official Areas.ini).

In my revised Areas.ini file, I am undertaking those first several steps.

Still ahead:

  • Specify month-to-month rainfall, snow & temperature patterns. (This will base off of my earlier AACW, ROP & RUS weathers mods, so is already mostly done.)
  • Perform some rigorous, comprehensive QA.
  • Test, test, test.

So far, the region reassignments are going well. I am hewing closely to the weather areas already worked out in the AACW mod, so work is proceedingly quickly.

Soon, soon...

< Message edited by berto -- 9/9/2012 12:59:02 PM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 4
BertoWeathersMods.20120907 -- WIA v0.9 - 9/8/2012 12:47:40 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

I invite you to download the 20120907 release of my weathers mod, which features the v0.9 WIA Weathers Mod (also updates to the AACW, ROP & RUS Weathers Mods over the past week). Get the entire package (which includes unfinished, works-in-progress weathers mods for several other AGEOD games) here:

http://pikt.org/ageod/weathers

(Note: You might wait a bit, because I anticipate issuing a thoroughly tested, at or near v1.0, weathers mod package -- encompassing the AGEOD games AACW, ROP, RUS & WIA -- by the second week of September 2012. So be sure to check back later.)

The v0.9 RUS Weathers Mod closely reflects its kindred AACW Weathers Mod.

Based on my tests, I am getting close to satisfied with the AACW, ROP, RUS & WIA Weathers Mods results, satisfied enough that I really do foresee releasing 1.0 versions of these mods within a week or less.

The WIA Weathers Mod (so too the others) should be compatible with any ongoing game-in-progress. (If you apply the mod, then reload a saved game, the mod won't take effect until the next turn in your game.) Feel free to apply and test!

_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 5
BertoWeathersMods v1.0 released - 9/12/2012 6:29:08 PM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

I have released v1.0 of my Weathers Mod for AGEOD's Wars in America (BoA2).

Please download the 20120912 release of the WIA weathers mod (also weathers mods for several other AGEOD games) here:

http://pikt.org/ageod/weathers/

Or just click on: BertoWeathersMods.LATEST.zip

The BertoWeathersMods package contains weathers mods for the AGEOD games AACW, ROP, RUS & WIA. (NCP in future, AJE maybe, PON never.)

The WIA Weathers Mod should be compatible with any ongoing game-in-progress.

Enjoy!

< Message edited by berto -- 2/28/2013 7:54:46 PM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 6
BertoWeathersMods v1.1 -- sample WIA screen shots - 9/28/2012 8:58:45 PM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

Here are some sample screen shots from test games of the WIA Weathers Mod v1.1.

(These are from the first official release of the mod. This is not an announcement of a new mod release.)

November 1755.

To the east, snow in Mountain regions only. Rain in the less elevated regions.



December 1755.

One month later, snow extends also to Wilderness regions.



January 1756.

In the map center, snow in the Mountain & Wilderness regions, snow everywhere to the north.

In Missouri, snow in northerly Wilderness regions only, not to the south.



January 1756.

To the east, in the Mid Atlantic coastal regions, no snow. If it ever snowed in those places, it would be lighter, melting, and short-lived.



February 1756.

Mid winter, snow-covered everywhere to the north. (And repeating: no snow in southern regions, ever.)



March 1756.

Snow in the Canadian and Great Lakes Wilderness regions only.



April 1756.

Snow in most of Canada, but not in Forest regions along coastal Lake Ontario north, or along the Atlantic coast. Snow in in the "snow belt" Wilderness regions along southern and eastern Lake Ontario.



No more "holes", "orphans", "fingers", or "crazy quilts" (except where climate science and the AGEOD-specified region terrain types mandate them). A plausible treatment of rain/mud patterns across the map, and in all seasons, too. A model of game weathers more consistent with climatological facts (as I interpret them).

With my WIA Weathers Mod, what you see is what you'll get. Subject to possible further tweaks. But all in all, I'm really happy with these results. I hope you'll agree.


< Message edited by berto -- 9/29/2012 1:26:30 PM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 7
WIA Weathers Mod v1.1 released - 9/29/2012 1:25:39 PM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

I have released v1.1 of my Weathers Mod for AGEOD's Wars in America (BoA2).

v1.1 adjusts several regions around Mont Royal, mainly so the Eastern_Great_Lakes area doesn't extend quite so far east.

Please download the 20120929 release of the WIA weathers mod (also weathers mods for several other AGEOD games) here:

http://pikt.org/ageod/weathers/

Or just click on: BertoWeathersMods.LATEST.zip

The BertoWeathersMods package contains weathers mods for the AGEOD games AACW, ROP, RUS & WIA. (NCP in future, AJE maybe, PON never.)

The WIA Weathers Mod should be compatible with any ongoing game-in-progress.

Enjoy!

< Message edited by berto -- 2/28/2013 7:55:20 PM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 8
WIA Weathers Mod v1.2 released - 11/29/2012 7:50:20 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

I have released v1.2 of my Weathers Mod for AGEOD's Wars in America (BoA2).

v1.2 delays the onset of winter by a month. November weather is now more like April weather, not like March. May rain/mud has been reduced. (And pertinent to RUS, winter has been scaled back in desertic steppe regions.)

The overall impact is to lengthen the effective campaigning season by up to a month, at both beginning and end.

Please download the 20121129 release of the WIA weathers mod (also weathers mods for several other AGEOD games) here:

http://pikt.org/ageod/weathers/

Or just click on: BertoWeathersMods.LATEST.zip

In v1.2 of the Weathers Mod, the Areas.txt file is unchanged. Only the Weathers/*.ini files have changed. Updating from the previous version is as easy as copying the new Weathers/*.ini files in place.

Entirely new mod installs require, additionally, a simple Areas.ini file edit (copy and replace).

As always, be sure to make backups first!

The BertoWeathersMods package contains weathers mods for the AGEOD games AACW, ROP, RUS & WIA. (NCP & AJE in future, PON never.)

The WIA Weathers Mod should be compatible with any ongoing game-in-progress.

Enjoy!

< Message edited by berto -- 2/28/2013 7:55:43 PM >


_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to berto)
Post #: 9
RE: WIA Weathers Mod v1.2 released - 2/4/2013 11:55:12 PM   
WallysWorld


Posts: 164
Joined: 12/21/2006
From: Calgary, Alberta
Status: offline
I just starting playing the Revolutionary War campaign and I'm using your weather mod for the first time in any Ageod game.

Many thanks for your work, berto.

(in reply to berto)
Post #: 10
RE: WIA Weathers Mod v1.2 released - 2/5/2013 6:19:05 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

You're welcome!

_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to WallysWorld)
Post #: 11
RE: Berto's WIA Weathers Mod - 6/3/2013 10:31:07 AM   
Warsage


Posts: 7
Joined: 10/30/2012
Status: offline
Tkanks for your job.

_____________________________

Las vallas nunca serán lo bastante altas si al otro lado hay hambre. (The fence will never be high enough if the other side is hungry.)

(in reply to berto)
Post #: 12
RE: Berto's WIA Weathers Mod - 6/3/2013 11:19:08 AM   
berto


Posts: 4295
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online

Ditto, you're welcome!

_____________________________

Early MusiChicago, http://earlymusichicago.org
PIKT, http://pikt.org
Campaign Series Lead Programmer, http://www.matrixgames.com/forums/tt.asp?forumid=226
AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to Warsage)
Post #: 13
RE: Berto's WIA Weathers Mod - 5/20/2014 1:09:07 AM   
rosseau

 

Posts: 1026
Joined: 9/13/2009
Status: offline
Just got back into WIA. This is great and much appreciated.

(in reply to berto)
Post #: 14
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