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Customizing units

 
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Customizing units - 2/21/2013 8:38:52 AM   
Southern_Aristocrat

 

Posts: 3
Joined: 2/21/2013
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I am trying to customize the game so that instead of fighting "US 1st Infantry", "US 2nd Infantry",... "US 79th Infantry", there are actually state designations, and taking advantage of the various state flags provided as opposed to the same old generic US or CS flags.

What I've done is remade the ACWSpecUnits file and filled it up with "1st_Georgia", "2nd_Georgia", "1st_Illinois_Cav", "1st_New_York_Art", etc. All generic state designations for now. Proper flags are assigned to each unit based on the state it represents. none are assigned attributes or special abilities.

Setting "SpecialUnitPercentage" to 1000 in the ACWconstants file works to replace all the generic units at scenario start as well as new units with the ones I've supplied in the ACWSpecUnits file, however I've have several issues during the testing of this approach.

- Flags assigned to units in the ACWSpecUnit file do not appear in game, whether at the scenario start or built after turn 1. This appears to be a problem with Special Units in the vanilla game too.
- The maximum number of special units the program is able to process from the ACWSpecUnits file is 256.
- The units from ACWSpecUnits selected at the start of the game have random special abilities (even with the ACWstart file modded to have no special abilities for any unit), while special units built during the game properly have none.
- Setting "no starting legendary units" in the game options (for a custom unit/flag ACWstart file) means units from the ACWspecunit file are never used, even in future unit production.
-Generals are assigned to brigades randomly every turn, no "Hood's", "Law's" brigades etc. (arrrg)


If anyone familiar with modding special units, or a developer can confirm these 4 findings I'd appreciate it. Especially if somehow flags I designate to units could be made to appear. I have fun customizing my confederates and want to add some color to the bad guys too.

Thanks

Post #: 1
RE: Customizing units - 2/26/2013 11:51:20 PM   
Gil R.


Posts: 10036
Joined: 4/1/2005
Status: offline
1000%, huh? You might be the first to have thought of that.

As I recall, the generic units that appear are hard-coded to be generic, so this is only something that can be fixed with paperclips and duct tape, as you're doing. I'll ask Eric (= programmer) to wander by here and see if he has any ideas.

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(in reply to Southern_Aristocrat)
Post #: 2
RE: Customizing units - 2/28/2013 2:19:40 AM   
Southern_Aristocrat

 

Posts: 3
Joined: 2/21/2013
Status: offline
For some reason 100% was not working... 100% of the time, I was still getting generic units at the start and when making new ones. 1000% seems to solve that problem.

EDIT: although I didn't try 101%-999%, I just went straight to 1000%

< Message edited by Southern_Aristocrat -- 2/28/2013 2:21:08 AM >

(in reply to Gil R.)
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