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Moding Questions - 6/26/2009 7:53:19 PM   
NormS3


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I have not yet got FOF but am getting pretty interested in it. I have done a lot of moding of other games and was wondering about a couple things . . .

1. Can you mod the commanders, adding new (any mising ones), change stats, arrival times, ect.
2. SAme with the Brigades
3. Territories/provinces, can they have mints, armories, horse farms added or subtracted?


Thanks in advance
Post #: 1
RE: Moding Questions - 6/26/2009 8:42:16 PM   
cesteman


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I am under the impression that you can mod all of these except adding new commanders. I'd suggest looking in this sub-forum maybe with a search for what you need. I know you can change generals that show up only 25% of the time to 100%. As for stats, not sure just try a search. Gil is probably the one who can answer all of these questions better than me but he doesn't check this forum much.

(in reply to NormS3)
Post #: 2
RE: Moding Questions - 6/29/2009 6:12:19 PM   
NormS3


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how about moding the names of generals?

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Post #: 3
RE: Moding Questions - 6/30/2009 8:10:24 PM   
NormS3


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another question,

if an officer is captured, is he exchanged later? And for what?

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Post #: 4
RE: Moding Questions - 6/30/2009 8:27:40 PM   
cesteman


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Officers are never captured. Their either healthy or wounded (or dead). As for renaming them I'm sure it's possible but you'll have to ask either Gil or eric.

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Post #: 5
RE: Moding Questions - 6/30/2009 8:33:14 PM   
NormS3


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I was reading a couple of the AARs and several mentioned capturing officers? Creative License?

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Post #: 6
RE: Moding Questions - 7/1/2009 4:26:23 PM   
Gil R.


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1. Yes to all that, except that the number of overall commanders is of necessity fixed by the code, so to add someone you'd have to take someone away. However, with more than 1000 commanders in the database I doubt you'll have trouble finding someone to oust.
2. Brigades are generic, but you can add historical ones to the opening of the scenario, or for possible random appearance later in the game. Just add new units to the file with the "Legendary Units," and to have them show up when the game begins also put them in the ACWStart.txt file.
3. Yes, easy to do once you figure out the system for assigning code numbers to places and buildings.

(in reply to NormS3)
Post #: 7
RE: Moding Questions - 7/1/2009 4:40:02 PM   
NormS3


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thanks.

Does FOF have a tutorial for it's editor.

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Post #: 8
RE: Moding Questions - 7/1/2009 4:57:12 PM   
Gil R.


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There's no editor. Everything is done in .txt files, which are easily edited in Excel (or a similar program).

I believe that there are other threads in this sub-forum explaining what's what, but if not then you can post questions here. Sounds to me like you'd only need to worry about perhaps a half-dozen files to do what you want.

(in reply to NormS3)
Post #: 9
RE: Moding Questions - 7/1/2009 5:11:54 PM   
NormS3


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Great thanks for the replies.
Am looking forward to getting FOF!

(in reply to Gil R.)
Post #: 10
RE: Moding Questions - 7/2/2009 6:21:45 PM   
Gil R.


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Excellent. I hope you enjoy it.

(in reply to NormS3)
Post #: 11
RE: Moding Questions - 7/7/2009 11:50:56 AM   
Mutation2241

 

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Yes leaders can be added too. So far I have added
Munford,_T.T. Poague,_W.T. Cutshaw,_W.E. Beckham,_R.F. McIntosh,_D.G. Haskell,_J.C. Hallonquist,_J.H. Smith,_M. Cabell,_H.C. Nethercutt,_J.H.

Odd to see cesteman say Officers are never captured. In my games they are(they surrender alongside their brig if no escape route available)

Edit: You can also change pics for existing Generals but I couldnt have done without Photoshop

< Message edited by Mutation2241 -- 7/7/2009 11:52:01 AM >

(in reply to NormS3)
Post #: 12
RE: Moding Questions - 7/7/2009 7:49:28 PM   
cesteman


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Well, stupid me I didn't consider combat

(in reply to Mutation2241)
Post #: 13
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