Tokiedian Posted July 30, 2017 Posted July 30, 2017 (edited) I tried modding Fire Rate x4, Damage x1/4, Accuracy x1/4... In fact it was pretty fun!! Volleys aren't so destructive but more volleys has steady stopping power as historical fact. Additionally I felt it becomes more difficult to entrap AI in low cover terrains with my mod... More Historical Weapon MOD (Alpha version) http://up3.kouploader.jp/?m=dp&n=koupz95945 DLkey is UGCW. After downloading it, replace "resources.assets" with it in Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data. When you want to recover the game to vanilla condition, uninstall and reinstall the game (Save data is stored in your personal directory so there is no fear of losing your save data) Edited August 1, 2017 by Tokiedian
quicksabre Posted July 30, 2017 Posted July 30, 2017 I'd be really curious to try your mod, if you're willing to share. Those casualty figures look better than mine usually do in the base game as well. Did you also mod ammo or did all of your troops run out?
Tokiedian Posted July 30, 2017 Posted July 30, 2017 7 hours ago, quicksabre said: I'd be really curious to try your mod, if you're willing to share. Those casualty figures look better than mine usually do in the base game as well. Did you also mod ammo or did all of your troops run out? Here is it. DLkey is UGCW http://up3.kouploader.jp/?m=dp&n=koupz95925 Replace resources.assets with this.
Tokiedian Posted July 30, 2017 Posted July 30, 2017 (edited) 37 minutes ago, Hannibalbarca said: Did you increase wagon resupply capacity in line with increased consumption of munitions? Unfortunately, no... However, we should find a way to increase ammo that unit can have and supply wagon can store, or decrease consumption of ammo per volley. Additionally there is other problems such as a fact that we cannot fast-forward volley animation yet... Edited July 30, 2017 by Tokiedian
A. P. Hill Posted July 31, 2017 Posted July 31, 2017 @Tokiedian Out of curiosity, do you think you could find an English language download share site, I can't read any thing on your current site, just plain overly cautious to click on anything I can't read. Thanks.
The Soldier Posted July 31, 2017 Posted July 31, 2017 For the moment, until that happens, I figured it out and have it on my DB.https://www.dropbox.com/s/rg5by606ziuvsoy/resources.assets?dl=0
Tokiedian Posted August 1, 2017 Posted August 1, 2017 (edited) I'll gladly lend The Solder my MOD on his dropbox And I update my MOD with some important fixies (in fact these fixes patches my bluncer...) http://up3.kouploader.jp/?m=dp&n=koupz95945 DLkey is UGCW Btw I play Historical Battle Gettysburg with my MOD! Edited August 1, 2017 by Tokiedian
The Soldier Posted August 1, 2017 Posted August 1, 2017 @maojoejoe Hey, just thought I'd bring you back here and thank you for inspiring and helping make possible the first mod.
Titan Uranus Posted August 1, 2017 Posted August 1, 2017 (edited) On 7/30/2017 at 6:35 AM, Tokiedian said: Unfortunately, no... However, we should find a way to increase ammo that unit can have and supply wagon can store, or decrease consumption of ammo per volley. Additionally there is other problems such as a fact that we cannot fast-forward volley animation yet... Yes, I'm not sure where to look for the answer to that. In my tests, I took 50 "Fire Rate" to mean 3 rounds/minute and altered repeaters/breach-loaders from that baseline. Animation definitely becomes the limiting factor by "20 rounds/minute" (~330) and in certain scenarios the animation hick-ups and is a problem at ~150 "Fire Rate." I will have to look to make sure, but I think that mounted cav might not have animations for reloading/aiming. If we cannot figure out how to speed up animations we might be able to replace them. Of course, we have to find them first. Good job on figuring out the equations behind some of the variables, I would never have considered that they might involve calculus. Also, I really hope I didn't just get a brace of viruses from that weird Japanese website you put your download on. Edited August 1, 2017 by Titan Uranus
The Soldier Posted August 1, 2017 Posted August 1, 2017 9 minutes ago, Titan Uranus said: Also, I really hope I didn't just get a brace of viruses from that weird Japanese website you put your download on. Oh, it's fine, I DL'd it from there about a dozen times and I'm fine. If anyone wants though, I am maintaining a Dropbox version I mentioned a few posts above. https://www.dropbox.com/s/rg5by606ziuvsoy/resources.assets?dl=0
quicksabre Posted August 2, 2017 Posted August 2, 2017 23 hours ago, The Soldier said: Oh, it's fine, I DL'd it from there about a dozen times and I'm fine. If anyone wants though, I am maintaining a Dropbox version I mentioned a few posts above. https://www.dropbox.com/s/rg5by606ziuvsoy/resources.assets?dl=0 Thanks for sharing! I couldn't get the japanese site to work, even when willing to take the risk. Also thanks to Tokiedian for sharing!
quicksabre Posted August 6, 2017 Posted August 6, 2017 Does anyone know where the appropriate file to replace can be found on a mac? I looked in the application support folder, including both steamapps -> common -> UGCW and the UGCW folder not within steam. The former just contained the html files for the guide and the latter contained savegames. I am showing hidden files and folders.
The Soldier Posted August 6, 2017 Posted August 6, 2017 Should be here. Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data Replace resources.assets, but remember to make a backup.
Tokiedian Posted August 6, 2017 Posted August 6, 2017 Where save data are on Win PC: C:\Users\<username>\AppData\LocalLow\Game Labs\Ultimate General Civil War\Save
Tokiedian Posted August 6, 2017 Posted August 6, 2017 (edited) Weapon Shop Data Reputation Shop North: Path ID 221147 (01ED8770 - 01EDAA30) South: Path ID 221148 (01EDAA30 - 01EDCB40) 011170 in hexadecimal = 70000, 0DAC = 3500, 07D0 = 2000, 05DC = 1500 "Stage7" means Winter 1862 Campaign a.k.a Fredericksburg Campaign Edited August 6, 2017 by Tokiedian
quicksabre Posted August 6, 2017 Posted August 6, 2017 10 hours ago, The Soldier said: Should be here. Steam\steamapps\common\Ultimate General Civil War\Ultimate General Civil War_Data Replace resources.assets, but remember to make a backup. Thanks! The only folder in there is BrowserAssets. But I was able to find the folder by using 'show package contents' on the launcher button, then Contents\Resources\Data
JonnyH13 Posted August 8, 2017 Posted August 8, 2017 To start I like the direction the mod is going and I wish you luck in finding out how to edit the supplies of both wagons and infantry. However after playing the mod for a bit, I have a few things to point out. I believe a better balance for damage and accuracy should be set to 1/3 instead of 1/4 of the original values. Too often I found 2500 man brigades volley doing nothing at point blank range. Same thing with canister but that was less of an issue. I find that I can simply ignore the volleys and simply melee the enemy to death in any situation, firepower be damned. 1
Tokiedian Posted August 8, 2017 Posted August 8, 2017 (edited) 8 minutes ago, JonnyH13 said: To start I like the direction the mod is going and I wish you luck in finding out how to edit the supplies of both wagons and infantry. However after playing the mod for a bit, I have a few things to point out. I believe a better balance for damage and accuracy should be set to 1/3 instead of 1/4 of the original values. Too often I found 2500 man brigades volley doing nothing at point blank range. Same thing with canister but that was less of an issue. I find that I can simply ignore the volleys and simply melee the enemy to death in any situation, firepower be damned. Well, however, in fact still enemy casualty rate grows more than historical fact with my mod... Basically your problem is related to moral damage per casualties, unreasonable increase of casualties by flanking and rear shots. (Basically flanking and rear shots should just affects moral, not casualities) I haven't find how to edit those parameters yet... Edited August 8, 2017 by Tokiedian
Tokiedian Posted August 8, 2017 Posted August 8, 2017 Battle Reward Deta North: (01FFD430 - 020008B0) South: (020008B0 - 02003C80) At Winter 1862 Campaign a.k.a Fredericksburg Campaign (BG Difficulty, Politics +10) 030D40 in hexadecimal = 200000, 200000x1.25=250000. 01D4C0 = 120000, 120000x1.25 = 150000. 015F90 = 90000, 90000x1.25 = 112500 1D4C = 7500, 7500x1.25 = 9375. 1388 = 5000, 5000x1.25 = 6250. 0BB8 = 3000, 3000x1.25 = 3750 14 = 20. 01 = 1. 100000000-FFFFFFCE = -32 = -50
Tokiedian Posted August 8, 2017 Posted August 8, 2017 I found where weapons has their IDs And these IDs are linked with Reward IDs Additionally historical generals also has their Reward IDs Weapon Reward ID: Weapon (01FFCAC0 - 01FFCFA0) General Reward ID: Officer (01FFB900 - 01FFCA60)
Tokiedian Posted August 8, 2017 Posted August 8, 2017 (edited) Possible weapon reward ID list Sharps Model 1855: 00 74 03 Sharps Model 1859: 01 74 03 Pattern 1861 Enfield: 02 74 03 1862 CS Richmond: 03 74 03 Burnside: 04 74 03 Colt M1855: 05 74 03 Colt Model 1855: 06 74 03 Frank Wesson: 07 74 03 Lemat: 08 74 03 Maynard: 09 74 03 Palmetto M1842: 0A 74 03 Remington M1862: 0B 74 03 Sawedoff: 0C 74 03 Smith: 0D 74 03 Spencer carbine: 0E 74 03 10pdr Ordnance: 0F 74 03 10pdr Parrot: 10 74 03 10pdr Tredgar: 11 74 03 12pdr Howitzer: 12 74 03 12pdr Napoleon: 13 74 03 12pdr Whitworth: 14 74 03 14pdr James: 15 74 03 20pdr Parrott: 16 74 03 24pdr Howitzer: 17 74 03 6pdr Gun: 18 74 03 6pdr Wiard: 19 74 03 Palmetto M1842: 1A 74 03 Cook&Brother: 1B 74 03 Farmer: 1C 74 03 Rebored Farmer: 1D 74 03 Springfield M1842: 1E 74 03 Colt M1855: 1F 74 03 Pattern 1853 Enfield: 20 74 03 Fayetteville: 21 74 03 Henry: 22 74 03 Hunter: 23 74 03 J.F. Brown (TS): 24 74 03 Lorenz: 25 74 03: 25 74 03 MJ&G Type II: 26 74 03 Mississippi M1841: 27 74 03 Sharps: 28 74 03 Spencer: 29 74 03 Tyler Texas: 2A 74 03 Springfield M1855: 2B 74 03 Springfield M1861: 2E 74 03 Springfield M1863: 2F 74 03 Harpers Ferry M1855: 30 74 03 CS Richmond: 31 74 03 Whitworth: 32 74 03 Whitworth (TS): 33 74 03 General Reward List Northern Generals: 3B 69 03 (Burnside) - 60 69 03 (Schimmelfennig) Southern Generals: 61 69 03 (Anderson) - 8D 69 03 (Wright) Edited August 8, 2017 by Tokiedian
JonnyH13 Posted August 11, 2017 Posted August 11, 2017 The new version of UGCW has ruined the mod but I think one has to simply copy paste the weapon data into the new resourse.asset file to fix it. Also here are some more suggestions. To compensate for the lack of damage these weapons have while in reality are very devastating, I believe the repeater weapons should have higher damage values to represent how many bullets were sent down range in a short time. The constant volleys that do nothing are irking me much. More suggestions to come. EDIT: Also if you want to find out the formulas for damage calculation, morale calculation, and other formulas it is in the Steamapps\common\Ultimate General Civil War\ Ultimate General Civil War_data\Managed You need a unity asset browser program of some sort in order to look into the files however.
A. P. Hill Posted August 27, 2017 Posted August 27, 2017 On 8/11/2017 at 0:10 AM, JonnyH13 said: The new version of UGCW has ruined the mod but I think one has to simply copy paste the weapon data into the new resourse.asset file to fix it. ... Unless I'm messing something up, (which is entirely possible,) this statement is true. I cannot get the mod file to work any longer with the 1.X release of the game.
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