Complete Mod for v1.4!!!

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xriz
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Complete Mod for v1.4!!!

Post by xriz »

I have my first mod ready, Xmod_v1.4, I have tested it with version 1.4 of the game.
link for download, its about 1 mb but still too big for the forums
http://www.keepandshare.com/doc/5419338 ... ip-1-1-meg

It’s ment for PvP, I tried to address a bunch of things people have been discussing, including but not limited to; fighting in winter, cutting the benefits of disbanding units, trying to fix navel warfare.

Railroad guns were always a disappointment to me so I split rail road guns into 3 techs, you can unlock it mid 1915 with out doing any extra research; I even made graphics for it.

Added new type of Commander, the Elite Unit; its just like regular commanders only the range is 0, so they only effect the unit you place it on, big bonuses. This was trying to address the desire for “elite units” with out having to create a new unit. One each for England, France, Russia and Austria, Germany gets 2, one is late game to balance against 3 allied elite units. All of theses Elite/commander units get; Ground attack +4 and base defense +2, except sturmtruppen which get +4 base defense.

Added two new commanders, one for the Serbs and an additional English Admiral for anit-sub duty.

Made a light modification the 1914 scenario, that one isn’t necessary for the rest of the mod to work.

For a pvp game label it Xmod_v1.4_1914 or Xmod_v1.4 (if using standard scenario), so people know which mod your using.

Copy the files in the zip folder to the appropriate directories for the game and replace the old ones.

Files modified list: (you should make copies of the originals of these files, since you will be replacing them.)

Data/Lang/english.text

Data/Scripts/1914.lua (optional)
Data/Scripts/units.lua
Data/Scripts/technology.lua
Data/Scripts/commanders.lua
Data/Scripts/game.lua

Data/Scripts/game/game_research.lua
Data/Scripts/game/game_deployment.lua
Data/Scripts/game/game_commanders.lua

Data/Graphics/techs/super_railroad_gun.png
Data/Graphics/techs/super_railroad_gun_queue.png
Data/Graphics/techs/super_railroad_gun_small.png

Files to add to your copy for mod, including the above

Data/Graphics/techs/
super_railroad_gun.png
super_railroad_gun_queue.png
super_railroad_gun_small.png

anchorage.png
anchorage_queue.png
anchorage_small.png

super_gun.png
super_gun_queue.png
super_tun_small.png

Data/Graphics/Commanders/
Commander_50.png
Commander_info_50.png
Commander_queue_50.png

Commander_51.png
Commander_info_51.png
Commander_queue_51.png

Commander_52.png
Commander_info_52.png
Commander_queue_52.png

Commander_53.png
Commander_info_53.png
Commander_queue_53.png

Commander_54.png
Commander_info_54.png
Commander_queue_54.png

Commander_55.png
Commander_info_55.png
Commander_queue_55.png

Commander_56.png
Commander_info_56.png
Commander_queue_56.png

Commander_57.png
Commander_info_57.png
Commander_queue_57.png


**************************************


Files modified, with notes:

Data/Scripts/
1914.lua (see below, not necessary for others mods to work)

units.lua (see below)
technology.lua (see below)

commanders.lua
Added a bunch of new commanders as a new concept; the elite formation. (details below)
And 2 new commanders, one for Serbia and one for England (details below)
game.lua
Winter Combat Penalty for Attacker = 0.4, use to be 0.7
Lab Upkeep Cost = 2, use to be 3

Data/Lang/
english.text (sorry english language only)
detach commander Confirm = now reads 2 turns
tons of info and labeling text added for new commanders and split text.

Data/Scripts/game/
game_research.lua
PP received from selling a lab reduced from 1/2 to 1/8 the cost to produce lab, ie 20 pp becomes 5 pp
game_deployment.lua
PP received from selling a unit reduced from 1/2 to 1/16 the cost to purchase
MP received from selling a unit recuced from 1/1 to 1/2 the cost to purchase
game_commanders.lua
turns to re-spawn a commander after detaching = 2, use to be 1, to keep commander hopping down, it takes time to redeploy.
turns to re-spawn a commander after being wounded = random +3, use to be random +2, extra mandatory turn added.

***
Railway Guns;
Cost = 50, use to be 50
Time = 5, use to be 10, time to produce.
range = 4, use to be 3
Upkeep = 1, use to be 1

*3 Railway Gun techs added;

*Railway carriage:
research time = 200, use to be 1200
un locks Railway gun unit,
Ground Attack = 1, use to be 2
Strategic Attack = 0, use to be 10
Bombard = 2, use to be 4
shock = 2, use to be 0

*Anchorage:
up grade cost = 20, no up grade before
research time = 250 (total is 450), use to be 1200
Ground Attack = 1 (total is 2), use to be 2
Strategic Attack = 5 (total is 5), use to be 10

*Super Railway Gun:
up grade cost = 20, no up grade before
research time = 400, (total is 850) use to be 1200
Strategic Attack = 10 (total is 15), use to be 10
shock = 1 (total now is 3), use to be 0

***

Commanders.

Added Serbian ground commander, Zivojin Misic,
available turn 2.
Ground attack +2,
Base defense +0

Added British navel commander, George Callaghan.
available when navel casualties = 10, and navel kills = 1
Sub attack 3, doesn’t show up but in UI, all navel commanders don't show Sub attack effects in the UI but it works in game, may not add sub attack in game, bug.
navel attack -2, makes the unit(s) more committed to convoy escort.

Added new type of Commander, the Elite Unit; its just like regular commanders only the range is 0, so they only effect the unit you place it on, big bonuses. One each for England, France, Russia and Austria, Germany gets 2, one is late game to balance against 3 allied elite units.

All of theses Elite/commander units get; Ground attack +4 and base defense +2, except sturmtruppen which get +4 base defense.

Austria
KAISER JAGER
to unlock = 15 ground kills
+4 Assault

Germany
PRUSSIAN GUARD
to unlock = none, available same turn Germany is
+2 Shock
STURMTRUPPEN
to unlock = VON MACKENSEN unlocked first and 150 kills (late game for 1914 I hope)
+4 base defense
+6 Assault

French
FOREIGN LEGION
to unlock = 15 kills, 40 casualties
+4 Assault

England
COLDSTREAM GUARDS
to unlock = none, available same turn England joins war
+4 Assault

Russia
RUSSIAN COSSACKS
to unlock = Yudenich unlocked first and 150 kills (late game for 1914 I hope)
+2 Shock

***
Units:
Artillery
cost PP = 50, use to be 40
Up keep PP = 3, use to be 1

cruiser
time to produce = 6, use to be 5
upkeep = 1, use to be 2.
navel attack =4, use to be 5
base defense = 8
sub attack = 4, use to be 3, balancing against subs with lower base defense

Battleship
LOS = 2, use to be 3
costPP = 70, use to be 80, makes the PP the same despite the time to produce is longer now.
production time = 20, use to be 10
upkeep = 2, use to be 3
navel attack = 7, use to be 10, keep the ships fighting with out getting out of hand with base defense values.
ammunition = 3, use to be 6

submarine
naval attack = 3, use to be 2 helps with sinking convoys
base defense = 4, use to be 5 balancing

convoy
base defense = 4, was 11 and way to high to bother to interdict English convoys but now....

bomber
up keep PP = 2, use to be 1
range = 7, use to be 10, they seem over powered with both strategic attack and ground attack.

zeppelin
LOS = 4, use to be 2 (line of sight)
turns to produce = 6, use to be 5
upkeep PP = 2, more useful more expensive

armored car
LOS = 2, use to be 1, cheep recon (line of sight)

cavalry
LOS = 2, use to be 1, recon in force (line of sight)

***
1914 scenario, added units.
Austria
1 infantry, next to SARAJEVO, they seem to need the boost and to balance against Serb commander

France
1 cavalry, south of Paris, represents high command reserve.

Germany
1 zeppelin, next to WILHELMSHAVEN, they had them
1 sub, next to other, make the uboat campaign more viable.

England
1 Cruiser, GLASGOW
Sub changed to cruiser, help with extra German sub, British had more surface ships and British didn't take to using subs for convoy sinking till summer of 1915.
xriz
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Re: Complete Mod for v1.4!!!

Post by xriz »

I've started a 1914 game in PvP to test the mod in Pvp, its my modified 1914 scenario so please make sure you have loaded the mod and test it to make sure you got it working, the password is: Xmod_v1.4_1914
Railway tech screen shot
railgun_tech.jpg
railgun_tech.jpg (12.42 KiB) Viewed 5649 times
Elite unit screen shot
elite_info.jpg
elite_info.jpg (16.32 KiB) Viewed 5649 times
kirk23
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Re: Complete Mod for v1.4!!!

Post by kirk23 »

Outstanding great to see a new scenario being made available,I have been trying to mod the game,most things are easy but I'm stumped with creating new unit types,do you have the info required for this,ie what files need changing,when I make changes the game crashes,I have asked for a modders guide to be made available,but without success so far,anyway many thanks for all the work you have put in creating this scenario. :D
xriz
Administrative Corporal - SdKfz 251/1
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Re: Complete Mod for v1.4!!!

Post by xriz »

Haven't figured out how to add a new unit, the hard part I think is linking it to the production screen. That's why I came up with the "Elite unit" concept of commander, that lets you "up grade" a regular unit using the current commander coding and by passing the problems with creating a new type of unit.

The best and easiest solution besides that, I think is to change the worst unit it the current line up, Armored cars. I think it would be easier to change it to something else then to create a new unit, well so far, you could at lest test the new unit out and see if it performs as you want.
stockwellpete
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Re: Complete Mod for v1.4!!!

Post by stockwellpete »

Some fantastic ideas in this mod, I think. Only problem for me is that I am bound to mess things up if I try and change the files (not even sure how to do it) so I'll have to wait and see if the developers want to include some of these changes in a future patch.
stockwellpete
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Re: Complete Mod for v1.4!!!

Post by stockwellpete »

Just some other bits and bobs that come to mind . . .

i) Would it be possible for you to mod "heavy rainfall" into the game? Maybe the effects would be exactly the same as winter except the map would not change colour. Obviously probability would be greater in spring and autumn.

ii) Would it be easy for you to add new events to the game? I have a list of 20+ secondary events that might be considered. These would add more historical detail and atmosphere (e.g. name-checking the key politicians who are absent at the moment - Churchill, Kerensky, Rasputin, Clemenceau, Franz Joseph, Lloyd George, Woodrow Wilson etc) and they would increase replayability.

iii) Could the word "dreadnought" be included in the game, particularly with respect to the main British and German battlefleets?

iv) Would it be possible to slightly vary the routes and the timetables of convoys so that they are not "ambushed" so easily?

v) Would it be possible to either a) make aircraft units always retreat one hex after combat if they are attacked on the ground or b) make it that aircraft units are automatically destroyed if attacked on the ground?

vi) What about the two types of infantry unit? "Garrison" seems to be an inappropriate term so maybe "infantry corps" and "infantry division" night be better? Others have suggested a "Regular" and "Reserve" type distinction but both types of units would then be of similar size and many of the stats would need to be adjusted.

vii) Depending on how point vi) is dealt with - I think the graphic for the infantry would be improved if one of the figures was an officer with a whistle and revolver (is this possible?). Also, the Western front and the Palestinian front look very "white" at the moment. Might it be possible to include some Indian and Senegalese graphics to really emphasise the global nature of the conflict?

viii) can Lawrence of Arabia be the commander for the Arabian revolt? Iconic chap and all that, what?! :D
Umeu
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Re: Complete Mod for v1.4!!!

Post by Umeu »

nice
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
xriz
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Re: Complete Mod for v1.4!!!

Post by xriz »

Hi guys, i've noticed quite a bit of activity for my mod recently, 39 people in November 2013, plus about another 50 views from September to October 2013.

I hope you all are enjoying it!
Plaid
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Re: Complete Mod for v1.4!!!

Post by Plaid »

Sounds interesting. Will it work with current game version?
xriz
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Re: Complete Mod for v1.4!!!

Post by xriz »

Well the way the mod is done, the new version will overwrite a lot of the changes so things won't show up and balancing they did for the new version won't show up if you replace the *.lua files with the mod *.lua files. The game might still play but you'd be re-incorporating a lot of stuff from the last version that they changed.
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