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Re: Gameplay Realism Mod

Posted: Sat Aug 22, 2015 8:48 pm
by Robotron
It would be great If you could include the scripts in a seperate zip-archive so people like me can have a look at them and learn how things are done to change them to their preferences without having to install anything.

Thanks to your help from the other posts and a lot of trial and error I was able to change a lot of the units, faction data and stuff like research costs/starting levels and fine-tune the special events by randomising and/or linking them to other events and the situation on the map etc...

So far I've added: Ottoman Jihad, Brussilow Offensive (spawns russian units if certain cities in 1916 are not occupied), Kerenski Offensive (dito), Tsar resigning, Hunger Winter (triggers if blockaded in winter, crippling german morale), death of Emperor Franz Joseph, General Moltke getting sacked after the failure to conquer Paris before winter 1914, Rasputin getting murdered, Lusitania sunk, made the Easter Rising spawn units in Ireland etc.

That gave the game a complete new feeling and breathed fresh air into it. :D

When I'm done playtesting I plan to post a modding guide aimed at beginners that explains some of the basic functions in laymans terms, so anyone interested can mod his game to his own heart's content and experiment with it.

Right now I'm trying to figure out a way to add a feature for certain commanders that restricts them to be used only on certain fronts or specific unit types like "artillery only".
I'm also considering adding a chance/conditions for certain commanders getting killed, captured or dismissed, removing them permanently. But this one seems tricky and will require me to develop a better understanding of the according functions.

Keep it up! 8)

Re: Gameplay Realism Mod

Posted: Sat Aug 22, 2015 11:47 pm
by DanielHerr
Once I recreate the mod I will have the files available online at https://drive.google.com/folderview?id= ... G9OV3FydUk

The installer design goal: the changes will be in a list, with a checkbox for every change you want. The entire file will not be overwritten with the mod file, but the relevant code will be found and commented out, after the new mod code. The title of the certain change will also appear above the modded code, in the same text as in the list, to make it easy to find how something was done.

Re: Gameplay Realism Mod

Posted: Wed Aug 26, 2015 2:36 pm
by Sabratha
Not sur eif you ar einterested, but here's the relevant part of my Fort mod

Netherlands (constructions):

Code: Select all

  netherlands =
  {
    {
      type = "capital",
      name = "AMSTERDAM",
      hex = {87, 22},
      PP = 10,
    },
    {
      type = "harbor",
      name = "PORT",
      hex = {88, 22},
    },
    {
      type = "city",
      name = "LEEUWARDEN",
      hex = {89, 20},
      PP = 1,
    },
    {
      type = "fortress",
      name = "WATERLINIE",
      hex = {89, 22},
      PP = 1,
    },		
    {
      type = "fortress",
      name = "MOERDJIK",
      hex = {87, 23},
      PP = 1,
    },	
    {
      type = "city",
      name = "GRONINGEN",
      hex = {91, 20},
      PP = 2,
    }
  },
Switzerland (constructions):

Code: Select all

  switzerland =
  {
    {
      type = "capital",
      name = "BERN",
      hex = {90, 34},
      PP = 7,
  },
    {
      type = "fortress",
      name = "SARGANS",
      hex = {91, 32},
      PP = 1,
    },
    {	
      type = "fortress",
      name = "ST MAURICE",
      hex = {89, 34},
      PP = 1,
    },	
  },  
Now for unit placement (1914.lua) Switzerland:

Code: Select all

      {
        id = 17,
        resources =
        {
          pp = 20,
          mp = 160,
          am = 0,
          nm = 0,
        },

        units =
        {
          {type = "garrison", hex = {89, 34}, facing = "right"},
          {type = "infantry", hex = {90, 34}, facing = "right"},
          {type = "garrison", hex = {91, 32}, facing = "right"},
        },

        constructions = data.constructions.switzerland
      },
Netherlands (1914.lua):

Code: Select all

      {
        id = 9,
        resources =
        {
          pp = 10,
          mp = 170,
          am = 0,
          nm = 0,
        },

        units =
        {
          {type = "smallgarrison", hex = {91, 20}, facing = "right"},
          {type = "smallgarrison", hex = {89, 20}, facing = "right"},		  
          {type = "infantry", hex = {87, 22}, facing = "right"},
          {type = "garrison", hex = {87, 23}, facing = "right"},
          {type = "infantry", hex = {91, 22}, facing = "right"};
          {type = "garrison", hex = {89, 22}, facing = "right"},
        },

        constructions = data.constructions.netherlands
      },
So what it does? It adds two forts to said nations (historical fortess areas btw) and moves their starting units a bit to make theiur defence tougher. One of the big reasons why nobody seriously contemplated invading these countries during WW1 was because of their defences. I think the players should face realistic challenges when attempting to attack these countries. Its still feasible to attack and defeat both of these countries, although now you need to prepare in order to do so, probably bring in artillery etc.

In vanilla games, I blitzed Netherlands in 1 turn as the central powers and realzied how absurd this was in a ww1 context.
Robotron wrote:I'd be happy to see your mod too especially the part that's needed to show the hex-coordinates while in the game. I've started to heavily mod the game myself and having to look into constructions.lua to get at least the city coordinates everytime is a chore.
I strongly second this.

Re: Gameplay Realism Mod

Posted: Wed Aug 26, 2015 7:05 pm
by DanielHerr
I will probably add those forts, but I'm still working on the installer, and haven't started to recode the mod yet.

Re: Gameplay Realism Mod

Posted: Tue Oct 13, 2015 8:45 pm
by DanielHerr
I am working on this mod again, you can track progress on the main post.

Re: Gameplay Realism Mod

Posted: Tue Oct 13, 2015 10:15 pm
by Sabratha
Good luck!

If you want to use anything from my mod, feel free to do so.

Re: Gameplay Realism Mod

Posted: Tue Oct 13, 2015 10:51 pm
by DanielHerr
Likewise, you can use things from my mod.

Re: Gameplay Realism Mod

Posted: Wed Oct 14, 2015 11:59 am
by Sabratha
DanielHerr wrote:Likewise, you can use things from my mod.
Will do! :mrgreen:

Re: Gameplay Realism Mod

Posted: Sun Oct 18, 2015 2:28 am
by DanielHerr
My plan to balance the lack of small garrison upkeep (thus OP Russia) is to simply reduce every city's production by 1.

Re: Gameplay Realism Mod

Posted: Mon Oct 26, 2015 10:11 pm
by DanielHerr
The partial mod is now available in the Gdrive folder.

https://drive.google.com/folderview?id= ... G9OV3FydUk

Re: Gameplay Realism Mod

Posted: Tue Nov 17, 2015 12:43 am
by DanielHerr
Do you hate how the saves are mixed together for mods? I do, so I'm hiding regular saves from the save and load menus in the mod. This also means auto saves will be separated.

Re: Gameplay Realism Mod

Posted: Wed Dec 02, 2015 1:58 am
by DanielHerr
Working on compatibility with 1.6.6.

Re: Gameplay Realism Mod

Posted: Fri Jan 29, 2016 9:49 pm
by WooZIE997
hey im new to the game and fussed and fooled with google drive installed it on my pc and it synced all the files from the mod but theres no way to install them for some reason.. no installer just three folders. wondering what i have to do with them? vanilla is for all the stock game files right? and then i copy and past the mod files? just wondering before i screw the game all to hell lol

Re: Gameplay Realism Mod

Posted: Fri Jan 29, 2016 10:12 pm
by DanielHerr
The mod files are in the mod 1.6.4 folder, you can just copy them to the game data folder, but they aren't made for the current game version and might cause bugs. The mod is on hold again right now.

Re: Gameplay Realism Mod

Posted: Fri Jan 29, 2016 10:21 pm
by WooZIE997
ah thats great! i have a backup 1.5.2 version so ill patch that up to 1.6.4 and mod it ;) thanks!