What exactly can be modded ?
Posted: Thu Oct 16, 2014 5:43 pm
Pike & Shot was at the top of my must-buy list until I watched the video.
Watching how the video portrayed the game's version of 17th century warfare with a WW II tactical engine was pretty discouraging. I'm having trouble accepting that what I saw in the video even comes close to what went on during a 17th (let alone 16th) century battle.
There was way too much movement, I could have sworn I saw formed cavalry moving into a wooded area (which basically shouldn't ever happen), fire combat seemed too effective, and the ranges for musket fire were too long and not appropriate for the period (and didn't seem right for the 18th century either, for that matter).
The costumes, however, were very nice.
I am probably going to stand on the sidelines on this one, even though it is probably my favorite period. I play Tiller games with weak AI, and the way around that is head-to-head against yourself, or pbem. So that's not the issue, though it's a big negative.
I'm essentially a graphics modder, but pretty costumes are not enough to make me want to play something.
But if it were possible to turn the shell of an inaccurate game that sort of looks right into a somewhat more accurate model of period warfare, I might be more interested (assuming I ever found the time to get around to modding the thing).
So what I want to know is whether I can mod the fundamentals of how units react with each other in order to play the historical scenarios under more convincing conditions.
I would want to be able to change movement speeds for most of the units (slowing infantry to a crawl, practically rooting the artillery in place and giving it poorer morale ratings, and slowing the cavalry down somewhat so it couldn't go whizzing from one flank to another in three turns), and drastically overhaul the firing ranges for infantry and cavalry (two and sometimes one square for infantry, one square directly forward only for reiter cavalry and the like, assuming its in the game). I would want to be able to apply these changes to the entire game rather than to individually modded scenarios, though I recognize that the historical scenarios would probably need to be tinkered with because they're probably balanced for blitzkrieg warfare.
What I've just described is a daunting amount of work that may make me decide not to bother, but before thinking about this any further I need to know if it's even possible, given the way the game is coded.
Watching how the video portrayed the game's version of 17th century warfare with a WW II tactical engine was pretty discouraging. I'm having trouble accepting that what I saw in the video even comes close to what went on during a 17th (let alone 16th) century battle.
There was way too much movement, I could have sworn I saw formed cavalry moving into a wooded area (which basically shouldn't ever happen), fire combat seemed too effective, and the ranges for musket fire were too long and not appropriate for the period (and didn't seem right for the 18th century either, for that matter).
The costumes, however, were very nice.
I am probably going to stand on the sidelines on this one, even though it is probably my favorite period. I play Tiller games with weak AI, and the way around that is head-to-head against yourself, or pbem. So that's not the issue, though it's a big negative.
I'm essentially a graphics modder, but pretty costumes are not enough to make me want to play something.
But if it were possible to turn the shell of an inaccurate game that sort of looks right into a somewhat more accurate model of period warfare, I might be more interested (assuming I ever found the time to get around to modding the thing).
So what I want to know is whether I can mod the fundamentals of how units react with each other in order to play the historical scenarios under more convincing conditions.
I would want to be able to change movement speeds for most of the units (slowing infantry to a crawl, practically rooting the artillery in place and giving it poorer morale ratings, and slowing the cavalry down somewhat so it couldn't go whizzing from one flank to another in three turns), and drastically overhaul the firing ranges for infantry and cavalry (two and sometimes one square for infantry, one square directly forward only for reiter cavalry and the like, assuming its in the game). I would want to be able to apply these changes to the entire game rather than to individually modded scenarios, though I recognize that the historical scenarios would probably need to be tinkered with because they're probably balanced for blitzkrieg warfare.
What I've just described is a daunting amount of work that may make me decide not to bother, but before thinking about this any further I need to know if it's even possible, given the way the game is coded.