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Modding Units

Posted: Sat Oct 18, 2014 5:09 pm
by Hoplite1963
First Ealry Spanish LC_edited-1.jpg
First Ealry Spanish LC_edited-1.jpg (102.86 KiB) Viewed 5450 times
Hi Everybody
Been playing around with modding the unit textures today, first off to make pre Charles V Spanish Units. Here is a screenshot of a Spanish light cavalry unit with the Burgundian ragged cross replaced with an earlier flag. I have used Paint.Net to convert the file from DDS to Tiff and back again and Photoshop Elements 12 to prepare the earlier flag. Only downloaded the free Paint.Net software yesterday so guess that once I understand it better it might be possible to do everything there.

Enjoy
Ian

Re: Modding Units

Posted: Sat Oct 18, 2014 5:29 pm
by rbodleyscott
Good work Ian.

Re: Modding Units

Posted: Sat Oct 18, 2014 9:41 pm
by Neoberger
Great game.
But I have a little question. Where may I change range of muskets?

Re: Modding Units

Posted: Sat Oct 18, 2014 10:44 pm
by rbodleyscott
Neoberger wrote:Great game.
But I have a little question. Where may I change range of muskets?
You will need to change it in the scripts:

In \Data\scripts\CombatTools.BSF

1) In the MaximumRange() function.
2) In the OptimumRange() function.
3) In the GetShootingWeaponModifier() function.
4) In the IsLongRange() function.

Obviously, to make any sense you may also need to change the range of other shooting weapons in these functions.

Note that OptimumRange() is not the same as Short Range, it is only used by the AI to decide when to stop moving units forward. Hence for artillery it is their maximum range, but for most troops it is their short range.

Re: Modding Units

Posted: Sun Oct 19, 2014 10:56 am
by Neoberger
Thanks.

Your game is very very good. Everything is in its place. Do not change anything anymore. :D
But. :twisted: You must change illustration of jannisary.
What is there in the picture? :shock:

Thank you for game. Good work.

Re: Modding Units

Posted: Sun Oct 19, 2014 11:05 am
by Neoberger
But I haven't any CombatTools.BSF :cry:

Re: Modding Units

Posted: Sun Oct 19, 2014 11:17 am
by Pejotl
try \Slitherine\Pike and Shot\Data\scripts\CombatTools.BSF (not ...\Data\battle\scripts\...)

Re: Modding Units

Posted: Sun Oct 19, 2014 11:50 am
by rbodleyscott
Pejotl wrote:try \Slitherine\Pike and Shot\Data\scripts\CombatTools.BSF (not ...\Data\battle\scripts\...)
Oops, yes sorry, Pejotl is correct.

Re: Modding Units

Posted: Sun Oct 19, 2014 12:46 pm
by Neoberger
And what's about jannisaries and haiduks illustrations? Actually they are wrong. :roll:

Re: Modding Units

Posted: Sun Oct 19, 2014 12:47 pm
by Hoplite1963
Here is a screenshot of my first go at Early Spanish Unit Icon flags. Not so happy with this one as the light cavalry flag and might go for the square format I used there second time arround .
Enjoy
Ian
Early Spanish Unit Icon.jpg
Early Spanish Unit Icon.jpg (68.62 KiB) Viewed 5264 times

Re: Modding Units

Posted: Sun Oct 19, 2014 12:59 pm
by rbodleyscott
Neoberger wrote:And what's about jannisaries and haiduks illustrations? Actually they are wrong.
Perhaps. In what way are they wrong?

Re: Modding Units

Posted: Sun Oct 19, 2014 1:20 pm
by Adebar
Very nice work, Ian! Keep it up!

Re: Modding Units

Posted: Sun Oct 19, 2014 2:42 pm
by Neoberger
This is jannisary musketeers.

Re: Modding Units

Posted: Sun Oct 19, 2014 2:45 pm
by Neoberger
And this is (who knows what) in game. :twisted:
May be all musketeers cathegory has the same image?

Re: Modding Units

Posted: Sun Oct 19, 2014 2:47 pm
by Neoberger

Re: Modding Units

Posted: Sun Oct 19, 2014 2:49 pm
by Neoberger
Next - Reiters. Catholics has Reiters in the battles between 1618-1631.
The same has Protestants.
After Breintenfeld all are change to Kuirassiers (in game terms).

Re: Modding Units

Posted: Sun Oct 19, 2014 3:10 pm
by rbodleyscott
Ah, now I understand. I thought you were referring to the unit models.

Sadly there are so many different units in the game that the icons only indicate the general troop functional type. So yes, all Musketeers have the same image. The icons aren't supposed to be a portrait of the men in that particular unit.

However, if someone would like to paint icons to the same standard for specific units, we can incorporate them into future patches. They can be added to the unit in the Squads file in the IconID column.

Re: Modding Units

Posted: Sun Oct 19, 2014 3:14 pm
by rbodleyscott
Neoberger wrote:Next - Reiters. Catholics has Reiters in the battles between 1618-1631.
The same has Protestants.
After Breintenfeld all are change to Kuirassiers (in game terms).
Indeed. Arkebusiers = Bandellier reiter.

The Imperial arkebusiers were in separate units from the kurassiers, and are so depicted in the game. However, the Catholic League arkebusiers were used as the rear ranks of the very deep Catholic League Kurassier units in set-piece battles. As it seemed unlikely that they would be able to contribute fire from this position, we assume that they were placed there just to keep them out of harms way and give moral support to the Kurassiers, so we treat the whole unit as Kurassiers.

Re: Modding Units

Posted: Sun Oct 19, 2014 3:29 pm
by fogman
speaking of mounted arquebusiers, are we sure they actually shot from horseback (as a unit, not as individuals in skirmishes), or acted rather as mounted infantry? the same can actually be said of mounted crossbowmen. there is evidence in the early days that archers (when they were archers before they became lighter lancers) accompanying gendarmes dismounted. in fog scenarios, i never gave mounted crossbowmen missile capability.

Re: Modding Units - Squads.XLS

Posted: Mon Oct 20, 2014 2:47 pm
by OberstKlink
I wonder if there's some additional documentation about the Squads.XLS. The comments are in general self-explanatory, but perhaps some more info for modders?

Klink, Oberst