Editor?

Commander - Napoleon at War is a turn based strategy game that brings gaming back to its roots - it's fun!

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fairline
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Editor?

Post by fairline »

First off, congrats on producing two fantasically playable and accessable games in CNAW and CEAW. Got a couple of modding questions:

- Is there a scenario editor for CNAW, similar to that for CEAW?

- Can additional unit types be added (I'm thinking in terms of Imperial guard infantry and cavalry for the French)?

BTW, I find the unit icons a little indistinct, although nicely drawn otherwise, so I've begun replacing those in my own game:

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IainMcNeil
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Post by IainMcNeil »

Very nice work fairline. Ask Johan about an ediotr. I dont think one has been released but I think it could be.
joerock22
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Post by joerock22 »

Yeah, very nice job artistically. Having Imperial Guards would be cool, though the game sort of simulates that by giving General's units attack and defense upgrades. I figure the biggest upgrade of guard units over regular ones would be quality.
firepowerjohan
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Post by firepowerjohan »

Quality and Survivability increase with experience in game, so it is already abstracted into the equation. Too early too tell, if game is popular I might reconsider adding more extras ;)
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
joerock22
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Post by joerock22 »

firepowerjohan wrote:Quality and Survivability increase with experience in game, so it is already abstracted into the equation. Too early too tell, if game is popular I might reconsider adding more extras ;)
Yes, but every unit has starting baseline levels for quality and surviveability, and therefore every unit has an upper limit for these values. Maybe guard units could have higher starting values, and therefore a higher upper limit.
fairline
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Post by fairline »

joerock22 wrote:Yeah, very nice job artistically. Having Imperial Guards would be cool, though the game sort of simulates that by giving General's units attack and defense upgrades. I figure the biggest upgrade of guard units over regular ones would be quality.
It's as much a visual thing as anything; it'd be nice knowing where Boney is on the map without searching for him. I like a lot of unit types in a wargame as well I suppose, and I'd envisioned having at least a foot guard unit for each of the major players on the map at the outset, but prohibitively expense to build during the course of the game.

@ joerock and iainmcneil: Thanks for the comments about the icons :)
fairline
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Post by fairline »

firepowerjohan wrote:Quality and Survivability increase with experience in game, so it is already abstracted into the equation. Too early too tell, if game is popular I might reconsider adding more extras ;)
Thanks for the reply, but can you clarify: Is it currently possible to add extra unit types to unit.txt or is there a fixed limit?

It'd be great if you released the development scenario editor :)
aaggatsha55

Post by aaggatsha55 »

I figure the biggest upgrade of guard units over regular ones would be quality.




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williams8899
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Post by williams8899 »

Editing is the process of selecting and preparing language, images, sound, video, or film through processes of correction, condensation, organization, and other modifications in various media. A person who edits is called an editor.


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jesus8508
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Post by jesus8508 »

Imperial Guards would be cool, though the game sort of simulates that by giving General's units attack and defense upgrades. I figure the biggest part of upgrade of guard units over regular ones would be quality.

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