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About LAntorcha

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    Ordinary seaman
  • Birthday 07/27/1977

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    Basque Country, Spain
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    Reading, History, Wargaming, RPG's, Tabletop, Films, War, Music, Comics, PC, WWII, WWI, FIW, AWI, ACW, Spanish CW, Feudal Japan, Napoleonics... Porn.

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  1. Cause game it's designed to be challenging... AI is receiving reinforcements, technology, money, etc... as needed to oppose your army, whether you play as CSA or Union. It has an algorithm called DifficultyAdaptationSystem coded.
  2. I think we are able to change the Weapons image without changing it's internal ID by brute Hex editing. That's not a photoshoped snapshot. It's a GIMP modified TGA imported into the resources.assets file. I took Palmetto+Saber and Re-Bored Farmer Musket Exports... Edit. Rename. Import. Restart Game. It works as long as you don't change sizes, etc... Hypothesis: same process could be done with Hero portraits, but not with the random Officers. I hope it helps weapon modders. Edit: I was going to write Penis/Penis as a proof over the weapons, but then i refrained...
  3. Found this interesting concept: If you chose Custom Battles, and Scenario instead of Own Battle, you get the Historical troops for the engagement. But 0 Money and 0 Men. So you can't add troops. But, you have Supply. So you can decrease the Supply amount to get money back. And maybe disbanding a unit, you can start to rearrange your troops better than initial Order of Battle. For Example: Custom Devil's Den. Edit: I just realized that the perks they come with are random in this option and change with each loading. Longstreet does no good as Corps Commander (having Cavalry or Arty as 2nd random Perk) and since i don't give a hello kitty about the 3rd Area Perk (or the bugged Arty Ammo Perk), McLaws goes to Corps Commander. Then I chose Infantry and Tactics, getting +5 Melee & Firearms for most of the units and +5% Speed for All. The Artillery and Skirmishers units are the worst in the rooster, but i want the Arty at least to be as good as possible. So I disband the Skirmishers and the Arty units (Alexander brings 24# 24Pdr Howitzers...) and the worst armed Infantry. Now I have the less experienced troops in my pool. Reimburse the Supply units to get all the money I can. That's $50.000. Making this mix-maxing you can chose which perks they get. The objective is to keep as 3 star units as possible. I create an Infantry unit with the crappiest men in my army, and give them the worst weapons I have 1880 with Pattern 1853 Enfield (those are going to be The Crap Suicide Assault Brigade). Then Recreated the Arty with the most experienced men ---> it gave me 3 Stars from scratch. After that Recreate the Infantry. But you must deplete your Men pool to 0 prior to disband/create units in order to not mix the trooper quality. Then I had to ziggy-zaggy with the weapons. Disband/Create/Swap Weapons/Repeat... until pleases you.
  4. It looks like there were many more Perks intended... Maybe you could use some. UCWG Texture2D in TGA Format.rar
  5. Not directly related to Scaling but found this interesting info related to AI behaviour :
  6. Anyone noticed getting those units? I got Forrest Cavalry once. This Hero Generals...? I couldn't get all.
  7. Made me ROFLMAO. - ... And tell me, dear Murat, did @Lord Gareth accept our terms of surrender? - He was a real gentleman... threw the computer out the window, Sire... (Maybe you could post links to image hosting webs, instead. Keep those maps coming! they are wonderful)
  8. Yes they do. That's independent. You just buy some weapons (say 111 Farmers) then search for "111" number. 111, 77 or 11 are good numbers cause they are prime and odd. Then go back to the game, buy some more (lets say till you have 133), then continue filtering search again for "133". On my experience 2 filterings are enough. If the number is big (and "unique") 1 filtering could be enough as is the case of big Money. You could just buy 1 or 2 and start searching, but those are too common numbers in the game. So, many more searches are required. Negative or abstract numbers (health bars) are tougher to find. If anyone is interested on the tables, just PM me and I would explain more about.
  9. Tried this for the Ballast theory. Didn't work 100% denying Scaling. Or else I hit the minimum cap at Legendary CSA Siloh (roughly 2 vs. 1 disadvantage)... I think the problem is the fixed scenario 2000-3000 men brigades from Bragg & Breckinridge.
  10. Found a limited way to Edit Names and change appearance, and rank of the random Officers. The Names are 2 part (Name + Surname) separated by an ascii character (those ascii are easier seen as Integers with numerical values being "null" equivalent to 0, or 1 to blank space). So you must fit the given name in the original space of the old name or surname. There are various separator characters (whose meanings i don't know), and if you put the wrong one, you trash the file. The easiest way is to copy existing ones. So trial and error... The faces have different Offsets to control hair, beard, eyes, mouth, etc... So random numbers give different faces. You can change the offsets values and get different results. But if you mess with the numbers, Officers will disappear or trash the savegame (i.e. if there are 3 eye types and you put 4 as value, the officer and anyone below him will disappear, game doesn't crash). If you change the incorrect value offset savegame won't load (even game can auto-delete the trashed file. In fact I think game doesn't recognize the savegame data or header, so does not appear in the list). Hero Characters have a specific portrait file that I can't edit (being this my Main Goal). For example: Ewell 3 Snapshots of the same savegame file, seen as Text, Integer 1 byte and Hexadecimal data. In this case, Ewell's portrait (or image or data) is stored in the encrypted database (probably resources.assets) as Officer/Heroes/South_Hero_Ewell·Richard|Ewell. Casual Discovery: that "È" and "B" store the Officers Xp value (seen as 1 byte Integer E= 200 and B = 66 for a maxed Lt. Gen.) (17096 seen as Integer 2 bytes before the game translates that value as a 0-100 white bar + rank) and the 10 Column character next to the B, a "-" ascii character, is the Rank (0-6 = 6 for a Lt. Gen.) They are always 3 cells apart after the last Surname letter and there can be some other unknown data in those blank cells. The Addresses change a lot (because the game's way of storing data) so it's impossible to make a Table of fixed locations. You must track each name, recognize the structure (data is repeated several times, 1 time for the OOB, another time for the commanded Unit, and in the case of Heroes they appear as rewards so be cautious) and edit the correct part. It's like: Game Engine stores Officers & Units in an array of data. If you change the officer of an unit in game, the data sifts the position. Also the data is stored continuous, so you can't insert/inject clusters of your own data (i.e. change the random officer copy-pasting Hero data to get 2 Jackson's or to get Hampton) if they don't fit in the previous space. Weapons are stored within each Unit data cluster as text, which leads the engine to know which weapon type is used (also stored in resources.assets) preventing us to edit (as long as the weapon name does not fit the previous one ). So it's easier to edit the Armory and give them the weapons desired. I will Update if i get more advances. Also, got the Money, Men, Reputation, Armory quantities positions, and a few bits more of info (unit's soldiers/guns quantity, command, efficiency, morale, stamina, firearms, melee... this are stored as Float 4 bytes (so numbers like 1499.25/1500.00 with decimals)). But as i said before, data sifts, so you must know how to find the structure, and have a good editing tool. This is a Table to find Money in-game (Address seen on the left side, Integer 4 bytes), then the others values are tracked by the relative position to the Money Address (Right side). The Money Address changes position with each load/reload/battle/camp travel of the game (even between different savegames). So you must search for the Money quantity again and use Auto Apply the Offset to All right-click button feature upon Money Address to correct the data position sift. You can edit the Value column and work with eye-friendly numbers. A unit with 99.00 in all 5 stats comes with 3 Perks from scratch. So, NO MORE TEDIOUS LEVELING to make tests. Have similar Table for Weapon Quantity, so you can make virtually the desired unit from the start... (just past the Potomac Fort scenario).
  11. We should make a research of the Draw/Defeat penalty points. And see which battles deserve fighting and which should/could we avoid.
  12. <--- There are Awesome Officers too.
  13. Wandous here... I'll kill myself if i tried to make same arrows and that stuff with Paint, Photoshop... whatever... Keep on with those nice Debriefing reports!
  14. Me neither, that's why i wrote it didn't help at first glance. Then I edited. No clues yet.
  15. About scaling... Legendary CSA Newport News (3 Brigades allowed): If you wear no Arty nor Cavalry, Enemy Arty and Cavalry stays low. With minimum 500 strength 3x Infantry Brigades, Union deploys about 9k troops, Infantry Brigades being 1100 men and arty units are 8 6Pdr Field Guns. If you max out 3x 2500 Men Infantry Brigades, arty stays the same, but Infantry Brigades goes to 2900+- strength, Overall goes up to 13k. Fixed scenario troops also count towards the scaling, so there is a minimum. If you swap an Infantry Brigade by a 12 gun arty, their arty goes to up to 20 gun per battery. If you bring a Cavalry unit, their Cavalry comes up in strength also. Every time you go back to Camp and make changes, IA makes changes too. Not sure about exact strength ratios... but Newport News is the best scenario to experiment, being the first that you are allowed to create units. Save at Camp, and disband units, create new ones, etc... Go to battle with 0 Brigades and check strength... So my theory is having low strength unit in the rooster does not help. IA takes in account your Total Order of Battle strength (this means, the strongest Force you can bring). @Aetius is correct. Ballast units help downgrading scaling.
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