Search found 62 matches

by Cronos09
Sun Jan 12, 2020 11:52 am
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

Thank you, Athos1660 and thanks for the idea of capturing artillery. About commanded shots and detached musketeers - they cannot reach an enemy artillery in full strength. As a rule they will lose a dozen or more before reaching it. And in my opinion this is not their direct duty to become artillery...
by Cronos09
Sat Jan 11, 2020 9:20 am
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

Athos1660 wrote:
Sat Jan 11, 2020 1:38 am
Cronos09 wrote:
Mon Dec 30, 2019 8:22 am
1) only non-light infantry can capture artillery guns as a result of its direct charge.
Why ?
Due to the small number of light infantry units.
by Cronos09
Thu Jan 09, 2020 5:07 am
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

https://yadi.sk/d/uhB0m_jOiVY79A Thirty Years War skirmish module with generals (full historical names) without German Protestant 1639-1648, Weimarian 1635-1643, Transylvanian factions. Installation: The archive should be unzipped at ...\Documents\My Games\PSCAMP\CAMPAIGNS\ . After this you will se...
by Cronos09
Mon Jan 06, 2020 1:22 pm
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

I remade artillery 'Side Support' in the mod - now only infantry units in 5 tiles/squares in the front and on the sides of an artillery unit can support it (prevent an enemy charge). I also removed 'Priority Target' for the units attacking supporting artillery positions and ZoC from Light Artillery ...
by Cronos09
Sun Jan 05, 2020 7:51 pm
Forum: Pike & Shot
Topic: Question about Commanded shot
Replies: 12
Views: 781

Re: Question about Commanded shot

Athos1660 , you answered your question yourself. D - after impact the Commanded shot turns its front 45 degrees and its friendly mounted unit finds itself at the rear of the Commanded shot. And thus the light infantry unit loses support, because the angle plays the key role in this ( CombatTools.BS...
by Cronos09
Mon Dec 30, 2019 3:26 pm
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

Athos1660 , thanks! I promise that you will be the first tester of the TYW module with generals and capturing artillery. Not sure I like this one, especially as limbered artillery can't be destroyed either. You still can’t leave alone limbered artillery :) I have just checked specially this moment....
by Cronos09
Mon Dec 30, 2019 8:22 am
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

After a few 'brain storms' the artillery capture concept and its game implementing is finished: If an artillery unit is out of fortifications/obstacles (it was already made earlier): 1) only non-light infantry can capture artillery guns as a result of its direct charge. Morale state of the captured ...
by Cronos09
Sun Dec 29, 2019 2:19 pm
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 16
Views: 437

Re: Modding dragoons ?

Fragmented modded Dragoons should have the same possibilities, no more no less. In Move.BSF file of the mod copy this block: if ((IsUnitSquadType(me, "Dragoons") == 1) && (GetAttrib(me, "MoraleState") < 2)) { if (GetAttrib(me, "AP") < 6) { SetAttrib (me, "movedfar", 1) ; } } instead of if ((IsUnitS...
by Cronos09
Sat Dec 28, 2019 6:31 pm
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 16
Views: 437

Re: Modding dragoons ?

btw my first idea about modding Dragoons was to use and adapt the P&S limber/unlimber arty feature to mount/dismount Dragoons : I have no idea how to adapt the P&S limber/unlimber arty feature to mount/dismount Dragoons. You mean that if the modded dragoons have remaining APs left after moving, the...
by Cronos09
Sat Dec 28, 2019 12:32 pm
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 16
Views: 437

Re: Modding dragoons ?

Thank you so much, Cronos09! I did not expect such a nice surprise :-) Not at all. It was interesting to me to solve this issue. That's quite unfair to dragoons, isn't it ? But I guess this is hard to mod! I agree. I think it is not hard to improve. I can add a condition of the left AP for Fragment...
by Cronos09
Fri Dec 27, 2019 10:33 pm
Forum: Modders Corner
Topic: Modding dragoons ?
Replies: 16
Views: 437

Re: Modding dragoons ?

I'd like to know : 1) your opinion about an idea of mine about dragoons, 2) and whether or not it is moddable. 1) not a bad idea; 2) moddable: https://i.ibb.co/FbqLRjF/bandicam-2019-12-28-01-10-17-798.jpg https://yadi.sk/d/ow_zFzUuYgwirg unzip the archive and paste in your module. If there are file...
by Cronos09
Mon Dec 23, 2019 6:59 pm
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

eddieballgame, you are welcome! I am going to add generals (with full historical names) to TYW skirmish and MP module. Now I need to deal with the capture of artillery - there are several obscure factors.
by Cronos09
Sat Dec 21, 2019 6:02 pm
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

'Rear/Side support' is performed by any non-light infantry unit around an artillery unit (on any of 8 tiles/squares). btw in Skirmish mode, the AI of infantry A won't know she has to stay still behind the friendly Arty if she wants to protect it, right ? No, of cause. I think it's not critical. If A...
by Cronos09
Sat Dec 21, 2019 9:05 am
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

for info, the rules distinguish : - Limbered artillery that follows the Vanilla rules that are currently implemented in game (automatic and immediate destruction when in contact with an enemy) - Unlimbered artillery following the mechanisms of your mod I do no see the sense in it. In P&S artillery ...
by Cronos09
Fri Dec 20, 2019 7:01 pm
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

Thanks, Athos1660!
'Rear/Side Support' is almost implemented in the mod, when an infantry unit within 1 tile/square from a broken friendly artillery unit regains control of it. It remains to add this to the charge limits. Can only infantry units protect artillery, or cavalry too?
by Cronos09
Fri Dec 20, 2019 12:18 pm
Forum: Modders Corner
Topic: General Mod
Replies: 54
Views: 3372

Re: General Mod

I have introduced a complex system of artillery capturing (on the advice of Athos1660 ): 1) only non-light infantry can capture artillery guns as a result of its direct charge (see screenshots above). Morale state of the artillery is equal to the infantry unit; 2) cavalry and light infantry charges ...
by Cronos09
Fri Dec 20, 2019 9:55 am
Forum: Modders Corner
Topic: Grenadiers
Replies: 10
Views: 372

Re: Grenadiers

Question about modding : The manual says that troops will take a cohesion test if they are shot at by bombs/grenades. Does the probability to take a cohesion Test is the same whatever the percentage of bombs/grenades given to the Grenadiers (100%, 50%, 1%) ? It seems so. There's a block in Shooting...
by Cronos09
Wed Dec 18, 2019 10:19 am
Forum: Modders Corner
Topic: Grenadiers
Replies: 10
Views: 372

Re: Grenadiers

It seems that Experience/Elan also have an high impact on Close Combat Rating (more than on Shooting attack rating) : You are right. I watched this too. So at range 2, 3 and 4, the grenadiers use only their muskets. And at range 1, they can use both muskets and grenades. My first idea was that a gr...
by Cronos09
Wed Dec 18, 2019 7:44 am
Forum: Modders Corner
Topic: Grenadiers
Replies: 10
Views: 372

Re: Grenadiers

The bayonets give such value of Close Combat Rating. You can reduce it. I would leave the muskets 100%. As 'Bombs' come as additional weapon to the main one - 'Musket'.
by Cronos09
Wed Dec 18, 2019 7:29 am
Forum: Modders Corner
Topic: questions ViewFlags and MoraleState in squad file
Replies: 1
Views: 91

Re: questions ViewFlags and MoraleState in squad file

ViewFlags - 1 can hide in the edge of a wood, 2 - can't hide in the edge of a wood (can hide further in) It seems so. MoraleState - morale state of the unit - 0 = steady, 1 = disrupted, 2 = fragmented, 3 = routed, 5 = destroyed If MoraleState works from the Squads file will the unit Rally or stay a...

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