Gameplay Realism Mod

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, The Lordz

DanielHerr
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Gameplay Realism Mod

Post by DanielHerr » Sun Jan 11, 2015 9:18 pm

This mod is a work in progress to make the game more realistic and enjoyable.

All changes are clearly detailed in the modded files. You can search for Gameplay Realism Mod or the individual mod title.

To install the mod easily and be notified of updates use https://chrome.google.com/webstore/deta ... becjipaefd

To download the files directly go to https://drive.google.com/folderview?id= ... G9OV3FydUk

Implemented mods:

remove small garrisons (ui>main_hud.lua, 1914.lua)
show selected hex coordinates (ui>main_hud.lua)
remove neutral hex click war prompt (ui>main_hud.lua)
remove convoy manpower income (game_convoys.lua)
remove initial war declaration restriction (game_diplomacy.lua)
increase additional labs effect (game_research.lua)
remove dreadnought loss moral penalty (game_events.lua)
increase dreadnought range to 2 (unit.lua)
remove home waters bonus (game_combat.lua, game_supply.lua)
reduce city production by 1 (constructions.lua)
remove timed research unlocks (1914.lua, game_events.lua)
move Denmark cruiser to port (1914.lua)
accelerate Russian entry (1914.lua)
reduce port bonus (game.lua)
remove winter attack penalty (game.lua)
allow choice to invade Belgium (1914.lua, game_events.lua, ai_diplomatic.lua)
reduce British hostility to 80% (1914.lua)
increase garrison cost (units.lua)
allow merging garrisons to infantry (ui>main_hud.lua)
rebalance starting technology (1914.lua)
remove national unit type restrictions (factions.lua, units.lua)
add salvage for pre-dreadnought and armoured cruiser (units.lua)
remove combat prediction (ui>main_hud.lua)
reduce ally surrender impact (game_events.lua)
add moral effect for city captures (game.lua)
add moral effect for combat losses (game_combat.lua)
separate mod saves (ui>savegame.lua)
remove city capture events (game_events.lua)
add manpower growth (game_resources.lua)

Unimplemented mods:

-allowed naval units to attack subs after moving next to them (game_targetting.lua)
-added optional unused units warning (popups.lua)
-added skip button to ignore a units available actions (main_panel.lua)
-added new unit to transfer production (units.lua, main_hud.lua, game_deployment.lua, production_panel.lua, english.txt, [new unit images])
-added button to repair all units (main_panel.lua)
-removed blockade events (game_convoys.lua, game_events.lua)
-removed german atlantic convoys (game_convoys.lua)
-added a french convoy at north africa (game_convoys.lua)
-allowed transports to disembark after moving (ui > main_hud.lua)
-reduced amount of future technologies displayed (game_research.lua)
-removed point penalty for unfocusing a tech (game_research.lua, ui > research_panel.lua)

-increased turn limit from 118 to 4646 (1914.lua)
[alignment of 0 is central, 100 is allied]
-removed 1919 endgame (game_victory_conditions.lua)
-remove automatic convoy movement to allow for evasive tactics (game_convoys.lua)
(implement dynamic convoy setup, game_diplomacy.lua, game_convoys.lua, 1914.lua)
-prevented convoys from docking in canadian ports (game_convoys.lua)
-removed home waters bonus (game_combat.lua, game_supply.lua)
-resources of convoys of one county can be given to another ally (game_convoys.lua)

Planned Mods:

-british neutrality increases 20 when german navy disbanded (game_events.lua, language.txt)
-add american convoys to simulate western half of the country
-optional redesigned ui with larger buttons in place of the minimap
-add single country campaigns or allow player to set which countries to play as
-change the railroad and transport resources to be applied to the country a unit is starting from
-allow units to change ownership to another ally besides their original for supply or upkeep reasons
-add neutrality check for some events due to alignment changes (game_events.lua)
-rework naval supply and efficiency systems (game_supply.lua)
Last edited by DanielHerr on Tue Nov 17, 2015 10:51 pm, edited 69 times in total.
danielherr.github.io

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Fri Feb 13, 2015 2:28 pm

More ideas on improvements are welcome.

--I'm-almost-done-with-all-mine.--
Edit: Never mind, came up with some more after watching some Lets Plays on Youtube.
Last edited by DanielHerr on Tue Mar 17, 2015 1:24 pm, edited 1 time in total.

operating
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Re: Gameplay Realism Mod

Post by operating » Sat Feb 14, 2015 3:01 pm

Really like the below change (similar to Guns of August). :wink:
resources of convoys of one county can be given to another ally

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Thu Mar 05, 2015 10:37 pm

I was playing as France, and in the first few turns of 1914 the German AI pulled back units from their border with Switzerland, and after losing a few infantry to counterattacks I was able to surround 3 infantry units at Metz. Has this happened to anyone else? There seems to be 3 different scripted AIs, one for 1914, one for 1915, and one for 1916-18. I might change it and see if that helps.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Fri Mar 13, 2015 2:13 am

Changing the AI to default didn't make it much better. But who cares about 1.5 anyway?

Anyway, I have organized the mod files so that they appear in the same folders as in the Data folder.

Also, I am working on making an installer (Chrome App) to make updating and installing easy. Initially, you select your Data folder inside the CtGW installation folder. Then you click an install all files button, and the app downloads the files from Gdrive and installs them. There will be an option to install updates automatically on startup, off by default. The app will open itself when it does this. Otherwise, you will be notified that an update is available. Just click on a button on the notification to install the updated files or view a changelog. If you close it, you can open the app later and use an install updated files button. The purpose of the json file in the top of the mod folder is to push mod updates to the app, and is not part of the mod itself.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Fri Mar 27, 2015 12:57 pm


DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Mon Mar 30, 2015 1:38 pm

About updates, if the app changelog lists something available that you already had, that means the update fixes something or slightly changes something about that changelog item. It it doesn't list anything, it is a bugfix of something in the default game.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Tue Apr 07, 2015 2:49 am

So there is apparently some problems with vanilla 1.6, and some hotfixes have been posted. I'll include them in the next mod update.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Thu Apr 09, 2015 6:00 pm

Version date info is now show in update notifications.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Sun Apr 12, 2015 12:25 am

It turns out that EACH small garrison had an upkeep cost of 1 pp per turn! They just added that in 1.6! And I just removed it :)

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Mon Apr 13, 2015 1:11 pm

Is it just me, or is the download hanging? For some reason, Scripts/game/game_convoys.lua refuses to load. Seems to be Google's bug.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Thu Apr 16, 2015 12:52 pm

They stopped liking slashes in the filename. Everything should be working right now.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Fri Apr 17, 2015 12:57 pm

Found some code for transferring resources, but it is not used...

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Sat Apr 18, 2015 6:23 am

Finished converting the last of the 1.5 mod to 1.6.

Confusedesh
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Re: Gameplay Realism Mod

Post by Confusedesh » Mon Apr 20, 2015 10:09 am

Could you put your updated files in a single folder so I can download them all in one go.

Dont want to use chrome or an installer.

Cheers

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Mon Apr 20, 2015 8:33 pm


Confusedesh
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Re: Gameplay Realism Mod

Post by Confusedesh » Tue Apr 21, 2015 3:42 pm

I presume you mean the scripts folder and not the 1.5 folder either way I still need to download each file individually, it would be wiser to have them all in one folder that you can download.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Wed Apr 22, 2015 3:33 am

You need to have a Google Drive account first. Then a button will appear on that page to add it to your drive, where you can download the whole thing as a zip.

Confusedesh
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Re: Gameplay Realism Mod

Post by Confusedesh » Wed Apr 22, 2015 8:16 am

I understand, anyhow I will download your files and give you some feedback.

Like yourself I already removed the cost for the small garrisons which if left alone will basically break the AI which cannot afford to produce enough quality troops to defend itself especially Russia which becomes a walk in the park for a player controlled Central Powers.

DanielHerr
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Re: Gameplay Realism Mod

Post by DanielHerr » Wed Apr 22, 2015 1:09 pm

That certainly hasn't been my experience. Even before, my infantry struggled to hold against a solid wall of russian infantry, with artillery and air support. France, Serbia, and Italy were pretty easy.

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