RE: Editing AI performance
You didn't ask this, but since it is sort of related --- when coding OOB files you can set the Army name as whatever you want.
Here's an example.
Ottoman_Turks A Mansfeld's Army
Begin
L 3 4 13 24 Mansfeld
S 100 110 0 0 Powder Barrels
What it does in the game is it only shows the name that you typed in for the Army -so 'Ottoman_Turks' although it is the official designation that the engine uses to call the side - in the game itself it only shows as 'Mansfeld's Army' in my example.
You also then can adjust the graphic files to show something less Turk (if it is in there) and more 'Mansfeld-like'.
By this way you can start working and not actually be limited to just the sides given you in the game.
SYW is a little odd in that for whatever reason the first slot was never used for anything and I don't actually know if it has a name in the engine. It also (off the top of my head) only uses 7 nation slots; personally-speaking as an end user I would have come up with the full 15 allowed in order to have made the title as usable as possible for ... well, for customers. It'd definitely have been some added value -it is why I wanted the full 15 in what I had been working on.
I guess that didn't come up yet- but in Musket and Pike the engine allows for 15 total sides to be used. REN uses all 15 *but* the publisher did not yet update REN -and I assume a graphic change will happen with that ... no idea what their plans are with that one - it should be out eventually.
*PS: by reading -- I meant the history books -the user guides sometimes make users read between the lines -- but the history books ... now that is really where you'll have a blast :)
Bydand
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