#AG Editing?

25 messages · Page 1 of 1 (latest)

cunning nexus
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I was looking at editing an army general out of interest since its my favorite part of the game and also the lack of mods as far as ive seen however beyond the general headache that's made me decide to put it off for now the files claim that u shouldn't edit them and instead generate the edits with file writers which i didnt get anywhere when i made the mod. Does anyone know where to get those file writers for if i try to pick it up in the future or is it just lying when it claims this?

And also how would one add new units if possible? I had a look at the WARNO Campaign Modding Guide doc however it wasnt much help beyond letting me understand how to read the files

spark eagle
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I am not sure what you mean by file writers. You can edit the AG units with a text editor, but as you've rightfully pointed out, it's a pain to do manually. I am not aware of any existing ready to use tools to make this process easy and user friendly. For my edits I have created a simple tool. I've imported the strategicdecks and strategiccombatgroups files into an excel sheet and combined into a single table. Then wrote macros to generate a text file in the format of the original ndf files. This makes adding and changing units extremely easy.
I think having ai tools you can achieve something similar, claude was very helpful for me in this.

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For adding new units: the units available for AG are defined in strategicpacks. You need to add a new unit there first and then to strategicdecks so that it can be recognized. The format is very simple and straighforward, you only have to define up to three fields: name of the original unit from unitdescriptor.ndf, transport for infantry/towed arty and veterancy level.

cunning nexus
spark eagle
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I think these are notes from the devs to other devs

cunning nexus
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also regarding new units i meant adding new battalions to the map not individual units

spark eagle
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Yeah, we cannot do it now with the tools we have. This is all part of the script for each scenario. For the moment we can only edit the compositions of the battalions, their names, etc. Not the actual scenario part that is the maps, unit placement, reinforrcements and triggers.

cunning nexus
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ok thanks

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yeah ig ill just wait for a rework so its easier to edit / able to add new units

spark eagle
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Maybe in the future, or with the help of the tool that kilivan4ik made that allows to unpack the complete game files. But afaik there is noone who figured out how to do it.

cunning nexus
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ok

somber shore
cunning nexus
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aight thanks will take a lok at a later date

unique quartz
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Hi guys, is there any way to change the attack and defense of a pawn in AG?

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I heard from other modder saying that adding/replacing units are the only ways to do this, really?

finite cosmos
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If you mean attack and defence strenght numbers, than yes, more units you add, numbers will increase. I think it also depends on the type of units

unique quartz
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Thx

unique quartz
finite cosmos
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I do not think you can change vetereancy for all units at once, but you have to change veterancy level for each unit...

nocturne tendon
finite cosmos
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I think those are scripted somewhere and I did not manage to find how to change them. You can still identify and change composition of those reinforcement. In some campaigns, the reinforcements are the same as the one player will get, but in some (like Southag last campaign), those battlegroups will never be available to player. You can still change units in them and level of veterany for each unit but it is painfuly long

unique quartz
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what about the time for AG? is there a way to change that? For AG, usually it is around 10 to 16 rounds, this is a little short sometimes

finite cosmos
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I did not find that either, I think admin mentioned that it is also scripted outside files we can see

somber shore
finite cosmos
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oh, i didnt know that, in what instance are those settings?