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  1. #1
    zxcvmnb's Avatar Semisalis
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    Default Zone of Control

    Hello all,

    I am quite new to modding ETW and have one simple question. How would you go about changing the zone of control of a given unit?
    I have both PFM and DBE installed if that is any help.

    Assistance on this matter would be greatly appreciated and it would mean the difference between the life and death of a mod I am currently working on.

    Thank you for your time!
    Signed,
    zxcvmnb

    TGW Mod Official Unit Cutter-Outer

  2. #2
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Zone of Control

    I would also like to know this. Also is it possible to change the ZoC for towns, forts and cities only?

    Any help please?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
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  3. #3

    Default Re: Zone of Control

    zone of control is hardcoded (at least i dont know where to mod it) but it depends on how much movement points you still have left after you press the end turn button...

  4. #4
    zxcvmnb's Avatar Semisalis
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    Default Re: Zone of Control

    Well, that's what I was afraid of. Ok, thanks for the answer.

    TGW Mod Official Unit Cutter-Outer

  5. #5
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Zone of Control

    But Darth has edited it on Shogun 2!
    If it's editable in S2TW, it certainly is in ETW.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  6. #6
    zxcvmnb's Avatar Semisalis
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    Default Re: Zone of Control

    That is a good point, maybe there is some way to do this. I have already gone through many files looking for such a variable but it has so far turned up nothing. Maybe asking Darth would show something?

    TGW Mod Official Unit Cutter-Outer

  7. #7
    zxcvmnb's Avatar Semisalis
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    Default Re: Zone of Control

    Aha! With the release of the XML files by CA, it should be no possible to edit the zone of control for units.

    Under "agents_tables" the third unknown should be ZOC, testing now.

    TGW Mod Official Unit Cutter-Outer

  8. #8
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    Default Re: Zone of Control

    I'm testing changing zoc in agents_tables. It doesn't seem to be doing anything at all if I increase or decrease it, even if to fairly ridiculous numbers.

    It seems unimplemented.

  9. #9

    Default Re: Zone of Control

    Quote Originally Posted by taw View Post
    I'm testing changing zoc in agents_tables. It doesn't seem to be doing anything at all if I increase or decrease it, even if to fairly ridiculous numbers.

    It seems unimplemented.
    This. I've asked in the CA Q&A thread. However, I've been told if you put it to suitably insane numbers the game crashes - perhaps just hitting the limit of that number type.
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  10. #10
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    Default Re: Zone of Control

    So if ZoC don't work, has anyone got anything nontrivial from the release working?

  11. #11

    Default Re: Zone of Control

    Quote Originally Posted by taw View Post
    So if ZoC don't work, has anyone got anything nontrivial from the release working?
    Depends what's trivial.
    Naval table definitions are surely going to be useful, 117 of them added. Their comments (which we can't see in pfm, probably not compiled) for stuff like _kv_morale and campaign_variables are quite useful. The info in agents_tables and agent_attributes has also been quite useful - LoS, move points, messing with agent types etc.

    My main use so far has been a campaign map movement system "overhaul". I've now got it set up so that going off-road (as a travel option) is in no way feasible. I've edited move points modifiers, ground type modifiers, agent move point systems etc. You can now actually tactically hold a road, rather than have opponents walk around your army. It's fair to say the data CA released made this considerably easier. Without it I wouldn't have tried it, simply because I don't have the time to go poking about with unknown columns. Simply put, it's a nice feature that I wouldn't have bothered attempting before. That's the real value of this info.

    Although I've yet to see what the Ai makes of this
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  12. #12
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Zone of Control

    Wait... Zone of Control doesn't work?!? But it is moddable in S2TW. Are you sure you're messing with the right entry guys?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  13. #13
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Zone of Control

    About ZoC:
    Did you try with new units or those already in the map?
    Those already in the map, may have their ZoC already saved in the ESF since it's a parameter in pathfinding. I mean, if you change the speed of the priests to 200 your starting priests have the default speed but any other priest spawned has speed 200. The same is true for faction relations.
    I don't have ETW installed at the moment to check it, but can someone try changing the ZoC and try creating a unit?
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  14. #14

    Default Re: Zone of Control

    Quote Originally Posted by alhoon View Post
    About ZoC:
    Did you try with new units or those already in the map?
    Those already in the map, may have their ZoC already saved in the ESF since it's a parameter in pathfinding. I mean, if you change the speed of the priests to 200 your starting priests have the default speed but any other priest spawned has speed 200. The same is true for faction relations.
    I don't have ETW installed at the moment to check it, but can someone try changing the ZoC and try creating a unit?
    I tested this theory, no effect. But it's not likely anyway, as if you edit the move points you see the effects straight away.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  15. #15
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    Default Re: Zone of Control

    Quote Originally Posted by alhoon View Post
    About ZoC:
    Did you try with new units or those already in the map?
    Those already in the map, may have their ZoC already saved in the ESF since it's a parameter in pathfinding. I mean, if you change the speed of the priests to 200 your starting priests have the default speed but any other priest spawned has speed 200. The same is true for faction relations.
    I don't have ETW installed at the moment to check it, but can someone try changing the ZoC and try creating a unit?
    Yes, I'm aware of this problem of esf caching, so I tested it with a new unit and it still didn't work.

    By the way campaign movement speed of agents and units is *not* cached in esf,
    even if a few other things like agent skills and faction relations are.

    It's really easy to double test this theory by checking what's inside esfs (unit data structures
    are more or less decoded), as far as I remember it wasn't there, only unused campaign movement
    points for this turn were (so it remembers if unit moved or not). There's not that much
    unit data caching going on.

  16. #16
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Zone of Control

    But then why my starting agents in DMod have so much lower speed than the ones that get recruited later?

    Anyway... ZoC is unmodable in ETW and they implemented it later in S2TW? That would be a real pity. If it was one thing that I wanted to change was that.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  17. #17

    Default Re: Zone of Control

    Quote Originally Posted by alhoon View Post
    But then why my starting agents in DMod have so much lower speed than the ones that get recruited later?

    Anyway... ZoC is unmodable in ETW and they implemented it later in S2TW? That would be a real pity. If it was one thing that I wanted to change was that.
    Road upgrades perhaps?
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  18. #18
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    Default Re: Zone of Control

    Maybe that mod uses traits that modify movement speed instead of just changing agents table? Just a guess.

  19. #19
    alhoon's Avatar Comes Rei Militaris
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    Default Re: Zone of Control

    Nope. Nothing of the short.
    First turn in DMUC CB as Persia, your starting Eastern scholar has a small range not that much bigger than armies. I've changed the agent speed to 100 in the DB for Darthmod. Next turn I usually get a scholar. He can travel from Persia to that university in Turkey within 2 turns. The same with the hassassim I start with and the hassassim I get later.

    And in any case, that has nothing to do with the ZoC since you guys tried it with new units.
    alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
    "Angry Uncle Gordon" describes me well.
    _______________________________________________________
    Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
    Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
    Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).

  20. #20

    Default Re: Zone of Control

    Quote Originally Posted by alhoon View Post
    Nope. Nothing of the short.
    First turn in DMUC CB as Persia, your starting Eastern scholar has a small range not that much bigger than armies. I've changed the agent speed to 100 in the DB for Darthmod. Next turn I usually get a scholar. He can travel from Persia to that university in Turkey within 2 turns. The same with the hassassim I start with and the hassassim I get later.

    And in any case, that has nothing to do with the ZoC since you guys tried it with new units.
    Are you sure you're changing the right column? I've made changes in NTW and they've worked...
    DBE isn't up to date yet, is it?
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

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