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  1. #1
    RO Citizen's Avatar Protector Domesticus
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    Icon10 How the CA dbs can help TGW?

    http://www.twcenter.net/forums/showthread.php?t=463622

    I am not a modder myself, so I'll ask you guys the experts here, and draw your attention to this wonderful gest. Does this enable map editing? Model importing? anything vital for TGW?
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  2. #2
    Achea's Avatar Ordinarius
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    Default Re: How the CA dbs can help TGW?

    I am probably way off the mark, but I thought I read somewhere that this would enable in depth unit variation. Again, just a stab in the dark. Anyways I hope that the team will be able to put these to good use.

  3. #3

    Default Re: How the CA dbs can help TGW?

    Depends on what we find in there. It might open up a few interesting possibilites in the db, but nothing as drastic as modelling or mapping.

    Think along the lines of that "can snipe while hidden" ability we found in the unit_stats last time CA did this
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  4. #4
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    Default Re: How the CA dbs can help TGW?

    I just checked the region.xml file and it gives quite a detail about the meaning of the bmp map. Considering that you can add regions in the startpos (copy-paste), we may be able to do it...
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  5. #5

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by RO Citizen View Post
    I just checked the region.xml file and it gives quite a detail about the meaning of the bmp map. Considering that you can add regions in the startpos (copy-paste), we may be able to do it...
    You can't add regions as far as I know (theres more involved than just copy/paste )

    Also, a lot of these db files that seem to have to do with startpos have no actual effect, probably just CA leftovers.
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  6. #6

    Default Re: How the CA dbs can help TGW?

    There are some pretty interesting things I'm finding, although none I would consider ground-breaking for TGW. The agenst table being decoded may make spies >> planes somewhat easier, though I still can't figure out why it doesn't work.

    My favorite discover doesn't have anything to do with db at all... I think I've found out how to re-enable campaign map forts in NTW, something which has eluded me for a while. But I haven't tested it yet.

    Also, there is something on group formations which may be useful.

    EDIT: AI bias for technologies could be useful

    EDIT2: Fitness level, voices

    EDIT3: THis could also be useful for naval modding, but idk exactly how much was known
    Last edited by King Sama; June 30, 2011 at 02:50 PM.
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  7. #7

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by King Sama View Post
    My favorite discover doesn't have anything to do with db at all... I think I've found out how to re-enable campaign map forts in NTW, something which has eluded me for a while. But I haven't tested it yet.
    I'm pretty sure that's just turned off in the episodicscripting file.
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  8. #8

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by T.C. View Post
    I'm pretty sure that's just turned off in the episodicscripting file.
    It is, but a) I never knew that and b) I don't know if it works

    Also, who's royalty? CA?
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  9. #9

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by King Sama View Post
    Also, who's royalty? CA?
    Yeah, Lusted was lurking
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  10. #10
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    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by King Sama View Post
    There are some pretty interesting things I'm finding, although none I would consider ground-breaking for TGW. The agenst table being decoded may make spies >> planes somewhat easier, though I still can't figure out why it doesn't work.

    My favorite discover doesn't have anything to do with db at all... I think I've found out how to re-enable campaign map forts in NTW, something which has eluded me for a while. But I haven't tested it yet.

    Also, there is something on group formations which may be useful.

    EDIT: AI bias for technologies could be useful

    EDIT2: Fitness level, voices

    EDIT3: THis could also be useful for naval modding, but idk exactly how much was known
    What did you find? im very interested in figuring all that out...

  11. #11

    Default Re: How the CA dbs can help TGW?

    It's good that CA have released something for the modding front at last, but would I be right in saying this doesn't really allow us to do much more* with Warscape than we already could, it's just going to make things that we could do easier?

    *anything completely revolutionary anyway

    PS - I see we have royalty watching the thread - No Sama I'm not talking about you...
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  12. #12
    Primergy's Avatar Protector of the Union
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    Default Re: How the CA dbs can help TGW?

    I looked into the models_ships folder if there's something useful about cannon placing and so, but it seams it refers to another logic file, which aren't included in this package :/.

  13. #13

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by Primergy View Post
    I looked into the models_ships folder if there's something useful about cannon placing and so, but it seams it refers to another logic file, which aren't included in this package :/.
    You mean the reference to the seemingly non-existent ships folder? Is it possible its compiled in the exe files? (If thats a dumb question, forgive me I don't know )

    Also, the damn forts still aren't working =/
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  14. #14

    Default Re: How the CA dbs can help TGW?

    Try Sama, try!
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  15. #15
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    Default Re: How the CA dbs can help TGW?

    I heard that unit's zone of control can now be altered. I would see this as a huge opportunity to create more emphasis on large scale strategy, more WWI-esque army and front mechanics and potential for stalemate situation. Large zones of control would interlock armies together even on larger front, thus creating continuous frontline. With more potential of reinforcing armies, offensives would have to be planned elaborately to bring many stacks on your side to attack in conjunction against multiple enemy stacks. This brings potentially epic large scale battles that may decide the whole war or lead to bloody draw.

  16. #16

    Default Re: How the CA dbs can help TGW?

    True.
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  17. #17

    Default Re: How the CA dbs can help TGW?

    Well, i remember you being able to make units fly with Rome Total War, so it JUST might be possible, if they release mod tools, to add airplanes. Yep, that would be aw-some!
    on the other hand, the ability to add tanks and other stuff would be nice too.
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  18. #18
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    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by Alexbond45 View Post
    Well, i remember you being able to make units fly with Rome Total War
    No offense, but that is irrelevant. Napoleon has almost nothing in common with Rome (in terms of file structure, coding, complexity etc).

  19. #19

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by Achea View Post
    No offense, but that is irrelevant. Napoleon has almost nothing in common with Rome (in terms of file structure, coding, complexity etc).
    Well, what i meant to say that if they release tools for modding, they might put the ability to fly. Its just a though
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    "Patton Cannot Take Messina! That is Reserved for the British 8th army and me!"-Another Excerpt from that movie

  20. #20

    Default Re: How the CA dbs can help TGW?

    Quote Originally Posted by Alexbond45 View Post
    Well, what i meant to say that if they release tools for modding, they might put the ability to fly. Its just a though
    They probably won't release actual tools, just documentation

    I don't know anything about RTW modding, but I'm fairly sure the flying was done by making the animations or models higher up. In which case it could probably be done here as well, except I see no real use for it. Planes, for one, would never fly so low in a battle, not to mention that direct aerial assaults as part of an ongoing land battle were not seriously implemented until the Spanish Civil War in 1936. (Correct me if I'm wrong)
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