
Originally Posted by
Primergy
Well, I don't think the DB work of the mod is especially fancy. The hardest work was to combine my units with the dozen historic units Slyk has added to his historic battles. Here should be noted that Slyk payed attention to resemble the historic manpower in the game with a scale of 1:4.
A general guideline was to not overwrite any existing entry, but to create completely new ones to make it as stable as possible. This was a problem for the buildings, since this DB table was not editable for a long time. And only Taw made it possible.
Much more important was the coding area of other files then the DBs. To get the desired effects for North&South, like enlarged battle flags, new grass types like cornfields, the ability of some units kneeling down for firing, as well as proper fences and walls where units are able to take cover, a lot of files had to be edited for the very first time. Ranging from simple .txt files for animation, over xml files like .tai (for grass) to the most complex format of the .farm_tile_templates.
Thanks to Taw who wrote a converter for the .farm_tile_templates I was able to understand those files and utilize them for fences/walls. But this took over 8 months of converting, editing one single variable, starting up the game and then see what happens (crash, stable, change of the look of a fence?) and another 3 months of writing my own tools in 3ds Max to speed up the process.