Ultimate General: American Revolution

Ultimate General: American Revolution

Mako Dec 27, 2024 @ 8:02am
Cheat Mod released
https://www.nexusmods.com/ultimategeneralamericanrevolution/mods/1

Enjoy! Leave any comments/requests on the discussion page on nexusmods
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Showing 1-11 of 11 comments
Ninjafroggie Dec 27, 2024 @ 12:35pm 
you can also directly mod the weapons themselves using HxD to edit the resources.assets file. I've figured out how to change range and rate of fire, but my programming knowledge is far too meager to figure out the rest of what I KNOW is in that file, like accuracy, melee, production cost, or anything with the boats like gun decks' number and size of cannons, HP, thickness, and base speed. Only worth doing on faction specific weapons tho, like the virginia musket or the brown bess '76, since any changes you make will affect all units armed with that weapon, including enemies.

Increasing musket range from 500 to 2400 makes infantry able to stomp the hell out of easily 3x their number without taking any casualties in return. Add in some buffed reload and a single company can take down an army. Cannons are definitely limited by the reload animation speed though, no matter how fast you set their reload they cant get faster than the animation allows. Muskets may have the same problem to a much less noticeable degree. I havent tried modding naval cannons, since every gun is used by enemy ships except the 4pd and without being able to mod the penetration and damage values, that gun is just too weak to use as a base.
Mako Dec 30, 2024 @ 11:12am 
@Ninjafroggie check out v1.1 of the mod. I now export the weapon data and you can modify it as you like.
Ninjafroggie Dec 30, 2024 @ 11:19am 
Originally posted by Mako:
@Ninjafroggie check out v1.1 of the mod. I now export the weapon data and you can modify it as you like.
nice!

And i see you were able to isolate all the values too! Any chance of doing the same for naval ships? And can you add the cannons too?
Last edited by Ninjafroggie; Dec 30, 2024 @ 11:58am
Mako Dec 30, 2024 @ 12:59pm 
yeah possibly. i haven't gotten too far in the game yet so haven't really touched navy stuff
Griefmaker Dec 30, 2024 @ 1:50pm 
Wemod works well and its an easy interface.
Ninjafroggie Dec 30, 2024 @ 3:41pm 
Originally posted by Mako:
yeah possibly. i haven't gotten too far in the game yet so haven't really touched navy stuff
the cannons should be pretty simple, the data is pretty much the same as for the guns. I haven't been able to figure out anything to do with the ships other than being reasonably certain I found the right block of code, i just cant make sense of whats in it, and I will love you forever if you can figure it out. Being able to build us 4th rates with 100 thickness hulls and masts so they never take any damage at all.....maybe make them a bit faster too....or do the same for 1st rates as the brits
Last edited by Ninjafroggie; Dec 30, 2024 @ 3:41pm
Mako Dec 30, 2024 @ 7:32pm 
Okay 1.2 released. Added Cannon/Naval cannon exports. I looked at ships, and they honestly look too tedious to serialize/deserialize as its all nested data in various objects.
nmnualexo Dec 31, 2024 @ 12:02am 
Any chance of fast build or fast research?
Ninjafroggie Dec 31, 2024 @ 12:07am 
Originally posted by Mako:
Okay 1.2 released. Added Cannon/Naval cannon exports. I looked at ships, and they honestly look too tedious to serialize/deserialize as its all nested data in various objects.
yeah i figured it would be something like that. thanks for adding the cannons!
WS7 Jan 2 @ 11:26am 
Originally posted by Mako:
Okay 1.2 released...

See 1.3 now. Good job, many thx. Maybe in the future it will turn out something like J&P Rebalance Mod for UGCW :) ...
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