Grand Tactician: The Civil War (1861-1865)

Grand Tactician: The Civil War (1861-1865)

weapons
I've deciphered some of the lines of codes for "weapons" text file in the config folder. Still some things I don't know but I'm going to edit this post as I test things. Here's what I know so far comparing weapons, looking at the in game info, and looking at the manual. So far this is what I've figured for infantry. I haven't tested change stuff yet to see what crashes the game once edited, I'll update this post as I do. Feel free to share what you've found in deciphering this file (I'll edit this post with any

42 (the identifying weapon number, you can go to a save file and give different units different weapons, I've even given whitworth rifles to one unit)
Mixed Muskets (name)
1 (weapons class, refer to "weaponclasses.txt"
0 (unit type, found in unitprefs.txt, if you want both infantry and cav to use it make it 01)
1800 (invention year?)
250 (range)
228.6 (range in battle map)
-1 (standard rate of fire, used only in artillery to slow burn ammnunition)
2.5 (rate of fire)
.69 (caliber)
17.526 (I think something to do with accuracy, lower on the lorenz and whitworth rifles has the lowest)
false (same on all muskets
false )
0 still a mystery
-1 (all the same
-1
-1
-1
-1 )
69 (caliber in whole numbers)
-1 (all the same
-1
-1
0
0
0 )
0 (only mixed muskets its 0, 1 on all others)
10
4.5359237
58 (barrel length)
1.4732
.9 (firepower)
-1 (same on all muskets
-1 )
.8
-1 (same on all muskets)
150
0 (same on all muskets
0
0 )
1.15 (something to do with caliber)
1 (same on all muskets)
.7
2 (same on all muskets)
0
-1 (same on all muskets)
0;1; (something to do with side availability, 0; for union and 1; for confederate and 0;1; for default)
0;1; (only filled in for default weapons, blank otherwise, I think scripts activate this field for policy levels)
0 (rarity, 0 always available, higher the number the more common it will be)
1840 (standrdization year)
A collection of old and obsolete smoothbore muskets, including flintlocks, widely available. Inaccurate, slow and prone to misfires, though still lethal when firing buck and ball. (I assume you can edit this with whatever description you want.)
Τελευταία επεξεργασία από AmbroseTecumsehLee; 1 Οκτ 2021, 9:15
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Did most of the deciphering a while ago and haven't checked it on the last versions, but an almost complete list of the meanings of the weapons.txt lines can be found here[docs.google.com] in one of the sheets. Generally speaking the imperial measurements are used for descriptions while the metric ones are used for actual calculations.
Thanks! Fayeteville and Richmond rifles together accounted for some 61,000 rifles in the CSA arsenal, so while they weren't exactly plentiful, they weren't unicorns either, which is how the game portrays them. increased them a bit.
I've had so much fun with these files. I replaced the 1817 rifle with the Springfield 1855, replaced Springfield Musketoon with a generic rifled carbine, the Hall repeater with a simple Cook and Brother Rifled Musket, increased the lethality of mixed cav weapons, increased rate of fire for the Richmond Rifle to 3 rounds a minute, enabled the confederacy to produce Whitworth Rifles (albeit 1 brigade has them by 1864), increased the availability of the Joslyn and Colt carbines so they're actually in the game, and edited the James Rifle to be a little worse than the 3 inch ordinance and 10lb parrot. Obviously the pictures are off with the weapons I overhauled, but love my changes haha.

Also changed some stuff in the campaign that makes the game playable for me anyways. I need to play around with ships at some point.
Zipuli  [δημιουργός] 22 Νοε 2021, 8:04 
Here, are what all the numbers mean. Some of them are obsolete, i.e. "legacy" as the file structure has been mostly the same for almost 5 years while the game has evolved, with new features added etc.

0 -> Running ID
6-pounder Field Gun -> Name
7 -> Class, as per weaponclasses
2 -> restriction (0 = infantry, 1 = cavalry, 2=artillery)
1841 -> "invention year", unused
1523 -> range in yards (for weapon stats in game)
1392.6312 -> range in meters (engine thinks meters)
.2 -> Rate of Fire (ROF) A = normal ROF for artillery
3 -> ROF B = maximum ROF
3.67 -> caliber, inches
93.218 -> caliber, millimeters
true -> is artillery?
true -> is horse artillery?
0 -> "material" = production complexity
884 -> tube weight, pounds
400.97565508 -> tube weight, kilos
6.1 -> projectile weight, pounds
2.766913457 -> projectile weight, kilos
1.25 -> charge, pounds
566.9904625 -> charge, grams
1439 -> v0 (velicity), feet per second
438.6072 -> v0, meters per second
5 -> elevation in degrees when firing at max range
60.9197212362519 -> trajectory peak (meters)
39 -> penetration in millimeters at point blank (DeMarre & Krupp formulas)
1.5354330693 -> penetration in inches
-1 -> bayonet?
-1 -> weapon weight, pounds
-1 -> weapon weight, kilos
-1 -> weapon length, inches
-1 -> weapon length, meters
5.03397041004273 -> firepower (solid shot)
7.625 -> firepower, HE
9.15 -> firepower, canister
.9 -> accuracy (0.8 - 1.2 only)
12 -> reload speed A, from ROF A (engine value, vs. real world value)
180 -> reload B
.75 -> reload modifier, HE rounds (= slower)
1.5 -> reload modifier, canister (= faster)
.79951217246 -> weight factor
9.44984104166667 -> smoke factor
1 -> ammunition multiplier
.66 -> melee multiplier
2 -> melee multiplier, mounted
-1 -> infantry melee weapon (graphic)
1 -> artillery model ID (3D model)
0;1; -> researched at start for nations...
0;1; -> import available for nations...
0 -> equipment modifier (derived from historical amount of weapons used in the war)
1845 -> standardization year (it takes some time for production to increase)
The smoothbore cast bronze gun was the workhorse of the Mexican War. Of simple construction and widely available, but regarded obsolete. -> tooltip text

Many of the values are not used directly by the game engine, but for example are (or previously were) used by a formula to calculate a value used by the engine. Some values are irrelevant today.

Hope this helps!
Αναρτήθηκε αρχικά από Zipuli:
Here, are what all the numbers mean. Some of them are obsolete, i.e. "legacy" as the file structure has been mostly the same for almost 5 years while the game has evolved, with new features added etc.

0 -> Running ID
6-pounder Field Gun -> Name
7 -> Class, as per weaponclasses
2 -> restriction (0 = infantry, 1 = cavalry, 2=artillery)
1841 -> "invention year", unused
1523 -> range in yards (for weapon stats in game)
1392.6312 -> range in meters (engine thinks meters)
.2 -> Rate of Fire (ROF) A = normal ROF for artillery
3 -> ROF B = maximum ROF
3.67 -> caliber, inches
93.218 -> caliber, millimeters
true -> is artillery?
true -> is horse artillery?
0 -> "material" = production complexity
884 -> tube weight, pounds
400.97565508 -> tube weight, kilos
6.1 -> projectile weight, pounds
2.766913457 -> projectile weight, kilos
1.25 -> charge, pounds
566.9904625 -> charge, grams
1439 -> v0 (velicity), feet per second
438.6072 -> v0, meters per second
5 -> elevation in degrees when firing at max range
60.9197212362519 -> trajectory peak (meters)
39 -> penetration in millimeters at point blank (DeMarre & Krupp formulas)
1.5354330693 -> penetration in inches
-1 -> bayonet?
-1 -> weapon weight, pounds
-1 -> weapon weight, kilos
-1 -> weapon length, inches
-1 -> weapon length, meters
5.03397041004273 -> firepower (solid shot)
7.625 -> firepower, HE
9.15 -> firepower, canister
.9 -> accuracy (0.8 - 1.2 only)
12 -> reload speed A, from ROF A (engine value, vs. real world value)
180 -> reload B
.75 -> reload modifier, HE rounds (= slower)
1.5 -> reload modifier, canister (= faster)
.79951217246 -> weight factor
9.44984104166667 -> smoke factor
1 -> ammunition multiplier
.66 -> melee multiplier
2 -> melee multiplier, mounted
-1 -> infantry melee weapon (graphic)
1 -> artillery model ID (3D model)
0;1; -> researched at start for nations...
0;1; -> import available for nations...
0 -> equipment modifier (derived from historical amount of weapons used in the war)
1845 -> standardization year (it takes some time for production to increase)
The smoothbore cast bronze gun was the workhorse of the Mexican War. Of simple construction and widely available, but regarded obsolete. -> tooltip text

Many of the values are not used directly by the game engine, but for example are (or previously were) used by a formula to calculate a value used by the engine. Some values are irrelevant today.

Hope this helps!

Hey! Dev,wonder which part is the range of canister?
Zipuli  [δημιουργός] 25 Νοε 2021, 23:34 
Αναρτήθηκε αρχικά από 大野猪:
Hey! Dev,wonder which part is the range of canister?

Canister range is determined as a % of full range in the file unitprefs.txt
Αναρτήθηκε αρχικά από Zipuli:
Αναρτήθηκε αρχικά από 大野猪:
Hey! Dev,wonder which part is the range of canister?

Canister range is determined as a % of full range in the file unitprefs.txt
:steamthumbsup:
Is adding a weapon currently possible? I was looking to separate the 1855 and 1861 Springfields but when I do it causes a UI bug and causes a crash when I try to load a campaign. Other than adding a new weapon in the weapons.txt file, where else does the new weapon need to be incorporated?
Αναρτήθηκε αρχικά από Boko Disraeli:
Is adding a weapon currently possible? I was looking to separate the 1855 and 1861 Springfields but when I do it causes a UI bug and causes a crash when I try to load a campaign. Other than adding a new weapon in the weapons.txt file, where else does the new weapon need to be incorporated?

First, just to make sure you did increase the number at the top of the notepad by 1 for the added weapon right? Also you need to increase the Running ID for the weapon, that would mean, 1+the last weapons ID number.
Αναρτήθηκε αρχικά από Zipuli:
0 -> Running ID
Hope This helps, if not then there might be something else that I don't know about. It could have something to do with the picture of the weapon or in the cases of artillery, maybe the 3d model.

To test I would recommend using the Rifled Springfield and just changing the copy's name and ID, and increase the number at the top by 1. Then play Union spring '61 and recruit a new army and infantry brigade on day 1. Then upgrade weapon to see if there are 5 brigades worth of both rifled Springfields and the new rifles.
Τελευταία επεξεργασία από crono900; 12 Μαρ 2022, 20:00
Αναρτήθηκε αρχικά από crono900:
First, just to make sure you did increase the number at the top of the notepad by 1 for the added weapon right? Also you need to increase the Running ID for the weapon, that would mean, 1+the last weapons ID number.

Thanks for chipping in, exactly what I tried to do to no avail though. The copy is weapon 83 with a total of 84 entries in the file. Based on the issues I'm having I'm wondering if this is messing a reference to the weapons file for UI elements.
Τελευταία επεξεργασία από Boko Disraeli; 13 Μαρ 2022, 14:21
I was wondering is there anyway to put a weapon back in production? Springfield for example.
Αναρτήθηκε αρχικά από marneyahtze:
I was wondering is there anyway to put a weapon back in production? Springfield for example.

Yes, do the Project. You can adjust the cost of the projects in the text file, making them almost free if you want to. That way you could select that project on the first day of your campaign, which will allow you to manufacture Springfield Rifled Muskets from the start.
I only play CSA at the moment and I did the same with the Legacy rifles in a previous playthrough, as imo an older Rifle should be available if I choose to invest in the manufacturer. It can be abused and will make your playthrough too easy, but historically there were no shortages of Rifles in either army, especially after early 62, so I have no issue having the game reflect that.
I was thinking the smoothbore springfield, but also for gatling and williams guns. I have played with the projects and it's a good suggestion and I appreciate the reply. I'm guessing there is a value in the numbers somewhere that would allow it. I'm just not sure which number it would be to place it in production.
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