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https://steamcommunity.com/app/654890/discussions/0/5446505912995681165/
Every bit helps. I like digging into the guts of it all. Data is sexy. Thank you Fail_Knight for putting this up. Most appreciated.
Even after looking, I failed to find that thread. Perhaps I was a bit to hasty. Thank you Zipuli. Feel like i'm talking to a rock star. Love your game. Keep up the outstanding work!
some are deciphered in one of the sheets from the link
Springfield Rifle-Musket
2(weapon class in this case rifle)
0(infantry,you can add 01 so cavalry can use it as well)
1855(don't change)
400(range in text)
365.76(range in real time battle must multiply with 0.0856 for every other weapons,expample 400x0.0856=34.24 then 400-34.24=365.76)
-1(don't know and don't change)
3(firing rate)
.58(bullet type)
14.732(just multiply bullet type with 25.4 for every other weapons,i don't know exactly what it is but if you get it wrong without multiply with 25.4 then maybe it doesn't work)
false(don't change)
false(don't change)
1(maybe this belong to short range,medium range and long range e.x whitworth sniper rifle is 3 and springfield rifle is 1)
-1(don't change)
-1(don't change)
-1(don't change)
-1(don't change)
-1(don't change)
58(bullet type multiply with 100 for every other weapons)
-1(don't change)
-1(don't change)
-1(don't change)
0(don't change)
0(don't change)
0(don't change)
1(don't change)
9(don't change)
4.08233133(don't change)
56(don't change)
1.4224(don't change)
1(damage multiplier,maybe but it works well for me you can set it 10 and text in the field)
-1(don't change)
-1(don't change)
1(accuracy 0.8 is poor,1 is medicore,1.1 is very good and 1.2 is excellent)
-1(don't change)
180(maybe it is men firing per shot,multiply firing rate with 60 and you get it for every other weapons too)
0(don't change)
0(don't change)
0(don't change)
.966666666666667(don't know but it has something different for every type of weapons)
1(don't change)
1(don't change)
2(don't change)
1(don't change)
-1(don't change)
0;(don't change)
1(don't change)
1855(don't change)
Hope this help,sorry for my English and hope you can correct me for something i miss out there.
Ewell's Brigade
38
0
20
1800(mens in the brigade)
0
0
0
0
5
true
18(equipped weapons)
128-128-128(code for shirts)
135-206-235(code for pants)
010-010-010
-1
0
0
-1
0
0
false
0
0
01.03.1861(day created)
12(contract remain)
0
0(state created)
0
0(animation type 0,1,2,3,4,5,etc)
0
0
0
0
0
0
ANOTHER FOR ARTILLERY
Arkansas State Batteries
35
2
-1
200
0
0
0
0
5
true
0
128-128-128
210-159-106
010-010-010
-1
0
0
-1
0
0
false(set true and you got horse artillery)
11
0
01.06.1861
3
0
2
0
0
0
0
0
0
0
0
Do you have any plans to decipher the "shiptypes" file for possible ship modding?
If I get around to it I will try to find in which way some values are important (eg.: When does a ships beam influence things?)
Any idea which values influence the construction/repair time of ships? It could be drawn from the ship size values somehow, I suspect.
It seems like ship construction time is dependant mostly on the resource requirements. There is also port construction capacity which has different tonnages depending on the port level, likely used for parallel construction calculations. Commander admin score should also have an influence on fleet repair times.