Grand Tactician: The Civil War (1861-1865)

Grand Tactician: The Civil War (1861-1865)

BlueMax14 Dec 16, 2020 @ 2:36pm
Like to Tinker - Data Values
Hello Gents. Has anyone completely deciphered the values in Weapons.txt/commanders etc?
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Showing 1-15 of 27 comments
Fail_Knight Dec 18, 2020 @ 1:31pm 
You know what, I'll just throw my google sheet[docs.google.com] document out there. Doesn't contain everything for weapons, but should help with some stuff.
Last edited by Fail_Knight; Dec 18, 2020 @ 1:31pm
BlueMax14 Dec 18, 2020 @ 4:44pm 
Originally posted by Fail_Knight:
You know what, I'll just throw my google sheet[docs.google.com] document out there. Doesn't contain everything for weapons, but should help with some stuff.

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.
BlueMax14 Dec 18, 2020 @ 4:45pm 
Originally posted by Zipuli:
Commander:
https://steamcommunity.com/app/654890/discussions/0/5446505912995681165/

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!
Ghostrider Jan 14, 2021 @ 10:01am 
has anyone deciphered the values in the regiments.dat and groups.dat?
Fail_Knight Jan 14, 2021 @ 10:12am 
Originally posted by Ghostrider:
has anyone deciphered the values in the regiments.dat and groups.dat?


Originally posted by Fail_Knight:
You know what, I'll just throw my google sheet[docs.google.com] document out there. Doesn't contain everything for weapons, but should help with some stuff.
some are deciphered in one of the sheets from the link
vungquemuanuoclu Jan 29, 2021 @ 10:27am 
For weapons example
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.
vungquemuanuoclu Jan 29, 2021 @ 10:41am 
For Regiment here is my example
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
Reimer Mar 30, 2021 @ 12:49pm 
Originally posted by Fail_Knight:
Originally posted by Ghostrider:
has anyone deciphered the values in the regiments.dat and groups.dat?


Originally posted by Fail_Knight:
You know what, I'll just throw my google sheet[docs.google.com] document out there. Doesn't contain everything for weapons, but should help with some stuff.
some are deciphered in one of the sheets from the link

Do you have any plans to decipher the "shiptypes" file for possible ship modding?
Fail_Knight Mar 30, 2021 @ 1:41pm 
Originally posted by Reimer:
Do you have any plans to decipher the "shiptypes" file for possible ship modding?
I can do that to some degree in the next few days, might not be as complete as commanders or weapons, but it should have most things labeled.
Fail_Knight Mar 30, 2021 @ 2:40pm 
Originally posted by Reimer:
Do you have any plans to decipher the "shiptypes" file for possible ship modding?
It was a bit easier than expected for the initial deciphering, most values have been identified. There is some wariance in the length of a ship entry due to variable list of resources required, so that is something to keep an eye on.
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?)
Zipuli  [developer] Mar 31, 2021 @ 1:05am 
Originally posted by Fail_Knight:
Originally posted by Reimer:
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?)

Ship dimensions are used to calculate the size of the ship plus required building material. As the data comes from an excel with formulas, the values in the export can be changed with no effect in the outcome.

Ship size makes it easier or harder to hit in combat.
Reimer May 5, 2021 @ 5:20pm 
Originally posted by Fail_Knight:
Originally posted by Reimer:
Do you have any plans to decipher the "shiptypes" file for possible ship modding?
It was a bit easier than expected for the initial deciphering, most values have been identified. There is some wariance in the length of a ship entry due to variable list of resources required, so that is something to keep an eye on.
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.
Fail_Knight May 7, 2021 @ 1:23am 
Originally posted by Reimer:
Any idea which values influence the construction/repair time of ships? It could be drawn from the ship size values somehow, I suspect.
Haven't tested it myself, but the following lines in the campaignprefs.txt should be relevant:
Originally posted by campaignprefs.txt:
Building duration in game years per resource, (set 0=default, 1=fleets, 2=construction by units, 3=buildings, 4=blank, 5=blank, 6=blank)
0.0002
0.0001
0.0005
0.01
0.01
0.01
0.01
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.
Reimer May 9, 2021 @ 2:00pm 
I was testing that myself using the little ships tender gunboat, it appears that setting all required resources to 1 does not influence the build time of the ship, which remains normal, and doubling all resources required does not influence it either, so I suspect the campaignprefs.txt and the tonnage of the ship are what determines the build time of a vessel. (Though required resources -do- seem to alter how long the game thinks the ship will take to build or repair, as shown in the tooltip when you mouse over the vessel.)
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