Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Modding

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Victory and Glory: Napoleon >> Modding Page: [1]
Login
Message << Older Topic   Newer Topic >>
Modding - 3/21/2016 2:43:17 PM   
SteveD64

 

Posts: 570
Joined: 10/26/2006
From: Shaker Hts, Ohio, USA
Status: offline
Is there anyway to mod the graphics in this game (counters, map etc)
?
Post #: 1
RE: Modding - 4/20/2016 6:20:51 PM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
This is my question also. I would like to have a go at another map type. Where is the graphics located? Are they hardcoded or hidden somewhere in the steamy Windows 10 undergrowth?

_____________________________


(in reply to SteveD64)
Post #: 2
RE: Modding - 4/20/2016 8:38:24 PM   
sage3

 

Posts: 10
Joined: 2/26/2016
Status: offline
It looked like everything was packed into a single .dat file when I checked previously.

(in reply to Uxbridge)
Post #: 3
RE: Modding - 7/23/2016 12:13:12 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Does anyone know What program is required to open the .dat file in the game directory?

_____________________________

Make it so!

(in reply to sage3)
Post #: 4
RE: Modding - 8/15/2016 8:18:40 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
If this game does not become moddable with future patches,then I for one will shelve it.

_____________________________

Make it so!

(in reply to kirk23)
Post #: 5
RE: Modding - 8/16/2016 12:34:41 AM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
Quite like that old Napoleon in Italy game. I think Matrix still sells it.

Because I am a poor player, I will get my $30 out of it. Also a lot like Last Days of Earth in terms of general mechanics. That was $25 and has skirmish.

(in reply to kirk23)
Post #: 6
RE: Modding - 8/16/2016 9:08:44 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
I have uninstalled this game,I've had enough of the games crappy Naval game, its RUBBISH. I know that there is a new patch in the pipeline,that is supposed to improve the naval game, but to be honest, I'm tired of waiting to hear anything,this forum is dead, and the game is only months old,enough said!

_____________________________

Make it so!

(in reply to Rosseau)
Post #: 7
RE: Modding - 9/1/2016 11:56:16 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
My anger at the lack of information regarding this games development, has subsided,to a level that I miss playing the game, its just the Naval part that really really annoys me, so I have channelled my frustration in a positive way, by creating a Naval combat system that the game could possibly look at using!

If the game designers, ever see this, I have created a Naval Combat system, that reflects naval combat during the Napoleonic wars, more accurately than is currently available to the game. I have play tested the below system, to a new board game, I made for my own use! ( Any gamer's who are interested in Naval board games, I give you a ready made set of combat rules that work enjoy )


Napoleon Victory & Glory Naval Combat

Sequence of action.

1 = Each side rolls 1 d6, to see who gets the wind gauge, the player that gets, the highest die roll attacks first!

Weather gauge optional rule:

The player can choose to disengage,instead of attacking,since he has the weather gauge,he alone is in a position to dictate,when and if battle actually occurs! If he is the weaker force, the logical course of action would be to leave the battle area, with the knowledge that your stronger opponent, is powerless to attempt any pursuit.

2 = Each ship then rolls 1 die, in turn, to see if they can damage their target, a die roll of 1,2,or 3 = miss. A die roll of 4,5 or 6 = Hit.
(If this is the first hit, the target ship has sustained, then place a Light Damage marker, on the ship, to show that it has been damaged.)

3 = If the same ship is targeted a second time, by another ship, and it receives another hit, then remove the Light Damage marker, and replace it, with a Medium damage marker!
( Damage is cumulative )

4 = At the end of each round of combat, after all ships have attacked, the player may attempt to repair any damage sustained, by rolling 1 d6 per level of ship quality, for each of the damaged ships.
A roll of 6 is required to remove 1 step of damage. ( NB: Each ship can only remove 1 step of damage, regardless of the number of 6s rolled )



SHIP QUALITY LEVELS:

British = Level 4 ships.

France & Spain = Level 3 ships.

Russia & Turkey = Level 2 ships.



Cumulative damage table.

1 hit = Light Damage ( If this is the only damage, a ship sustains during a battle, after the battle is over, the ship then returns, to the nearest friendly port for repairs.
(It takes 2 turns or Months to repair Light Damage in port.)

2 hits = Medium Damage ( After the battle is over, the ship returns, to the nearest friendly port for repairs.
(It takes 3 turns or Months to repair Medium Damage in port.)

3 hits = Heavy Damage ( After the battle is over, the ship returns, to the nearest friendly port for repairs.
(It takes 4 turns or Months to repair Heavy Damage in port.)

4 hits = Critical Hit ( If a ship receives 4 hits, during the course, of any round of battle, the player then immediately rolls 1 d6, to see what level of damage is inflicted on the ship:

CRITICAL HIT RE-ROLL

A roll of 1,2,or 3 then the ship is Disabled, and it cannot attack for the remainder of the battle.
(If a player decides to retreat at the end of the battle, all ships that are in a disabled state, are captured by the enemy.)

A roll of 4 or 5 = Ship is immediately CAPTURED! ( Strikes its colours and surrenders )

A roll of 6 = Ship is SUNK!

< Message edited by kirk23 -- 7/1/2017 6:17:38 PM >


_____________________________

Make it so!

(in reply to kirk23)
Post #: 8
RE: Modding - 7/2/2017 1:26:24 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Does anyone know What program is required to open the .dat file in the game directory? I want to mod this game, it might take me Months to find what program created the dat file, so if the developers won't make it easy I will find out for myself. This game is a gem, that needs a few tweaks that is all,I ask you why do some people just release a game and then leave there paying customers hanging? I tell you this it is not the way to do business.

_____________________________

Make it so!

(in reply to kirk23)
Post #: 9
RE: Modding - 7/2/2017 3:31:33 PM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline

quote:

ORIGINAL: kirk23

Does anyone know What program is required to open the .dat file in the game directory? I want to mod this game, it might take me Months to find what program created the dat file, so if the developers won't make it easy I will find out for myself. This game is a gem, that needs a few tweaks that is all,I ask you why do some people just release a game and then leave there paying customers hanging? I tell you this it is not the way to do business.


+1


_____________________________

Richard

(in reply to kirk23)
Post #: 10
RE: Modding - 7/3/2017 1:02:14 AM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Maybe if the developers made the game more modding friendly,then this little gem just might actually attract more interest from the gaming community as a whole? The vast majority of games here on the Matrix forum, are modder friendly,which for the most part only adds to the games longevity.

< Message edited by kirk23 -- 7/3/2017 1:04:36 AM >


_____________________________

Make it so!

(in reply to Cataphract88)
Post #: 11
RE: Modding - 7/6/2017 4:41:33 AM   
mercenarius


Posts: 653
Joined: 7/6/2010
Status: offline
Well, the short answer is that the format of the game's database is proprietary and you cannot modify it yourself.

May I ask what in particular you want to modify?

The next release is going to be a maintenance release only. That is, only bug fixes. But I would like to get an idea as to what people want to change. Maybe someday - that distant time of great change and upheaval - we'll be able to do something to accommodate your request. I am sorry that I can't do anything about this right now.

Thanks for your input and interest in the game.

(in reply to kirk23)
Post #: 12
RE: Modding - 7/6/2017 12:26:37 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
Hi my biggest issue with the game is Naval related. I can except the fact that Britain has a strength 4 for its ships,because it had the best trained crews during the period,what I don't like and is a game breaker for me is the one shot ship sunk rolled that needs removed from the game completely.Ships of the line were designed to withstand a lot of punishment,there is nothing wrong with them taking damage per die attack,that I like.I can count on my one hand the amount of times a ship of the line actually was sunk during fleet battles during the entire Napoleonic era,ships were severely damaged and captured,and maybe a 1 in a 100 chance of a 3rd rate or larger sinking.

The other naval issue is transporting land forces,these should be restricted the same as fleet movement of 3 sea area's per turn,none of this beam me up Scotty stuff.


Naval game fix, minimum requirement suggestion:

1 = Remove 1 shot wonder ship sunk from the game!

2 = Remove Port - Port any number of sea area transport ( Beam me up Scotty)

3 = New ship type ( Transport ) that can carry no more than 3 Land unit's: 3 Infantry or 3 Cavalry or 3 Artillery, or any permutations off theses, 1 Infantry, 1 Cavalry & 1 Artillery.

4 = These new Transports move 3 sea areas as per Warships.


< Message edited by kirk23 -- 7/6/2017 9:00:43 PM >


_____________________________

Make it so!

(in reply to mercenarius)
Post #: 13
RE: Modding - 7/8/2017 12:53:37 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
I have created a new Naval Combat Template,it is based on the Land Combat system,with the combat line broken up into 3 sections Line of Battle:

Van = Front of ship formation

Centre = Middle of ship formation

Rear = Rear of ship formation






Attachment (1)

< Message edited by kirk23 -- 7/8/2017 12:55:11 PM >


_____________________________

Make it so!

(in reply to kirk23)
Post #: 14
RE: Modding - 7/15/2017 12:58:28 PM   
kirk23


Posts: 2885
Joined: 10/15/2010
From: Fife Scotland
Status: offline
If there is going to be any future patches,could you please please remove the 1 shot wonder from the naval game.

Naval game fix, minimum requirement suggestion:

1 = Remove 1 shot wonder ship sunk from the game!

_____________________________

Make it so!

(in reply to kirk23)
Post #: 15
RE: Modding - 2/26/2018 10:12:41 PM   
ajksr

 

Posts: 14
Joined: 6/25/2004
Status: offline
I recently purchased this game and seems I may have made a mistake?

_____________________________

As I have said since 2011 - "Battle On..."

(in reply to kirk23)
Post #: 16
RE: Modding - 3/27/2018 5:40:36 PM   
Uncle_Joe


Posts: 1985
Joined: 8/26/2004
Status: offline
Its not a bad game out of the box, just extremely limited. It could have benefited greatly from some solid playtesting and tweaking. But it appears to be a dead project at this point. Even the original Kickstarter board game it was supposed be based on was abandoned and 're-imagined' into a much more simplistic game.

_____________________________


(in reply to ajksr)
Post #: 17
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Victory and Glory: Napoleon >> Modding Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.109