Help - Inserting new weapons

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Crikey
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Help - Inserting new weapons

Post by Crikey »

Sorry in advance as I'm no artillery expert.

As part of a mod I'd like to insert some rifled cannon that used the 'La Hitte' system, which appears to have a calibre of 86mm. There's also refs to 4kg.

https://en.wikipedia.org/wiki/La_Hitte_system

Firstly, I'm assuming it's possible to mod this? Appears so.


So far it looks like I'll need to amend -

artillery.csv
artytables.csv

And amend

LanguageEnglish.xml


to insert new gun and ammo types.

However, I'm unsure of what size shell would be appropriate?

I looked back at the ammo and gun types in SoWGB initially as I thought some of those might be a fair representation but got confused pretty quickly as to what might read across in terms of shell size etc.

Also would any of the current Howitzer ammo types in the SoWWL csvs be a fair match?

Help appreciated. :ohmy:
Last edited by Crikey on Sun Oct 18, 2015 10:08 pm, edited 1 time in total.
Marching Thru Georgia
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Re: Modders and Artillery grogs - Help - Inserting new weapons and advice on calibres of rifled guns

Post by Marching Thru Georgia »

The KS mod has guns ranging from light 3 lbers to 18 lb unicorns. You can use the stats from it as a reference. It also incorporates the stock guns so stock OOBs can be used with the mod. Of course the values for these guns have been modified to reflect realistic behavior. You can compare the stock files to what's in the KS mod to see what changes need to be considered. Since yours is a rifled gun, it will need to be more accurate than the long barrel smoothbores, (artytables.csv).

Alternatively, you could look in the Courier and Maps mod for SOWGB to see the values needed for proper rifled guns. Since you are creating a 9 lb gun, you could just use the stats from the 10lb Parrot.
I can make this march and I will make Georgia howl.
Crikey
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Re: Modders and Artillery grogs - Help - Inserting new weapons and advice on calibres of rifled guns

Post by Crikey »

MTG

Thanks for the steer re: this being the equivalent of a 9lb gun.

I was looking at the KS files for inspiration as to how to get new weapons in game.

I'll go back and experiment.

I'm finding getting the MyGUI files to recognise new stuff a challenge. Ahem. :whistle:

I may come back with some more questions, if you don't mind.
Marching Thru Georgia
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Re: Modders and Artillery grogs - Help - Inserting new weapons and advice on calibres of rifled guns

Post by Marching Thru Georgia »

I'll be happy to answer questions if I can.

If you don't need need the square formation, I'd recommend you use SOWGB for your mod. It is far superior for modding than the new game.
I can make this march and I will make Georgia howl.
Crikey
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Re: Modders and Artillery grogs - Help - Inserting new weapons and advice on calibres of rifled guns

Post by Crikey »

Hi MTG

Any clues as to why I'm getting the following errors?

Language Tag not found: #{IDS_ARSN_1851_PATTERN_FRANCE}
08:00:00 Language Tag not found: #{IDS_ARSN_MUSKET_70_CALIBER}
08:00:00 Language Tag not found: #{IDS_ARSN_1854_PATTERN_AUSTRIA}
08:00:00 Language Tag not found: #{IDS_ARSN_MUSKET_54_CALIBER}
08:00:00 Language Tag not found: #{IDS_ARSN_1842_PATTERN_AUSTRIA}
08:00:00 Language Tag not found: #{IDS_ARSN_MUSKET_70_CALIBER}
08:00:00 Language Tag not found: #{IDS_ARSN_1853_PATTERN_BRITISH}
08:00:00 Language Tag not found: #{IDS_ARSN_MUSKET_577_CALIBER}
08:00:00 Language Tag not found: #{IDS_ARSN_1856_PATTERN_BRITISH}
08:00:00 Language Tag not found: #{IDS_ARSN_MUSKET_70_CALIBER}
08:00:00 Language Tag not found: #{IDS_ARSN_RIFLED_CANNON_FR}
08:00:00 Language Tag not found: #{IDS_ARSN_Rifled}

Frankly, I'm getting to the point where modding is becoming a turn off. :pinch:
Marching Thru Georgia
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Re: Help - Inserting new weapons

Post by Marching Thru Georgia »

Frankly, I'm getting to the point where modding is becoming a turn off.
MyGui - the gift that keeps on giving. :pinch:

You need to add column B of rifles and artillery.csv to a file named LanguageEnglish.xml. It goes in \layout\media\language. Unless you are doing a complete mod, it may be best to copy the stock file and add these new entries to it.
I can make this march and I will make Georgia howl.
Crikey
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Re: Help - Inserting new weapons

Post by Crikey »

MTG

That's odd. I'd already done that. These are my attempted entries -

<Tag name="IDS_ARSN_1851_PATTERN_FRANCE">Model 1851 Minie Rifle (France)</Tag>
<Tag name="IDS_ARSN_1854_PATTERN_AUSTRIA">Model 1854 Lorenz Rifle (Austria)</Tag>
<Tag name="IDS_ARSN_1842_PATTERN_AUSTRIA">Model 1842 Percussion Musket (Austria)</Tag>
<Tag name="IDS_ARSN_1853_PATTERN_BRITISH">1853 Enfield Rifle (Britain)</Tag>
<Tag name="IDS_ARSN_1856_PATTERN_BRITISH">1856 Carabina da Bersaglieri (Britain)</Tag>

<Tag name="IDS_ARSN_RIFLED_CANNON_FR">Beaulieu Canon de campagne(Fr)</Tag>
<Tag name="IDS_ARSN_Rifled">Cannon</Tag>

<Tag name="IDS_ARSN_MUSKET_70_CALIBER">70 Caliber Musket</Tag>
<Tag name="IDS_ARSN_MUSKET_54_CALIBER">54 Caliber Musket</Tag>
<Tag name="IDS_ARSN_MUSKET_577_CALIBER">577 Caliber Musket</Tag>


I'm really starting to think MyGUI hates me.
Crikey
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Re: Help - Inserting new weapons

Post by Crikey »

UPDATE

Okay. It seems to be a clash with the Grog Toolbar, even though that mod is the last in the loading order to avoid the non-firing battalions problem. Both contain LanguageEnglish.xml.

Unloaded the toolbar, no errors.

I may have to integrate the two. :cheer:
Last edited by Crikey on Mon Oct 19, 2015 1:42 am, edited 1 time in total.
Marching Thru Georgia
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Re: Help - Inserting new weapons

Post by Marching Thru Georgia »

The MyGui files in different mods do not append the one that comes before. They overwrite each other. That means no two mods can modify the same MyGui files. They all have to be combined into one. It makes building mods for this benighted game nearly impossible. Each user has to be a modder who knows what files need to be combined and which ones don't, based on the combination of mods he wants to use. And if he wants to use different mod combinations at different times...he really gets a lesson in the joys of MyGui. Then there is the issue of what happens when a mod is updated. Those files have to be recombined. It's why there will be very few mods for the game.
I can make this march and I will make Georgia howl.
Saddletank
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Re: Help - Inserting new weapons

Post by Saddletank »

I think the number of times and instances we have highlighted to NSD the monster they have created with MyGUI just hasn't sunk in because they haven't started doing the things with the game that modders need to do.

Every time you want to use a new unit NAME, you have to build a mod. So every new scenario that doesn't use units in the existing OOBnames.xml will have to be a mod. It makes just creating new scenarios or OOBs much more work.

If, as Norb has said, MyGUI cannot be replaced in the game then the game needs to be rewritten using another interface tool.

There's a vast market for a good Napoleonic RTS but WL isn't going to capture it.

Apparently we have this mess because a local language facility was required and someone wanted a "cooler, updated" interface. Really, its a tragedy.
HITS & Couriers - a different and realistic way to play SoW MP.
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