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runyan99
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Randomize entry location for French fleet

Wed Jan 17, 2007 7:45 pm

The French fleet always appears off the coast of Newport. In a two-player game, the English player can easilty exploit this by assembling a fleet and meeting the French when they arrive.

It would be better if the French arrival were randomized among several possible locations along the Atlantic seaboard, and possibly in the West Indies, so that the English player cannot be sure where they will arrive.

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Primasprit
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Wed Jan 17, 2007 9:39 pm

I think this can be changed by replacing the [font="Courier New"]SelectRegion = $Buzzard Bay[/font]
in the event [font="Courier New"]evt_nam_PremiereExpedition[/font] directly above the [font="Courier New"]CreateGroup[/font]
by
[font="Courier New"]AddToRegList = $Buzzard Bay; $Delaware Bay; $Lower Bay
PickFromRegList = NotEnemy
GenMsg[/font]

This should randomly pick one of the three regions with the additional condition that no enemy is present. You can also add more regions to these group.
No guarantee though, since I never tested this.

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Pocus
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Thu Jan 18, 2007 6:58 am

it should work yes. If some of you want to modify scenarios or create ones, you are welcome and we can answer your question in the modding forum.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Pocus
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Thu Jan 18, 2007 12:50 pm

see the other thread (moving general etc.) for further infos on how to tweak the scenario.

A cool thing to note about the AGE engine (BOA, AACW and more...) is that you can change the event file during a game and the engine will use it dynamically. It is not stored at start.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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runyan99
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Sun Mar 04, 2007 10:31 pm

I just looked through the entire BOA/Events/1775 Campaign file and I could not find the event in question.

Wilhammer
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Mon Mar 05, 2007 12:33 am

The Campaign SCT seem to be broken up into parts - they whole thing (1775-1783) is made up of many parts.

The 1775 Campaign SCT ends on 1/1/1776.

The event you are looking for is in the 1776 Campaign sct file.

Can someone from ageod confirm this?

Not sure at all, it could be that its just 1775 and 1776 Campaign working together, but the 1776 Campaign event sct has 1775 dates in it.

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runyan99
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Mon Mar 05, 2007 1:16 am

I think you are looking at the files for each different scenario.

Wilhammer
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Mon Mar 05, 2007 1:37 am

I dunno, but I keep looking, and I really do think that the 1775 Campaign Scenario and the 1776 Campaign scenario are joined, somehow, when the 1775-1783 scenario is selected...I wonder if that has something to do with the 1775-1776 'Campaign' for the DEMO.

The parameters for the 1775 Campaign Scenario are restricted to one year.

Its about the only thing that makes sense, otherwise both of us are blind as bats. :confused:

It also makes sense to have some hard code somewhere for that in the exe, otherwise you could hack the DEMO with scenario files.

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runyan99
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Mon Mar 05, 2007 2:23 am

I don't see why we should be forced to mod this to have a fair game.

The French Fleet thing is baffling to me. Given the size and supremacy of the British fleet in the early game, meaning that they can be anywhere they want, the idea of having the French always arrive in exactly the same spot is dumb. I mean, where is the British player supposed to put his fleet, with this knowledge beforehand? Is the British player expected to intentionally avoid the French entry location? Is it fair game to place the British fleet in an adjacent sea zone?

From a game design perspective, this just has to be addressed in a future patch.

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PhilThib
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Mon Mar 05, 2007 7:23 am

We shall make some changes there and add a bit of randomness in that entry location. :indien:

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Pocus
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Mon Mar 05, 2007 8:07 am

Wilhammer wrote:The Campaign SCT seem to be broken up into parts - they whole thing (1775-1783) is made up of many parts.

The 1775 Campaign SCT ends on 1/1/1776.

The event you are looking for is in the 1776 Campaign sct file.

Can someone from ageod confirm this?

Not sure at all, it could be that its just 1775 and 1776 Campaign working together, but the 1776 Campaign event sct has 1775 dates in it.


the 75-83 script file has a reference to the 76.sct. By itself the file runs until the 76 campaign kick in.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Wilhammer
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Mon Mar 05, 2007 10:49 am

"75-83 script file"

Where is this script file?

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Pocus
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Mon Mar 05, 2007 1:21 pm

the script file for the 75' Campaign is 1775 (alt) Campaign.sct (or 1775 Campaign.sct), the one for the 76' Campaign is 1776 Campaign.sct.

But if you want to do serious modding, it is better to work on the XLS first, this will be more clear.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

Wilhammer
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Mon Mar 05, 2007 1:43 pm

Here is the reason I ask - I can't find the reference to the 1776 file in the 1775 file, but look at the Excel files, I see the script you are reffering to, and it does refer to both for that scenario.

To activate/use it, one saves it using CVS Splitter to Scripts.ini - and tells you to put it in BOA/Script.

I don't see that file now, in the default patched installed directories.

Since Script.ini is the only file, according to the Mod Document, that does not get an XX unique identifier in its file name, will the new Script.ini limit the modified or new scenarios to just one at a time?


Or is the Script.ini file merged into the SCN file from the in game editor, and wiped from BOA/Script?

Yeah, I am looking hard into mods...

I have not actually committed one yet - just looking over the files and documents.

------------OK, I see it's call in the 1775 Campaign.SCT file--------

Wonder Why I did not see it at home yesterday? Bleeding eyeballs? :)

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Pocus
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Mon Mar 05, 2007 3:33 pm

the script.ini is only the conversion of the CSV into something understandable by the editor mode of BOA. When you run the game in edit mode (ie you hit F9 as soon as you see the splash screen), the game seek if script.ini is there, if yes, it tries to load it.

If there are no errors, you then have the map appears, here you can hit save, and this generates a .scn.

Hope it is clearer?

Here is something I posted for Primasprite:

-----------------------

(ACW is the current example, but it can be another game from AGEOD)

Editing localized strings:

LocalStrings_ACW.xls is the file with the localized strings for each language. Each has a column for a given language. After you have edited some strings, save first in xls, and then do a 'save as' in .csv, naming it the same name as in the ACW\Settings folder.


Editing a scenario:

The scenario files are in XLS. They must be exported in CSV. Then an utility, CSVSplitter transforms the CSV file into a scripted file. This scripted file is then loaded in the game to generate a scenario.
For events, the CSV is converted in another script file, with a .sct extension this time, and added to the events folder. You don't have to run the game after that.

1. Editing the scenario in XLS:
See the modding manual for more explainations. First edit the Setup tab ('forces at start). Save in XLS with a new version number (if you want, but advised!).

2. 'Save as' in CSV, in the ACW\script folder

3. Launch CSVSplitter, choose the tab 'Setups & Events', choose the CSV file, click on 'Make Script'.

4. In the ACW\Script folder, a script.ini file appears. Launch the game. As soon as you see the 4 strings at each corner of the screen, hit F9. You should see Edit Mode.

5. Don't touch anything. The main menu should appears, and then after some secs the map. If you have not done errors... Otherwise the errors are logged in the scriptreport.txt file (ACW\Script too).

6. If ok, save as you save a turn, this generate a scenario with a .scn extension. Quit the game.

7. Test it.

Editing the Events

Open your scenario file, but choose the Events tab. Tweak as usual, save as in CSV, but in the ACW\Events folder. Then Launch CSVSplitter, and do as in (3). The result is directly a .sct file with the right name in the Events folder. You have nothing else to do, it will be read only when you play the scenario attached to this file. The file is read dynamically each turn, so you can even tweak it and replace an old one with an updated one while a game is in progress (no need to quit the game even!).
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Primasprit
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Mon Mar 05, 2007 4:23 pm

Example for the Mod about the entry location of the fleet:

[font="Courier New"]Setup76_Campaign_BOA36Mod.xls[/font] : This is the modified version of [font="Courier New"]Setup76_Campaign_BOA36.xls[/font] which contains the event.

The event starts in line 950 (Tab "Reinforcements"). Compare the original event with the one changed:
I added the keywords "AddToRegList" and "PickFromRegList" and removed the original fleet entry location.
In addition I changed the filenames for the event file and the setup file in order not to overwrite the original scenario. (Tab "Setup at Start", line 3 and Tab "Reinf.", line 3).
Save the Setup und Reinforcements page as csv. I did this: [font="Courier New"]Setup76ModEvents.csv[/font] and [font="Courier New"]Setup76ModSetup.csv[/font]
Open the CSV-Splitter: Tab "Setup, Events".
Load the setup file (Setup76ModSetup.csv). --> Make script
A file [font="Courier New"]Script.ini[/font] will appear.
Load event file (Setup76ModEvents.csv). --> Make script
A file [font="Courier New"]1776 CampaignMod.sct[/font] will appear.
Copy the files to the BoA script and event folder.

Go on as Pocus described:
[...] Launch the game. As soon as you see the 4 strings at each corner of the screen, hit F9. You should see Edit Mode.

5. Don't touch anything. The main menu should appears, and then after some secs the map. If you have not done errors... Otherwise the errors are logged in the scriptreport.txt file (ACW\Script too).

6. If ok, save as you save a turn, this generate a scenario with a .scn extension. Quit the game.

7. Test it.


I hope this works, can't test it right now, don't have BoA here.

Wilhammer
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Mon Mar 05, 2007 4:39 pm

Did you mean to provide an attachment?

By the way, you guys are awesome. No wonder this game is so danged good. :)

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Primasprit
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Mon Mar 05, 2007 6:31 pm

Did you mean to provide an attachment?

Oh... yes of course.
I simply forgot that.
But I am at home now, took a nap and will provide the files in some minutes... :)

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Primasprit
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Mon Mar 05, 2007 7:26 pm

Ok, the missing files are here: http://www.rogepost.com/n/3604831761
Sorry for the confusion.
I also slightly modified the [font="Courier New"]LocalStrings_BOA.csv[/font] so that the name of the modified campaign is shown as "1776 - 1783 Campaign Example Fleet Mod"
For that I simply created a new handle for the string file in the setup file (line 24 and 25 in the [font="Courier New"]Setup76_Campaign_BOA36Mod.xls[/font], setup tab) and created entries for these handles in the [font="Courier New"]LocalStrings_BOA.csv[/font]. So you have to copy and overwrite this file in your BoA folder (\BoA\Settings) before creating the scenario. Don't forget to save the old file, if something goes wrong. :)

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