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.