Averkinen
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Modding help

Wed Jul 06, 2011 2:37 pm

Hi everyone!

I started making the first attempts at modding this game, but I am having serious problems, without which I would not be able to continue, please help:

- I would like to know how you compares the real army and in-game, I mean her skills (2-2-6, 3-4-3, etc.)? Without it I can not add a single army.

- Which file is responsible for the capitulation? And how can to make sure that countries such as France, Russia, Germany, etc. never gave up and fought until the very end of the game (50 turn or end of 1919), as Serbia or Switzerland, despite not on that.

- And if change the value of units in some scenarios and the corresponding values ​​in World War One Gold \ Data \ DB \ Units, these units will also change in this scenario?

Regards ;)
Sorry for my bad English. ;)

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Wed Jul 06, 2011 4:12 pm

- And if change the value of units in some scenarios and the corresponding values ​​in World War One Gold \ Data \ DB \ Units, these units will also change in this scenario?

Last answer first.

If you just mod the combat values in the Units.csv file, the new numbers should show up next time you load the game. The Units.csv file is used by all scenarios equally. However, the scenario Detachments.csv file also uses the combat values for those units that deploy outside HQ's so all changes to the Units.csv must be repeated in these files when necessary or the unit may not show up.

You can also mod the leadership values (Leaders.csv)and other perameters.

[color="Red"]Always save the original files someplace safe before editing them.[/color]

Adding units is a bit trickier but can be done. See my Russian Navy mod here, scroll down to the bottom of the thread:

http://www.ageod-forum.com/showthread.php?t=18114

When adding new units you must give them a unique designation and then add them to the Detachments.csv and or Armies.csv as necessary otherwise they will not show up. See the Portuguese Army mod here:

http://www.ageod-forum.com/showthread.php?t=21022

You can also mod turn rules, game rules, National Will penalties and game tables.

WW1G is pretty sensitive to punctuation and a missing or extra comma (,), semi-colon ( ; ) or curly bracket ({}) can create no end of problems. Also it seems like the game loads files from the top down so one minor error can remove many units from the game when you load up to test.

Not sure of your other questions but I would be wary of modding capitulation conditions. Changing some perameters in WW1G can have unintended effects when playing the game.

Good Luck!

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Thu Jul 07, 2011 10:46 am

Thank you very much! You helped me a bit. But my main question from all of these was how to create a game skills on real historical data (2-2-6, 3-4-3 and so on), I hope someone can help me with this.

Regards! :)
Sorry for my bad English. ;)

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Thu Jul 07, 2011 6:25 pm

All the values seem to be entirely subjective, I doubt there is any formula and it is likely that certain units and leaders recieved their values based on game rather than historical factors:

Example 1 - German Colonial troops historically numbered less than 10% of those of France and were even fewer when compared to the British colonial forces and the Indian Army. Yet the game gives the Kaiser four 4-7-5 corps, as good or better than most anything the Entente has but the reality was that all of the combat forces in Germany's colonies combined totalled less than 8,000; most of whom were native levies. In game terms this force is probably the equivalent of 150,000 men and such units and values only make sense in a game context.

Example 2 - British Leaders. Leaving aside the Lions lead by Donkey's debate, the choice of British leaders and their values is really quite appalling in my opinion. Admirals in particular, the worst Admiral is Sturdee who won the only unambiguous victory by the RN in the entire war. The best is Troubridge court-martialled but acquitted over the Goeben affair and never employed in a meaningful command. Jerram's only claim to fame was refusing to open fire on the German battlecruisers during the night action at Jutland because he had no orders to do so. Milne was landed in August 1914 and never held a war command. T.E. Lawrance maxed out as a Lt. Colonel who never commanded more than a brigade equivelant and Townshend was just a major-general who never commanded an army. Kitchener was a politician and never commanded a single British soldier, as much as he would have wanted to. These leaders and their values must have been selected for game-related reasons since none have any substantive historical validity.

There are other examples but these represent the biggies in my opinion.

As you can see, the designers took some real liberties with the Leaders and Values but the overall effect works pretty well. Without the huge German colonial forces recreating the campaign in the colonies at the scale of WW1G would be next to impossible. Without the horrible British leaders, the ability of the Entente to create alternative fronts might make winning that much easier than it is.

And editing the values is easy. So my suggestion is use the numbers that give you the game you want, just like the game's authors did.
___________

Am going to throw an edit in here with some additional comments.

I believe when developing a game there are certain expectations that the buyer is assumed to expect to see. So for example what is a strategic wargame of WW1 without Lawrance of Arabia? Even if most modern scholarship (see David Fromkin A Peace to End All Peace for instance) consider the Arab revolt of little military significance and the creation of British propaganda, journalist Lowell Thomas and Peter O'Tool's Oscar winning epic. So adding Lawrance creates a situation that the customer expects to see.

Whether it's creative interpretation of history or just padding the numbers one way or the other to achieve a particular effect, the game designers job is not an easy one and he or she will never 'please' everyone. Everything is a compromise so edit your values using the same criteria; what effect do you want as your game plays out. I see trying to plug 'historical' numbers into the WW1G engine as an exercise in frustration, there are too many abstractions to make any formulas work effectively.

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Thu Jul 07, 2011 7:18 pm

Okay, thank you. I now have enough information to try to add any thing in this game, though I do not have a licensed version of the game, only the pirate, but soon it will change, and as long as I practice and on this version. It seems, as I understand, it's hard to create an army to some neutral country (I think it will be either Spain or Sweden) will be collecting information and drawing textures, and scripts will be very easy to do. Then I will be based on in-game units, for example, and comparing them with historical details, I think I can get the same in-game skills for my army. But I think that even if I learn to make mods for this game, they are all the same quality not can be compared to quality has made ​​in the game. But if I still do something, then I will certainly send it to one of the developers of the game (Calvinus, I think) that he completed the this and has added to its new patch. But now, with free time, I'd probably be working on the translation of the Gold edition to Russian. Just recently one of the folders in your illegal version I have found the remains of the Russian version of the old WW1 and I think that with these files I will be able to translate the texts in the game until the end, some of which there have already been translated. Since I am Russian, I would be much easier to make a quality translation. If I can do it, it will result in a very and very big advantage for AGEOD, since so many fans of the game in Russia and the CIS countries are waiting for transfer gold version in Russian, but there is none yet. That's it.

Regards! :thumbsup:

Random wrote:So for example what is a strategic wargame of WW1 without Lawrance of Arabia?

Strangely, by the way thanks for the comment, it's just a very large error in the game because he played a very important role in the victory of Anglo-Arab alliance against the Turks. May be asked to have added it, not yet released a new patch? By the way, before he was, but for some reason it was removed. But this is just one of many historical errors in the game. Hopefully in the future this will change. :(
Sorry for my bad English. ;)

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Mon Apr 22, 2013 6:08 pm

Hi,

And again, I have a couple of questions:

1) What does a folder "Modding"? It's just a novice modbuilders assistant, outdated files or something else?

2) I edited the file of the game and made ​​just for fun the player can start the GC4 only for TURKEY. I found it fun, and most importantly everything worked fine (although Turkey became at war in Early Aug 1914). So I got a question, did you try to expand the Grand Campaign, that is, to add the right to rule only by Turkey, Britain or Italy during the war? While this may seem a little boring in a singleplayer mode, but in multiplayer mode it would be very exciting to play with other players in GC6 or GC7, control the movement direction of a neutral nation in the side of the Entente or the Central Powers, etc ... :wacko:
Sorry for my bad English. ;)

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Tue Apr 23, 2013 3:02 pm

1) What does a folder "Modding"? It's just a novice modbuilders assistant, outdated files or something else?

Don't know. Thought that it was discussed way back when but failed to find the thread after a search.

As for 2)... This is potentially very cool and something I had never thought of. You can adjust many of the characteristics, production, OOB and reinforcements of most countries but having never tried multi-player, I wonder if a GC6 or GC7 is practical. Also scripting events and introducing political options where before there were none might prove a challenge although it appears that the tools to do so might be there.

-C

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Tue Apr 23, 2013 7:20 pm

Thanks you for the help, Random. I've searched the forum and found a topic where PhilThib explained the significance of this folder, as I understand it is the assistant to edit the game, details are here: http://www.ageod-forum.com/showthread.php?17739-How-does-the-modding-folder-work&p=178969&highlight=modding#post178969

As for the second, you're right there is plenty of work and I think it will be able to carry out only the developers, if they have a desire, because I unfortunately not have neither the time nor the knowledge to do it. Even now, I open a lot new in the editing of this great game, even though previously I had big plans, but eventually I realized that time and need for this is no (it's about adding of armies for neutral countries, yet Spain and Sweden were not at war, keeping strict neutral, so let them remain spectators and here, otherwise the game may lose some historicity). Edit this game is really very cool, but difficult, also as I understand, we can edit not all, some things can change only Calvinus (such as changing the number of allowable units or adding a new sprite). Anyway, as soon as I have some free time, I will continue to learn of editing this game and maybe I will can do something useful (something already done on Afghanistan). :D


As always, Regards
Sorry for my bad English. ;)

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Fri Apr 26, 2013 7:57 pm

I think there are some changes one can make, I have edited Persia so that it can be invaded and conquered by editing the Battles entry in the MapAreas.csv file for the Persia Box from 999-Turns to 9-Turns; one WW1G year. The rationale for this is that Persia has an army and had it joined the war, that army could have been defeated and the country invaded.

Am not really convinced that there were any other potential major combatants sitting on the fence in the Great War. There are reason's why some modern historians have referred to it as the Great European Civil War but of the major neutrals lacking military power in the game, Spain and Sweden, there's really no realistic scenario that would see them join the fighting on either side. Both got huge economic boosts as their industries filled belligerent orders but Sweden relied heavily on its merchant marine so joining the Central Powers against England would have been economic suicide. Spain got rich manufacturing for the Entente and even given the possible poor relations allowed by the game, forcing France to garrison Toulouse, the prospects of her entering the shooting war were probably nearly zero and her army was badly equipped and pretty dysfunctional at that time.

China supplied no combat troops, just labourers and there was really no theatre where they might have been used after the siege at Tsingtao concluded. The Afghan national army was tiny and largely ineffective outside Kabul and although a number of Western Hemisphere states followed America in, none supplied any combat units in any meaningful sense.

There is scope for editing the orders of battle and tweaking unit strengths and positions. Once Calvinus increased the maximum number of units to 1535, there is room for a couple of hundred new units.

You could even create your own war plan from scratch or edit the existing ones. Releasing the French Fifth Army on Turn-1 of a German invasion of Belgium for Plan XVII is an easy change. Most wargames just prevent Lanrezac from entering Belgium but the reasons were really pretty complex and a number of factors could have released him to advance after 14 August.

Cheers.

-C

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Mon Apr 29, 2013 6:12 pm

Thanks you buddy for such a complete answer, I'd like to read your opinion on historical subject, I can agree with you, and sometimes even to add:

1) Persia

Here, at your discretion, because even though I agree with you, but this change is unlikely to be of Big importance to the game, maybe even better to leave the 999-turn. Just my opinion.

2) Spain and Sweden

Here I agree with you one hundred percent. Before, I wanted to make them active, but then saw that it was a waste of time and possibility of their involvement in the war greatly reduce the historicity of the game. As for the scenario, then for Sweden is one, especially in this game. I am referring to the uprising in Finland, which so often occurs in the game (each time). If this happened in reality, I think the Finnish rebels certainly would have sent a request for assistance to Germany and Sweden, and because Sweden and Finland are very strongly linked culturally, then, I think, help of Sweden would follow in coming. While on the other hand, if there was any uprising, the Finns could just separate from Russia (because they were in the union), which is what happened at the turn of 1917-18. :D

3) Afghanistan and China

China really was too far away from the fighting, and the war itself was a cover of domestic issues, but I think he deserves to have an army, because in game can happen so that Japan will be on the side of the Entente, and China will enter on the side of the Central Powers, I think it is would be fun. But if China and create an army, then will need to make for him the event a "Revolution" in the middle of 1917, that was indeed the case.

Afghanistan at that time could collect about 50,000 poorly trained soldiers, mostly tribal representatives. This ofcourse is really tiny number, but I think that Afghanistan is also worthy of the army, because in reality Afghanistan could really join to war, prodded by Germany and Turkey (Niedermayer-Hentig Expedition 1915-16). Use it can in India, Turkestan, or send additional forces to help the Turks in the Caucasus. Formally, I made already ​​an army for Afghanistan (I used the "Arabs" sprite), but I need to clarify something in the near future to complete it.

4) America

Here you are also right. Only Brazil could send troops to Europe, but "Aware of the weakness of the army, unable to cope with even the rebellious peasants, the generals refused to send troops to Europe to help the Allies".


Thanks you again, Regards.
Sorry for my bad English. ;)

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