arsan wrote:Thanks for the explanation, Franciscus!
I will propose my PBEM partner to inactivate the event with "//".
I just have to put those "//" at the begining of the event, right?
In reality, the event to be modded (evt_nam_CAR_CEL_Replacements
), is located in VariousEvents_SPW219.sct
: this file is located in the Events subfolder of the game. Sorry for the mistake (already corrected in the above post)
To deactivate the event, you either delete ALL the lines relevant to this event or you manually insert the "//" before each of these lines (at least that's my understanding, and I checked and it works OK. I never do this myself though, as I am used to work only on the source xls DB files)
So, to deactivate the event, it would look like this:
// SelectFaction = CAR
// SelectRegion = $Taurasia
// StartEvent = evt_nam_CAR_CEL_Replacements|999|2|evt_txt_CAR_CEL_Replacements|Event-Img_Mercenary03|$Taurasia|NULL
// MinDate = -219/03/01
// TurnIndex = 3
// SelectSubUnits = Area $Theater_Italia;FactionTags CAR;Models $ldr_CAR_HannibalB3
// EvalSubUnitCount = >=;1
// Replacement = CEL;$famLine;2
// Replacement = CEL;$famSkirmisher;2
// Replacement = CEL;$famMilitia;2
The most elegant way is to make a backup copy of this sct file and delete all the above lines.
- This sct file is used in all SPW scenarios.
- The modding must be done in both PBEM player's games, otherwise unforseen problems may arise.
- Take care to be sure what is the base game you are using to play your scenario (AJE, HAN), as that is where the modding should be done