vicberg wrote:That's simple. Managing thousands of scripts via excel spreadsheets and CSVSplitter is a sure method for creating errors. You need a real database, one that enforces data integrity. One that allows for SQL queries against your data comparing and verifying data and easy global changes. One that ideally you use to generate your game files OR your new game engine utilizes for performance and flexibility.
You have 5000 models files. 3000+ units files. 2500 scripts files. Multiple other files I'm not mentioning. Each file contains anywhere from 20-50+ individual pieces of information. You need a real database. Excel spreadsheets are not a database
BTW: I wrote scripts that have loaded factions/regions/events/models into a database (I have oracle installed on mine, but it could be any, including shareware). I've been running SQL queries against these. I've found a few guard units that do not have the *guard* attribute by doing an comparison via SQL. I could do more thorough SQL checking if I felt like it, but I've been focusing on other things.
veji1 wrote:+1.
Basically all the in game "data" (units, events, settings, etc..) is spread over many many many different documents. It forces the engine to "turn" pages looking for stuff, it's slow and it favours errors seeping through.
Yes, basically this.
Both these comments are right on, but this is also the issue from a modding perspective.
If I want to say, add a new leader (which is kind of my thing) or unit, right now I'm forced to edit both the models and units spreadsheets and not make any typos that cause the two to fail to match up. I have to set several tricky fields within both files, f.e. manually setting the proper number of models after the | symbol in the model type field etc.
Then to get the files to work in the splitter I have to re-open both files in a text editor to eliminate any extra blank cells that somehow get added or else the splitter will crash, set several options in the splitter, generate the files, move everything to the proper folders, hope everything was named correctly, regenerate the scenario if I changed any ids, and finally load the game only to spend a significant amount of time debugging the files because no matter how much care I take, there are certain to be some naming mismatches and errors.
If I want a new leader to be available at a different rank, I then have to add completely new lines to the models and units file and manually change the values in quite a few cells.
Then I have to edit events files to get the new leaders to show up etc. etc.
So to add just a couple new leaders to an AGEOD game might take me something like 30-60 minutes all said and done and is frustrating as well as time consuming. Not to make comparisons to a competitors game, but when I do the same thing in a Paradox game (even though I much prefer AGEOD games overall), it takes me maybe 5 minutes because I literally only have to edit one file and 1-5% of the amount of overall lines to accomplish the exact same result and the only way I get errors is if I've mis-formatted the data, not from having to ensure that several fields match each other perfectly over several different files.