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Stonewall
Posts: 267
Joined: Sat Mar 17, 2007 4:33 pm
Location: Florida, USA

Modding Questions

Tue Apr 17, 2007 4:34 pm

I have a couple of modding questions. Since the modding forum seems rather dead, I chose to post here.

(1) How do I change the city level at the start of a given scenario? I have tried altering the appropriate .incfiles, but there is no change and I can't see anywhere in the database or the scenario files where this data is stored.

(2) How can I alter the industrialization potential for a given geographical region?


Thanks for a wonderful game!! :coeurs:

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PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Tue Apr 17, 2007 9:05 pm

It's almost impossible to do by hand directly in the files as they are, because too many of them are interconnected...

We shall provide you in the near future with a modding manual (one of our betas is working on it), with the tools required (a specific software, Excel spreadsheet...and the game itself)... please a little of patience...

In the meanwhile, you can still compile your projected changes and let us know in the forum, we could make a special modded scenario for you (but not during the next 3 weeks please, too much to do for us :nuts: )

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Wed Apr 18, 2007 9:50 am

if you want to alter the scn file (which is the hard way of doing modding, we use only excel files which are interpretated by the game engine), you can find the city level here, for example

{Region}
UID = 6
Control = 100
Supply = 171
WasBesieged = 0
{StrucList}
6
{Structure}
1000009
3
10 <= city level here
0
1000001
0
0
0
0
0
Brooklyn

{/Structure}
{Structure}
1000010
0
10
0
1000001
0
0
0
0
0
Harbor

{/Structure}
{/StrucList}
{Populations}
{/Populations}
{/Region}


for (2), you can't, it depends of the number of city and average city level of the state. The higher the average, the better the potential.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Stonewall
Posts: 267
Joined: Sat Mar 17, 2007 4:33 pm
Location: Florida, USA

Wed Apr 18, 2007 3:16 pm

Thank you. Thats not too hard at all.

Being the greedy fellow that I am...What are the chances of getting a list of what all those values mean in the various regions/units?

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DennyWright
Lieutenant
Posts: 108
Joined: Wed Mar 07, 2007 8:15 am
Location: London

Wed Apr 18, 2007 3:35 pm

Stonewall, what's wrong with the industrialization potentials? Is it something we can all benefit from knowing?

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Primasprit
Posts: 1614
Joined: Mon Jun 19, 2006 7:44 pm
Location: Germany

Wed Apr 18, 2007 4:09 pm

Stonewall wrote:Thank you. Thats not too hard at all.
Being the greedy fellow that I am...What are the chances of getting a list of what all those values mean in the various regions/units?


PhilThib wrote:[...]We shall provide you in the near future with a modding manual (one of our betas is working on it), with the tools required (a specific software, Excel spreadsheet...and the game itself)... please a little of patience...[...]


:siffle:

User avatar
Stonewall
Posts: 267
Joined: Sat Mar 17, 2007 4:33 pm
Location: Florida, USA

Wed Apr 18, 2007 5:23 pm

DennyWright wrote:Stonewall, what's wrong with the industrialization potentials? Is it something we can all benefit from knowing?


Nothing wrong with it at all in terms of accuracy, IMO. I tend to like to fiddle with things to give a greater challenge or create a different take on things. I'd like to see how I as the Union can handle a Confederacy with industrial potential. I'm not a big fan of artificial ai advantages in terms of difficulty. So, I give the ai inherent advantages and see how I can fare on even terms.

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