|
Post by domcoppinger on Feb 7, 2012 20:17:55 GMT -6
First I beleive that the mirror for the download link is out of date... I could well be wrong but the read me in it suggests that it is!
Second...
I would love to be able to mod the units in your mod! I tend to do crazy things with the units just for fun and to see what happens so I certainly don't expect you to implement the kind of changes I am looking for.
On the other hand it would be great if I could have a copy of your .unit so that I could modify it and be able to recache! (All for personnel reasons and never for release!)
However I accept that this is unlikely given the amount of work that has gone into creating your mod, so...
How would I go about modifying the few files that I have so that I can recache, even if it is with the default CW units. I would imagine that all I would have to do is change a few references to the .unit file and use a modified copy of the original in its place.
However I havn't really looked into it yet as I figured you could say for definite what I would have to do without breaking it all!
|
|
|
Post by Fistalis on Feb 8, 2012 8:26:31 GMT -6
The issue with that is to recache you would need copies of ALL my source files... and a crash course in my staging method. Neither of which I'm willing to give up.
If you want to just add units.. you can do so by placing an include for your custom unit file at the bottom of the .scenario. This doesn't work well for modifying existing units... but will allow you to add new ones, even if they are just copies of old ones that you modified. Just make sure it has an unused ID.
As to the mirror.. its up to date.. I just haven't updated the readme in a while on both the .exe and .rar versions.
|
|
|
Post by domcoppinger on Feb 8, 2012 19:03:47 GMT -6
Surely even with a custom unit file a recache would be required...
Otherwise I am more than happy to do that instead because it satisfies my needs!
|
|
|
Post by Fistalis on Feb 9, 2012 8:49:31 GMT -6
Nope. As long as your adding new units and not modifying existing ones you can Get away with doing it in override form. // SCENARIO DEFINITION FILE
// ifset bitmask: 0x01: Load CVP Info 0x02: Load Rest of Source Files (use 0x03 for All) 0x04: Load from Cache
// Load Region and Group Information #ifset 0x01 //------------------------------------------- #include "Modern World.CVP", "CUSTOM\MW\" #include "MW.REGIONINCL", "CUSTOM\MW\" #endifset //-------------------------------------------
// 'load map info' Section (not done for lobby mode) #ifset 0x02 // Full Source ------------------------------ #include "DEFAULT.UNIT", "MAPS\DATA\" #include "MW.UNIT" "CUSTOM\WIP\" #include "MWart.PPLX", "MAPS\DATA\" #include "DEFAULT.TTRX", "MAPS\DATA\" #include "MW.TTRX", "MAPS\DATA\" #include "DEFAULT.TERX", "MAPS\DATA\" #include "MW.WMDATA", "CUSTOM\WIP\" #include "DEFAULT.NEWSITEMS", "MAPS\DATA\" #include "AllSourceLoad.INI", "INI\" #endifset
#ifset 0x02 &&MAP mapfile "ColdWar" &&END
#include "MW.OOF", "CUSTOM\WIP\" #include "MW.OOB", "MAPS\ORBATS\" #include "MWE.csv" "CUSTOM\WIP\" #include "MW.csv" "CUSTOM\WIP\" #include "AllLoad.INI" #endifset
#ifset 0x04 &&SAV savfile "Modern World" &&END
#endifset
#include "AIParams.csv", "CUSTOM\MW\" #include "MW1.csv" "CUSTOM\MW\" //#include "LocalText-RegionsGC.csv", "SCENARIO\", Y #include "MW-Text.csv", "SCENARIO\", Y
// Game/Scenario Customization (All Loads) &&GMC startymd: 2012, 1, 23 defaultregion: 2989 difficulty: 2, 2, 2 resources: 2 initialfunds: 2 reservelimit: aistance: startyear: techtreedefault: 1 nocapitalmove: 0 regionequip: -1 limitdareffect: 0 limitmareffect: 0 wminvolve: -1 wmduse: -1 fastbuild: 0 govchoice: -1 grouployaltymerge: -1 groupresearchmerge: -1 relationseffect: 2 limitinscenario: 0 mapmusic: victoryhex: , victorytech: 1476 svictorycond: 0 gamelength: missilenolimit: -1 alliedvictory: 1 restricttechtrade: 0 approvaleff: 2 wmdeff: 2 debtfree: 0
#include "MW.UNIT" , "CUSTOM\WIP\"
Replace that bottom include with your file name and point it at the correct directory. Just don't use any Unit Ids that exist in the default unit file. (I only have like 10 custom units so chances of you accidentally using one of those is slim). Don't just copy the whole default.unit and use that.. create a new one that only includes the Units your adding. Alternatively you can place it up where you see MW1.csv included.. thats the override and those files are read at the beginning of every game. There is alot you can modify with Overrides.. but the more you include in override form the longer it will take to load up a game when you start it. Since it has to read those files and apply them outside of the cache. MW1.CSV is an override.. as is my custom AI params. The one thing I suggest you NOT override is OOBs. I actually do alot of my modding in override form... since I don't have to cache to test every little change. Then once I have things working the way I want I move it over to the cache section and let it cache
|
|
|
Post by domcoppinger on Feb 9, 2012 22:06:27 GMT -6
Clever barsteward!
Never even crossed my mind!
One thing though, I am trying to add the units to only one particular nation and therefore the best way I can see is to reset the nations worldavail code to [ (the same as the units).
However if I add in the .cvp as an overwrite the game crashes as soon as I select Modern World in the sandbox... So I am not sure if this is because I am doing something wrong or because you just can't reference the same file twice...
If it just isn't possible what regions does the code FR represent in your mod... Am just wondering who will get the units as well as my nation (Rwanda) if I go ahead and give the units to that code, especially as I suspect that FR is two separate codes...
|
|
|
Post by Fistalis on Feb 10, 2012 3:51:07 GMT -6
Ya you can't do the .cvp or .regioninclude in Override form. Actually Rwanda Uses O which is other. the FR is for unit designs the UN will offer them. Which is 2 different codes. The answer is most of of africa uses O.
|
|
|
Post by domcoppinger on Feb 10, 2012 5:07:18 GMT -6
Damn, that kinda ruins my plan to give myself (and only myself) custom units!
Going to have to go back to the drawing board then!
Is it only Africa that uses O?
|
|
|
Post by domcoppinger on Feb 10, 2012 5:10:25 GMT -6
Unless there are any nations that already use a code which is unique to just them?!
|
|
|
Post by Fistalis on Feb 10, 2012 10:04:59 GMT -6
Honestly couldn't tell you what all regions get O. Alot of those were left as the defaults unless I needed to adjust them. O is for nations that don't really fit into the rest of the catagories.
As for nations with a unique code.. Turkey is the only one that gets @ , Israel has its own code, France has its own code, germany has its own code, Italy has its own code.... China has its own code. Russia has its own code.. south africa has its own code.. basically every major modern arms producer has its own code.. its the ones with less capacity that end up getting one of the generic codes.
|
|
|
Post by domcoppinger on Feb 15, 2012 20:04:40 GMT -6
Hmmm, managed to get everything else working just fine, however I notice that I am unable to add new structures to a nation using the override technique... After some experimentation I suspect that this is because the override doesn't support adding structures to a nations build list and therefore I am stuck with the original structures.... am I right?
(I am trying to add in some unit and missile factories with slightly higher build capacities!)
|
|
|
Post by Fistalis on Feb 15, 2012 21:09:30 GMT -6
I haven't tried adding scructures via override but if I were to guess I would say structures don't support region specific codes. Try doing it without the Regioncode. If it still doesn't work then I guess the structure can't be added via override.
Also may want to try different unit IDs.. since i do have some custom scructures for the channel tunnel and oresund bridge. Won't work in override if the Unit ID is already used.
|
|
|
Post by domcoppinger on Feb 15, 2012 22:09:04 GMT -6
I have tried with ID's working from 3 different points which arn't taken in the DEFAULT.UNIT so I suspect that isn't the issue... (Currently using 21950-21953)
I have used region specific codes on previous mods which worked fine, however I am just unable to produce the buildings at the moment. Next I will try using the universal code to see if it is just that overrides don't support buildings or don't support region specific buildings...
|
|
|
Post by Fistalis on Feb 15, 2012 22:39:35 GMT -6
Just a FYI the Current IDs used by my custom units
354, 369, 1541, 4497, 2276, 2329, 2345, 2486," 7174, 11073, 11131, 11158, 11190, 11226, 11265 11289, 13537, 21022, 20301, 21905, 21906, 21907
Alot of those are actually adjusting stats to units that are in the Default files though.
|
|
|
Post by domcoppinger on Feb 15, 2012 23:46:02 GMT -6
Thanks, that is useful for any future changes I make!
|
|
|
Post by domcoppinger on Feb 15, 2012 23:46:30 GMT -6
Now if only I could work out why my game keeps crashing I would be able to play far more often! ;?
|
|