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Spothisto said:
Or how could i hire any other generals to lead armies?
I'm haven't played Europa Universalis II very long and don't know it. In EU3 it was possible to hire them, but i don't know how to do it in EU2.
Thanks for the info.
There is no hiring of generals in EU2 nor conversion of ruler to general. You only get the scripted generals that pop up, which means that usually only major nations get leaders. It was a shortcoming in EU2 that was remedied in EU3. :)
 
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Jayavarman said:
There is no hiring of generals in EU3 nor conversion of ruler to general.
This typo could confuse people.:) (Should refer to EU2).
 
Jayavarman said:
There is no hiring of generals in EU3 nor conversion of ruler to general. You only get the scripted generals that pop up, which means that usually only major nations get leaders. It was a shortcoming in EU2 that was remedied in EU3. :)

Or, you can always add whatever leaders you want, for every nation. It just takes a small editing effort ;)
 
jdrou said:
This typo could confuse people.:) (Should refer to EU2).
Just a small error. ;)
 
Spothisto said:
What i need to edit to get a good leader?

Well, first open the folder named "leaders": the path should be 476v\DB\leaders, or something like this.
You'll find a bunch of files, named "leaders.xxx", the "xxx" being the tag for the nation which has the leaders specified in that file; for instance, the file "leaders.hab" has the leaders for the Eastern Roman Empire, as HAB is the tag for that nation in this mod.
"leaders.pis" has the only leader for the Western Roman Empire (tag PIS), if you open that file - use a simple text editor, as wordpad -, you'll see:

historicalleader = {
id = { type = 6 id = 21103 }
category = general
name = "Orestes"
startdate = {
year=1475
}
deathdate = {
day = 28
month = august
year=1476
}
rank = 1
movement = 3
fire = 2
shock = 2
siege = 0
}

Orestes is the only leader your WRE has for the moment. To add more, you can copy him and paste right below. Change the name of the new guy for whoever you want, and keep in mind that the id must be specific for each leader. For example, Orestes is the 21103, a new leader would have 21104, if it's not used yet. I don't know what's the id's range that Lofman currently uses.
Edit all the rest, it's quite obvious: the date on which you want the leader to appear, and to die/leave your service. The rank, it's like this: from 0 to 8 (i'm not sure if it can be more), it goes from the highest rank to the lesser one (from field marshal to brigadier, i think). Our Orestes here, is rank 1, he's a general (in the game, the big star next to his name).
Movement concerns the overall manoever ability - faster movement - that an army under the command of a leader will have. Shock concerns the power of the army during the shock phases of a battle; fire, of course, concerns the power during the fire phases; and the siege value that a commander has concerns how effective (faster) the sieges lead by that commander will be. For these 4 factors, 0 is the least, and 9 the top. For example, Orestes has a 0 siege ability, he's a very ordinary leader on that chapter; if you would like to make him a specialist in sieges, try to give him a siege value of 2, or bigger.
And that's how it works.
 
Lofman said:
Mainly because I didn't add any. However IMO they are wealthy enough, they don't need them at start.


Not to intefere or criticize, but I would urge you to give all provinces tax collectors, even pagans. Not just because tax collection has always been with us and needs to be seen as a 'relative' advance/instrument, but because the ai builds them the first chance it gets. It is coded to undestand the value of tax collectors (thankfully) and so will spend all its money on them straight away. So, it's a bit the same as starting a 5-province nation with 250 fewer ducats than you meant to give them. Unless their infra is 0 and they cannot build tax collectors, because the ai will do it straight away, all the 'flavour' is lost immediately anyway. So the result is to economically hamstring the ai (which already underperforms) from the beginning of the game for the sake of flavour that lasts about a year.
 
Lofman, is this supposed to use moddir or do I need a seperate install? Also, is there anyway to make a version that you just install, that is totally compatible with 1.09? Thanks. This does look good, I gave it a look.
 
It uses moddir. A completely 1.09 may come, however since my computer is rather dead it will probably take a while. However getting it to work on 1.09 isn't that complicated, one thing one misses though is the port of Adulis (in Ethiopia), missed adding that one in the 1.09 province.csv.
 
So, it's completely possible that I'm an idiot, but... I didn't understand what "moddir" meant at first. Looked it up, found out that it's supposedly just playing a mod through a separate executable file within a folder (normal is C:\.....Europa Universalis II\EU2.exe and an example of a moddir would be C:\.....Europa Universalis II\AGCEEP\EU2_AGCEEP.exe, correct?). However, after I downloaded, installed, and rewrote files (for patch v1.09), I could not find an executable file anywhere. I've un- and reinstalled the mod twice, just to be sure I was following directions. Am I missing something, whether it be a file or my mind? :)
 
kmanguy said:
So, it's completely possible that I'm an idiot, but... I didn't understand what "moddir" meant at first. Looked it up, found out that it's supposedly just playing a mod through a separate executable file within a folder (normal is C:\.....Europa Universalis II\EU2.exe and an example of a moddir would be C:\.....Europa Universalis II\AGCEEP\EU2_AGCEEP.exe, correct?). However, after I downloaded, installed, and rewrote files (for patch v1.09), I could not find an executable file anywhere. I've un- and reinstalled the mod twice, just to be sure I was following directions. Am I missing something, whether it be a file or my mind? :)
Not a separate executable; a moddir is a directory under the EU2 directory where the mod is stored instead of overwriting the vanilla EU2 files (in your example AGCEEP). To use it you would add AGCEEP to your command line in the shortcut. So instead of the command line being C:\.....Europa Universalis II\EU2.exe it would be C:\.....Europa Universalis II\EU2.exe AGCEEP.
 
Okay, so I attempted to link the scenario (476) to a shortcut path via the command line as you said, but problems erupted, in the form of an error message: "The name 'C:\...Europa Universalis 2\EU2.exe 476' specified in the Target box is not valid. Make sure the path and file name are correct." Am I simply overlooking something? And if this is cluttering the forum, please let me know/send me a private message telling me as much; I just thought that since perhaps I had a problem with it, someone else might also has this problem but won't speak up.
 
kmanguy said:
"The name 'C:\...Europa Universalis 2\EU2.exe 476' specified in the Target box is not valid. Make sure the path and file name are correct."
Did you put that literal string into the box or the real path? Certainly that exact string will not work; just make a copy of your existing EU2 shortcut and edit it to add '476' to the end of the command. For me the exact string would be:
"D:\games\EU2\EU2.exe" 476
(I don't really need the quotes but you would if you had installed in the default path which has spaces in the folder names.)