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Carroarmato-P40

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Mar 13, 2005
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Hello.

Just a quick question for those who can help, I'm attempting to create a 2nd 1936 scenario with a few changes to it (namely, adding IC to major industrial areas; the the Ruhr, Genoa & Torino, Birmingham and so on. Per some 1938 levels). However whenever I make such changes in the txt file in the scenario folder, when I go to fire up the game and the modified scenario, I don't get any of the changes.. It stays as it was before I modified it.... Any ideas?? Thanks :)
 
I'm assuming you have gone back and checked to make sure you saved the changes. If that's not the problem, did you change the file names at the end of your new.EUG file to correspond to the new scenario files. If you are creating a totally new scenario, the addresses of the new .INC files are different than the originals. From your description, it sounds like the program is still using the old files.
 
I'm assuming you have gone back and checked to make sure you saved the changes. If that's not the problem, did you change the file names at the end of your new.EUG file to correspond to the new scenario files. If you are creating a totally new scenario, the addresses of the new .INC files are different than the originals. From your description, it sounds like the program is still using the old files.

I did indeed ensure that I did save, the changes actually remain in the various txt files I edited, they just don't seem to be implemented in the new scenario. So am I meant to change the file name? All I did was copy paste the 1936 scenario and then copy pasted some of the changed from the 38 files into the new scenario 36 ones.

I suppose I'm not doing something right here?
Cheers mate :)

My new scenario folder is just called '1936_v.2', if not edited any of the filenames within that folder, just each files contents, not the actual file name itself.
 
QUOTE: My new scenario folder is just called '1936_v.2',

It will probably work that way, but I would change the v.2 to v2. Putting periods in filenames can lead to problems.

In the scenario folder, each scenario has a file folder and a .EUG file. You need both for your scenario to operate. The EUG file is the actual scenario. It sets up the parameters and uses the files in the file folder to determine the initial setup. You need to make a copy of the EUG file, then change the first line to give it a unique scenario name, such as "My 1936".

Now you need to change the second line from: panel = "scenarios/data/scenario_1936.bmp"

to something like: panel = "scenarios/data/scenario_1936V2.bmp"

Now go to the end of the file. You will see a list that looks like this: include = "scenarios\1936\afg_36.inc".
Go down the list changing 1936 to 1936_v2 (or v.2 if you decide not to make the change I recommended earlier.)
This will tell the program to use the files in your 1936_v2 folder.

Now go into scenarios/data and make a copy of "scenario_1936.bmp". Rename the copy "scenarios_1936V2.bmp"

Edit "scenarios_1936V2.bmp" using a paint type program to add a V2 to the panel. Anything will do, just so it's visually different from the original and has the same name as specified
in the panel line of your EUG file.

At this point you should be able to launch the game and get 2 1936 CG's in the scenario list. The original and your mod.
 
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Hey mate,

Cheers for the help! I had a bit of a glitch but then worked out that I didn't edit the EUG file to read from the new scenario folder rather than the old, once I discovered that it has been all good! I appreciate the help mate! Though I have another question, I have a feeling though I'll have to edit this in excel, but how to I change province values for resources and manpower?
 
I prefer to change province values in the .INC files for each specific scenario. If you change province.csv it will impact every scenario. You can see examples of changes in the global war scenario .INC files. The only one I couldn't find an example for was manpower. But you change that one the same way. But a manpower change sets a new value, it doesn't add or subtract from the original. Also this value is yearly, so your daily change will be the province value divided by 360 days per year.
 
I prefer to change province values in the .INC files for each specific scenario. If you change province.csv it will impact every scenario. You can see examples of changes in the global war scenario .INC files. The only one I couldn't find an example for was manpower. But you change that one the same way. But a manpower change sets a new value, it doesn't add or subtract from the original. Also this value is yearly, so your daily change will be the province value divided by 360 days per year.

I'm assuming that is by the province.INC file that resides in the scenario folder (1936v2 in my case)? So how do I mod each of the provinces without screwing it up?
 
In the 1936 CG the US starts with .84 daily manpower. Let's say you want to increase this by .04 to .88, .04 x 360 = 14.4. You can only use whole numbers, so call it 14. You can add 14 to one province, or 1 to 14 different provinces, or any combination thereof. Let's say you want to add all 14 to Washington DC, province 606. Washington starts with a 6 manpower, and is already listed in the usa.inc file. You want to change it to 20.
So you can go into the 1936v2 usa.inc, find province 606, and add the line: manpower = 20. Now fire up the game & Washington should have 20 manpower, & your daily should be around .88.
Now there are a lot of modifiers, so you probably won't get exactly what you want the first time. But you can tweak it after the first change shows you're changing the correct values & how much.
 
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In the 1936 CG the US starts with .84 daily manpower. Let's say you want to increase this by .04 to .88, .04 x 360 = 14.4. You can only use whole numbers, so call it 14. You can add 14 to one province, or 1 to 14 different provinces, or any combination thereof. Let's say you want to add all 14 to Washington DC, province 606. Washington starts with a 6 manpower, and is already listed in the usa.inc file. You want to change it to 20.
So you can go into the 1936v2 usa.inc, find province 606, and add the line: manpower = 20.
Now there are a lot of modifiers, so you probably won't get exactly what you want the first time. But you can tweak it after the first change.

So how would that work if say, I wanted to add 10 oil to Bucharest or 5 rares to Tunis?
 
just add:
Code:
province = { id = 424 oil = 10 } # Bucharest
province = { id = 393 rare_materials = 5 } # Tunis

Either to .inc file of proper country or to provinces.inc
 
Bucharest is province 424 in Romania, and starts the 1936 CG with 4 oil. To increase it by 10, go to 1936v2/romania.inc, find the section for province 424, and add the line: oil = 14.
Tunis is province 939 in France, and starts with 0 rares. To increase it by 5, go to 1936v2/france.inc, find province 939, and add the line: rare_materials = 5.
Be aware, due to province efficiency and peacetime, increasing Tunis by 5 will only add 1 to France's daily rares at start.

If you want to add something to a province not already listed you add the line:

province = { id = 939 rare_materials = 5 } #ADD 5 RARES TO TUNIS

Nothing after the "#" is used by the game, and is used to add comments and keep track of the changes. You can also use lines of them to highlight your changes. For example:

#################################################
province = { id = 939 rare_materials = 5 } #ADD 5 RARES TO TUNIS
#################################################



You can also use them at the end of an .inc file to keep track of used id's when modding units.
For example, for the Germans in the 1936 CG:
##### last used type = 30017 id = 224
now you know at a glance what the next available number is.

EDIT: bosman beat me to it, but I disagree with him. Using oil = 10 will not add 10 but set the value to 10, adding only 6. Tunis is province 939.
 
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Bucharest is province 424 in Romania, and starts the 1936 CG with 4 oil. To increase it by 10, go to 1936v2/romania.inc, find the section for province 424, and add the line: oil = 14.
Isn't it additive value ? AFAIK putting oil = 14 in .inc file will add 14 oil to specific province, which means 18 oil in scenario.

Right, my bad about Tunis :)
As for values, i was pretty sure they are additive, strange...
 
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Put a - in front of the number can be what is needed, since I have seen it listed in several of the .inc files and leaving it when I have changed numbers have not caused issues.
 
Resource and manpower changes are not additive. IC changes are. If you use ic = 2, you will increase the ic's in a province by 2. If you use ic = -2, you will decrease them by 2. These things aren't broken. This is simply how it works. I've never made a list of which changes are additive and which aren't. I usually just make a change, see what happens, and adjust.
 
In terms of modding resources, should I do that via the individual country.inc files for each country or in the provinces.inc?

Btw cheers for the help so far, it's been most useful!! Thanks heaps! :)
 
They will function either way. I put them in the country files. Primarily because that's how the developers did it. It keeps all the changes for a particular province in one place, helping to reduce duplicate or conflicting entries. It also relates to why you're making the change in the first place. If you're increasing the manpower in a province, it's to increase that country's manpower, it makes sense to me to put it in that country's .inc file. Plus other changes have to be made there. If you're going to mod units, or completed techs, those changes are made by country. I try to stay consistent.

EDIT: If you're not doing it already, I strongly recommend starting a changelog.
 
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They will function either way. I put them in the country files. Primarily because that's how the developers did it. It keeps all the changes for a particular province in one place, helping to reduce duplicate or conflicting entries. It also relates to why you're making the change in the first place. If you're increasing the manpower in a province, it's to increase that country's manpower, it makes sense to me to put it in that country's .inc file. Plus other changes have to be made there. If you're going to mod units, or completed techs, those changes are made by country. I try to stay consistent.

EDIT: If you're not doing it already, I strongly recommend starting a changelog.

Whoops, a bit late for a changelog now! Agh...
In any case, I wanted to keep my IC/AA ect changes and the provincial resource changes separate, so I think I'll use the province.inc file to change the resources.

So basically I was thinking I'll add some basic resources to;
Casablanca.
Marrakech.
Oran.
Algiers.
Tunis.
Bizerte/Sousse.
Tripoli (LYB).
Benghazi.
Jerusalem.
Tel Aviv.
Alexandria.
Cairo.
Beirut.
Tripoli (LEB).
Damascus.
Aleppo.
Istanbul.
Kayseri.
Konya.
Trabzon.
Yerevan.
Kars.
Rangoon.
Singapore.
Kuala Lumpur.
Taipei.
Phnom Penh.
Saigon.
Hanoi.
Vientiane.
Busan.
Seoul.
Pyongyang.

Also, might make small increases in oil production in Romania and Hungary (in the region of 10-15), Iraq, Saudi and Venezuela (region of 15-20. With a slightly larger increase in the Caucasus oilfields (25-30 perhaps).

Resource changes made in the .inc files are definitive not additive. Using oil = 10, sets the value to 10. I just tried it again to be sure.

Just to double check; let's say I alter the rares production of Berlin from 6, I modify the INC file so that it reads:
{ id = 300
rare_materials = 12
} # Berlin

Berlin would thus produce 12 rares, rather than a cumulative 18 correct?

If you don't mind me asking, what are the names for the other resources? are they 'Manpower', 'Metal' and 'Oil'?
 
In your example Berlin would produce 12 rares, not 18.

By resources, I'm referring to the 5 that show up on the province screen. They are:

energy =
metal =
rare_materials =
oil =
manpower =

If I may, what is the theme of your new scenario?