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ConjurerDragon

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Apr 19, 2005
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For my current vanilla game I´d like to add the strait between Gibraltar and Tangiers back in but I forgot what to add in
adj_defs.txt and adj_sprites.txt to make it work. I´m sure I asked that same question years ago but my google search on the forum did not yield any result.
 
For my current vanilla game I´d like to add the strait between Gibraltar and Tangiers back in but I forgot what to add in
adj_defs.txt and adj_sprites.txt to make it work. I´m sure I asked that same question years ago but my google search on the forum did not yield any result.

Hi - I'm afraid I can't answer your question, but am curious as to your rationalisation for this (just curious, am not necessarily critical of the idea)? Thanks!
 
Hi - I'm afraid I can't answer your question, but am curious as to your rationalisation for this (just curious, am not necessarily critical of the idea)? Thanks!

It would be useful when I play Portugal to get manpower from african provinces when the strait connects Gibraltar and Tangiers (and I conquered a line of provinces through spain to have a land connection). That strait has been there in earlier patches of EU2 and in my own games I like to play with that strait whenever I play either one of the iberian kingdoms or an african kingdom.
 
It would be useful when I play Portugal to get manpower from african provinces when the strait connects Gibraltar and Tangiers (and I conquered a line of provinces through spain to have a land connection). That strait has been there in earlier patches of EU2 and in my own games I like to play with that strait whenever I play either one of the iberian kingdoms or an african kingdom.

Ah yes, of course. As I'm finding in my current Portugal AGCEEP game, manpower can be quite an issue... Portugal is one of the few countries where purchasing mercenaries actually can make sense sometimes (especially as with full naval, full plutocracy, low serfdom etc. buying ordinary troops is not exactly cheap...)
 
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The only file that needs to be modified is adj_defs.txt, adj_sprites.txt is only necessary if you wish to see the fancy little rocks on the map.

The from and to entries refer to the land provinces' IDs, in your case Gibraltar's and Tangiers', the order does not matter as far as I know.
The through entry requires the sea province's ID, the one between the two land provinces, or one of them if there are several, this will be the one to occupy with a fleet to block the strait.
 
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The only file that needs to be modified is adj_defs.txt, adj_sprites.txt is only necessary if you wish to see the fancy little rocks on the map.

The from and to entries refer to the land provinces' IDs, in your case Gibraltar's and Tangiers', the order does not matter as far as I know.
The through entry requires the sea province's ID, the one between the two land provinces, or one of them if there are several, this will be the one to occupy with a fleet to block the strait.

I found your post about straits
http://forum.paradoxplaza.com/forum/showthread.php?226374-FAQ-Removing-adding-a-strait
in the old EU2 mod subforum.

Are those values still valid for FtG? And how would the stones entry have to be for a Gibraltar-Tangiers strait?

Edit:
In my EU2 files the entry for Gibraltar-Tangiers looks like this:

445;732;sea;982;Tangiers-Gibraltar
in adj-defs.csv
How would that translate into FtG?

Like that?
adjacency = { from = 445 to = 732 type = sea through = 982 } #Gibraltar-Tangiers

Edit: That entry works and gives me an invisible strait - now only the visible stones are missing.
 
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And how would the stones entry have to be for a Gibraltar-Tangiers strait?


Edit: now only the visible stones are missing.
The stones entry contains the coordinates of the stones on the map being used, in your case vanilla. And they are quite a hassle to place, even using MichaelM's positions editor.

Luckily, the ones you are looking for happen to be listed in my post you linked, which I had totally forgotten. They are at the bottom of the code section in the "To remove a strait" part.
 
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The stones entry contains the coordinates of the stones on the map being used, in your case vanilla. And they are quite a hassle to place, even using MichaelM's positions editor.

Luckily, the ones you are looking for happen to be listed in my post you linked, which I had totally forgotten. They are at the bottom of the code section in the "To remove a strait" part.

And how would that

8763;2762
8781;2756 #Gibraltar-Tangiers (445 to 732)#
8769;2750

translate into something like this for FtG´s adj_sprites.txt?
adj_sprite = { type = sea x = 9624 y = 1474 }
or would the Gibralter-Tangiers strait need THREE such entries?
 
You just put replace the numbers listed with them. So yes, the straight would have three lines to go with the three map dots that you want to show up.

I have put that:
adj_sprite = { type = sea x = 8763 y = 2762 } #Gibraltar-Tangier 3 entrys
adj_sprite = { type = sea x = 8781 y = 2756 }
adj_sprite = { type = sea x = 8769 y = 2750 }
into adj_sprites.txt
and the strait looks nice.
 
I have put 2 other of ThirdAngels straits in the old EU2 forum into the new FtG format:
If someone wants to put them into his game add:
entry in adj_defs.txt

Code:
adjacency = { from = 445 to = 732 type = sea through = 982 } #Gibraltar-Tangiers
adjacency = { from = 248 to = 382 type = sea through = 937 } #Kent - Calais
adjacency = { from = 232 to = 239 type = sea through = 929 } #Ulster - Strathclyde

entry in adj_sprites.txt
Code:
adj_sprite = { type = sea x = 8763 y = 2762 } #Gibraltar-Tangier 3 entries
adj_sprite = { type = sea x = 8781 y = 2756 }
adj_sprite = { type = sea x = 8769 y = 2750 }
adj_sprite = { type = sea x = 9334 y = 1594 } #Kent - Calais 4 entries
adj_sprite = { type = sea x = 9339 y = 1625 }
adj_sprite = { type = sea x = 9330 y = 1610 }
adj_sprite = { type = sea x = 9350 y = 1638 }
adj_sprite = { type = sea x = 9025 y = 1270 } #Ulster - Strathclyde 3 entries
adj_sprite = { type = sea x = 9018 y = 1281 }
adj_sprite = { type = sea x = 9030 y = 1290 }
 
Well, technically they are not mine, they were EU 1.09's, added in one the betas if I recall correctly. Then it was decided to remove them in AGCEEP, not that I had any part in the discussion at the time, I was just a lurking newbie by then. :ninja: :happy: