|
Post by krankey on Apr 9, 2018 7:40:16 GMT -6
You can, but only by creating the nation under a new name. For example, you could create an "Imperial France" CN (custom nation) and then either play as that country or, by saving an existing country under a new name (or modding it) as - for example - Imperial Britain, you could add Imperial France as one of its opponents. 'Imperial Britain' might be exactly the same as the UK in the vanilla game, just including a custom nation in its enemies' list. One issue is that you can't change the existing territory ownership (or use: some possibly usable territories aren't 'turned on' for use in the basic game and so are not owned or conquerable by anyone) by very much - maybe four or five territories, I think; I'd have to go look up the limit. To make more changes than that, you'd have to change the map data file. That means the player would have to delete, rename or move the old map file and replace it with the new one in order to play the game. That's more trouble than I've been willing to subject a player to, which is why my custom nations usually involve fairly small territory changes. If you have some specific questions, then drop me a PM. If not, I recommend you check out the modding guide and open up the files for a custom nation you like. Thank-you for the reply director, I will drop you a mail with some thoughts and you can guide me from there. o7
|
|
|
Post by krankey on Apr 15, 2018 7:26:31 GMT -6
I have decided to remove the extra chance of GB ships having a flash fire after my last BC scenario. (I won't go into detail but lost my two 'modern' BC with 10" armour to a 6" armoured opponent of half the size. One I could handle as an unlucky instance but 2 was insane.)
Anyhow as I want to keep GB balanced, what replacement disadvantage would players recommend to try out?
|
|
|
Post by director on Apr 15, 2018 9:40:48 GMT -6
What about a house rule requiring additional ships in every sea zone, over and above the game requirement?
|
|
|
Post by krankey on Apr 15, 2018 14:43:44 GMT -6
Yes I could do that, it may be a setting I can manipulate as an overseas trigger maybe but that in turn may give me additional income, I'll have to do some studying. Alternatively I could reduce its initial starting gun calibre or other major setting etc.
I noticed while browsing the Nations file that Germany for instance had setting 1 against many statistics that Britain and other countries have set to 0. As an example accuracy is 1 for Germany and 0 Britain, -1 for USA. Is this figure slowly eroded by research gained or is it a benchmark figure that maintains benefits and restrictions throughout the games life?
|
|
|
Post by director on Apr 15, 2018 15:01:35 GMT -6
CustomNat.rtf (12.45 KB)The modding guide has a list of factors and what they do - not everything is used.
|
|
fort
New Member
Posts: 7
|
Post by fort on Sept 2, 2018 9:57:40 GMT -6
I wanted to make AU for the Polish-Lithuanian Commonwealth but I can't for the life of me figure out how to make custom nations... Does anyone now of a guide or video on youtube or something that could help me?
|
|
|
Post by director on Sept 2, 2018 10:15:25 GMT -6
|
|
|
Post by brioteri on Dec 14, 2018 11:17:44 GMT -6
Hello, I made my first custom nation and would like to share it with you guys. If there's anything that I should change about it as a whole. Vinland.rar (4.16 KB)
|
|
|
Post by aeson on Dec 14, 2018 17:40:39 GMT -6
Hello, I made my first custom nation and would like to share it with you guys. If there's anything that I should change about it as a whole. One comment that I'd make is that the historical-budget base resources (HBR in the *.nat file) seems a bit low at just 1 (1,000,000 base resources at game start), especially with the game-budget base resources being 14 times higher. The ratio between those is in the 1 to 3 range for all base-game and most custom powers, and the custom nation with the lowest historical-budget base resources that I can think of is the fictitious banana republic of Tropico at HBR=3. As such, Vinland will probably be a very difficult state to play in a historical-budget game, whereas on game-budget it's more of a middle-of-the-road power in the early game and, with rapid economic growth, will probably be one of the wealthiest powers in the late game. If that's what you want, of course, that's fine.
|
|
|
Post by brioteri on Dec 15, 2018 1:28:56 GMT -6
Hello, I made my first custom nation and would like to share it with you guys. If there's anything that I should change about it as a whole. One comment that I'd make is that the historical-budget base resources (HBR in the *.nat file) seems a bit low at just 1 (1,000,000 base resources at game start), especially with the game-budget base resources being 14 times higher. The ratio between those is in the 1 to 3 range for all base-game and most custom powers, and the custom nation with the lowest historical-budget base resources that I can think of is the fictitious banana republic of Tropico at HBR=3. As such, Vinland will probably be a very difficult state to play in a historical-budget game, whereas on game-budget it's more of a middle-of-the-road power in the early game and, with rapid economic growth, will probably be one of the wealthiest powers in the late game. If that's what you want, of course, that's fine. So, increase the HBR and lower the RPG variables, right?
|
|
|
Post by aeson on Dec 15, 2018 1:56:22 GMT -6
So, increase the HBR and lower the RPG variables, right? I haven't had time to play a full game with them, so I'm just going off my gut feeling right now. It's just that with economic growth bonuses and BaseResources=14, Vinland will be a middle-of-the-road power in the early game and a top-tier power in the late game on game budget settings, whereas with HBR=1 I suspect that it'll probably remain a bottom-tier power all game long on historical budget despite the growth bonuses, which seems like a somewhat extreme difference to me.
Edit: Quick pacifist game on Large Fleet, Historical Budget, manual build of the legacy fleet and this is what I have as of January 1926: Note - I did not decommission or lose a single ship from January 1900 through January 1926, when these screenshots were taken. My legacy fleet consisted of one (1) light cruiser of the Gotskad class and literally nothing else, and the second ship of the Gotskad class was the sole ship of the legacy construction program (you'll get a few more ships if you start with an auto-generated legacy fleet); the first four Bjorn-class torpedo boats would be laid down in early 1900. Vinland's on an extremely tight budget for the first decade or so of the game. That said, Vinland's economy was more or less on par with the mid-tier powers (France, Russia, Japan) throughout most of the 1910s and was really starting to pull ahead of the French and Russian economies in the 1920s (though my budget modifier was much lower than that of any other power, which is why my naval budget is still only half or so that of the next-lowest), so Vinland's mid- and late-game economy isn't as bad as I thought it would be on historical budget with HBR=1. It'd be rough fighting a war in the early or early-mid game, especially if your budget modifier was consistently low in peacetime, but I don't think it'd be impossible, depending on who you fought - at least as long as it wasn't so early that you only had your legacy fleet, legacy construction, and maybe a couple other ships to use.
|
|
|
Post by brioteri on Dec 15, 2018 6:23:07 GMT -6
So, increase the HBR and lower the RPG variables, right? I haven't had time to play a full game with them, so I'm just going off my gut feeling right now. It's just that with economic growth bonuses and BaseResources=14, Vinland will be a middle-of-the-road power in the early game and a top-tier power in the late game on game budget settings, whereas with HBR=1 I suspect that it'll probably remain a bottom-tier power all game long on historical budget despite the growth bonuses, which seems like a somewhat extreme difference to me.
Edit: Quick pacifist game on Large Fleet, Historical Budget, manual build of the legacy fleet and this is what I have as of January 1926:
Note - I did not decommission or lose a single ship from January 1900 through January 1926, when these screenshots were taken. My legacy fleet consisted of one (1) light cruiser of the Gotskad class and literally nothing else, and the second ship of the Gotskad class was the sole ship of the legacy construction program (you'll get a few more ships if you start with an auto-generated legacy fleet); the first four Bjorn-class torpedo boats would be laid down in early 1900. Vinland's on an extremely tight budget for the first decade or so of the game. That said, Vinland's economy was more or less on par with the mid-tier powers (France, Russia, Japan) throughout most of the 1910s and was really starting to pull ahead of the French and Russian economies in the 1920s (though my budget modifier was much lower than that of any other power, which is why my naval budget is still only half or so that of the next-lowest), so Vinland's mid- and late-game economy isn't as bad as I thought it would be on historical budget with HBR=1. It'd be rough fighting a war in the early or early-mid game, especially if your budget modifier was consistently low in peacetime, but I don't think it'd be impossible, depending on who you fought - at least as long as it wasn't so early that you only had your legacy fleet, legacy construction, and maybe a couple other ships to use.
Seeing your comment I did a few changes, raised the HBR to 5 and raise BaseResources to 16 (To make Vinland somewhat on Par with Japan money wise). Hopefully this fixes some of the issues you had and thus, I'll upload the more updated version so you can give me some feedback so I know what to do. Vinland.rar (4.16 KB) P.S: I made the UndevelopedShipIndustry = 0 instead of 1 how it was before. Since from what I saw in your results, made Vinland way too weak to compete so hopefully this also fixes another problem. If it is useless or makes it too easy, then Imma add it back to a value of 1 to increase difficulty and challenge a bit.
|
|
|
Post by aeson on Dec 15, 2018 14:00:17 GMT -6
P.S: I made the UndevelopedShipIndustry = 0 instead of 1 how it was before. Since from what I saw in your results, made Vinland way too weak to compete so hopefully this also fixes another problem. If it is useless or makes it too easy, then Imma add it back to a value of 1 to increase difficulty and challenge a bit. Undeveloped shipbuilding industry isn't a big deal; it only adds 10% to construction time and prevents anyone from ordering ships from your yards. It's the economy that was the problem.
|
|
|
Post by brioteri on Dec 15, 2018 16:40:47 GMT -6
P.S: I made the UndevelopedShipIndustry = 0 instead of 1 how it was before. Since from what I saw in your results, made Vinland way too weak to compete so hopefully this also fixes another problem. If it is useless or makes it too easy, then Imma add it back to a value of 1 to increase difficulty and challenge a bit. Undeveloped shipbuilding industry isn't a big deal; it only adds 10% to construction time and prevents anyone from ordering ships from your yards. It's the economy that was the problem. Anything else that needs to be fixed or is it all good? P.S: Am adding ship parts for the ship pictures so it adds to it some more flavor. Would you mind seeing them and telling me your opinion when done? Thx
|
|
|
Post by aeson on Dec 15, 2018 20:39:27 GMT -6
P.S: Am adding ship parts for the ship pictures so it adds to it some more flavor. Would you mind seeing them and telling me your opinion when done? Thx Sure, I'll take a look at them if you want me to. I don't think that there's anything in particular that needs fixing; it's just a question of how wealthy you want Vinland to be from the mid-1910s onwards. As is, it'll probably be solidly in second or third place economically by the late 1910s to mid 1920s on either historical or game budget, and it might outpace the US on game budget.
|
|