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Post by jeeweej on Feb 9, 2024 16:24:15 GMT -6
Hi jeeweej I was going to go ahead and create more locations/ports for the game, without modifying map areas, like ALOT of new locations, (cookie cutter style) but was told there was some limitation preventing this, in your view before I try again/(think about it again) what is involved in just the following... A. New Provence B. New Port Let's limit it to that for say, islands, what else would I be required to add? I am an experienced modder and want to contribute to the game if you can give me some advice for what I'm heading into I might be able to create various scales of a mod that just adds more locations... Kind regards If you want to add locations to the world map, you'll have to add them to the MapData.dat file first. In that file you'll find the Possessions aka the countries. Within the possessions you'll find blocks of lines named "MapAreaXPossessionXBaseX", these are the ports you can add to a county. For example: MapArea0Possession0BaseLocs0=32421W 560152N MapArea0Possession0BaseENP0=15915W 561405N MapArea0Possession0BaseEP0=23706W 560806N MapArea0Possession0BaseNP00=00000E 00000N MapArea0Possession0BaseNP01=00000E 00000N MapArea0Possession0BaseNP02=00000E 00000N MapArea0Possession0BaseNP03=00000E 00000N MapArea0Possession0BaseNames0=Rosyth MapArea0Possession0BaseSizes0=2 My interpretation of this is: BaseName = name of the port BaseSize = size of the possession, iirc that is used to indicate its value in peace negotiations BaseLocs1 = Location of the port BaseENP1 = Base entrypoint, where your ships have to go to enter the port I'm not sure what the other fields do, haven't found documentation on them but they don't seem to be mandatory. If with province you mean a new nation, those are what the game calls "possessions" and are on another level of complexity... I'd recommend starting with adding ports aka bases and once you get the hang of that try your hand on adding a country. Hope this helps!
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Post by tigerzhunters on Feb 10, 2024 9:05:19 GMT -6
Dayum this were Good Mod but Is there on future Will you add New nation or might be you can Help me teacher how to Add more countries because i love Modding.
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Post by tigerzhunters on Feb 10, 2024 12:12:31 GMT -6
Dayum this were Good Mod but Is there on future Will you add New nation or might be you can Help me teacher how to Add more countries because i love Modding. Off i think Its only neutral country lol i thought same mod like Ottoman
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Post by tigerzhunters on Feb 10, 2024 12:19:16 GMT -6
Problem fixes
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Post by xxpu69yslayerxx on Feb 18, 2024 15:48:13 GMT -6
Thanks for the reply @ jeeweej, I've been using chat GPT lately to help with the tedium of writing code when modding, I'll give it a shot soon and see if I can work my way up to adding more possessions. I want more capture able possessions along with more ports, and yes your reply was helpful thankyou
The end goal being finding a easy way to cookie cutter a ton of more Provences into the game, and even splitting up huge ones (e.g. Australia) into many smaller captureable Provences
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Post by garrisonchisholm on May 10, 2024 1:02:21 GMT -6
jeeweej, Greetings! I am just checking if this still works with the latest in-house build (1.46) and so far all seems fine, except for one "check possession event" error that I've seen 3 times in the first 20 years of the game. As I haven't had any rebellion advisories I am suspicious that this is the culprit, but I don't recall seeing it before. Do you recall seeing any issues with rebellion events with the mod?
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Post by jeeweej on May 10, 2024 11:10:26 GMT -6
jeeweej , Greetings! I am just checking if this still works with the latest in-house build (1.46) and so far all seems fine, except for one "check possession event" error that I've seen 3 times in the first 20 years of the game. As I haven't had any rebellion advisories I am suspicious that this is the culprit, but I don't recall seeing it before. Do you recall seeing any issues with rebellion events with the mod? Hi! No, haven't seen that error myself yet, but I must admit I don't recall seeing any rebellion events on the new territories as well. So that might have been an existing issue, or I've just been stupidly lucky when it came to rebellions. Did the error give any further hints? If I look at the events.dat file I'm guessing it's this one: There has been a rebellion in the X2 possession of ;9;;;;25;1890;1999;0 The only thing I can imagine that can cause the error (given that my mod doesn't mess with the events) is that the value for X2 isn't set in my mod (I'm kinda guessing it's a value that should say "Dutch", "German", "American" etc), question remains: where does it get that value from? Will do some more digging, but if you know or find anything: please let me know. Edit: it is my assumption that X2 should be filled with the value of the Name2 field of the player nation. (just like XX is the Name field and YY is the name field of the oposing nation) If that is true, I actually have no idea why that event (under the assumption it is actually that event somehow bugging out) is going wrong, as those fields all have defined values in the .n00 file that comes with the mod. (unless, somehow, the game now doesn't read those fields from that file anymore? But that's just a wild assumption from my end)
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Post by garrisonchisholm on May 10, 2024 11:40:38 GMT -6
jeeweej , Greetings! I am just checking if this still works with the latest in-house build (1.46) and so far all seems fine, except for one "check possession event" error that I've seen 3 times in the first 20 years of the game. As I haven't had any rebellion advisories I am suspicious that this is the culprit, but I don't recall seeing it before. Do you recall seeing any issues with rebellion events with the mod? Hi! No, haven't seen that error myself yet, but I must admit I don't recall seeing any rebellion events on the new territories as well. So that might have been an existing issue, or I've just been stupidly lucky when it came to rebellions. Did the error give any further hints? If I look at the events I'm guessing it's this one: There has been a rebellion in the X2 possession of ;9;;;;25;1890;1999;0 The only thing I can imagine that can cause the error (given that my mod doesn't mess with events) is that the value for X2 isn't set in my mod (I'm kinda guessing it's a value that should say "Dutch", "German", "American" etc), question remains: where does it get that value from? Will do some more digging, but if you know or find anything: please let me know. Will do! I'd send a save if I could, but I'll keep my eyes open.
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