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Post by krankey on May 6, 2020 14:31:36 GMT -6
I have two specific coding/modding questions for the Modding community/Devs and one speculative scenario. 1) Is it possible to open out the game to have more active nations than 1 player Nation +7 AI Nations per game 2) Can the access from each zone of control (Areas of Sea) be modified, either to block an existing route, or attach a completely new route. e.g. block panama canal. add North American East Coast to West Africa.3) Heres the biggie. If the above are possible, could an 'alternate' map be super imposed rather than the standard globe. I realise most of us are history buffs and enjoy the historical aspects of re-writing history, but wondered if an alternate history or even going further, an alternate world map could be contemplated. p.s. I just spotted Aeson's great reply about sea lanes so suspect that has very nicely answered my question 2. Not sure about 3 but that would be cool As for 1 currently no, the game is limited to the player nation and 6 AI nations One of my biggest wishes for this game, although I have no idea how hard it would be for Frederick to implement, would be to fully include all of the worlds major seagoing navies. Creating my mods I find myself wishing for scandanavian, south american, mediterranean, and dutch ships Thanks Seawolf for replying. One of my ideas was the entire alternate history game being played only in the Mediterranean, modifying the sea lanes to suit and using the ancient empire names to create the player nations. It was just a wild thought as I contemplated how much you could 'stretch' the game
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Post by aeson on May 6, 2020 15:25:38 GMT -6
One of my ideas was the entire alternate history game being played only in the Mediterranean, modifying the sea lanes to suit and using the ancient empire names to create the player nations. It would be possible to do this.
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Post by krankey on May 6, 2020 16:00:21 GMT -6
One of my ideas was the entire alternate history game being played only in the Mediterranean, modifying the sea lanes to suit and using the ancient empire names to create the player nations. It would be possible to do this. Really ? wow. I need a champion ! form an orderly queue Can the inherent strengths and weaknesses of nations, tech savvy, budget, leadership be modified or is that part of the game hard wired
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Post by seawolf on May 14, 2020 20:45:08 GMT -6
Does anyone know how to modify the map? For example, I want to add Wake Island
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Post by aeson on May 14, 2020 21:50:19 GMT -6
Does anyone know how to modify the map? For example, I want to add Wake Island A lot of real-world islands already exist on the map; they're just very hard to see because they're tiny and not in the areas you'll usually be operating ships. Wake Island, for instance, is already present on the map.
If you want to add it as a possession, you need to add a possession block for it that looks something like this:
MapArea13Possession3Owner=USA MapArea13Possession3Location=1663860E 191647N MapArea13Possession3Name=Wake Island MapArea13Possession3Value=0 MapArea13Possession3Oil=0 MapArea13Possession3WeatherZone=0 MapArea13Possession3BaseValue=5 MapArea13Possession3NaturalOwnerName=USA MapArea13Possession3BaseLocs0=1663860E 191647N MapArea13Possession3BaseENP0=1663860E 191647N MapArea13Possession3BaseNP00=00000E 00000N MapArea13Possession3BaseNP01=00000E 00000N MapArea13Possession3BaseNP02=00000E 00000N MapArea13Possession3BaseNP03=00000E 00000N MapArea13Possession3BaseNames0=Wake MapArea13Possession3BaseSizes0=1 MapArea13Possession3BaseLocs1=00000E 00000N MapArea13Possession3BaseENP1=00000E 00000N MapArea13Possession3BaseNP10=00000E 00000N MapArea13Possession3BaseNP11=00000E 00000N MapArea13Possession3BaseNP12=00000E 00000N MapArea13Possession3BaseNP13=00000E 00000N MapArea13Possession3BaseNames1=Error MapArea13Possession3BaseSizes1=0 MapArea13Possession3BaseLocs2=00000E 00000N MapArea13Possession3BaseENP2=00000E 00000N MapArea13Possession3BaseNP20=00000E 00000N MapArea13Possession3BaseNP21=00000E 00000N MapArea13Possession3BaseNP22=00000E 00000N MapArea13Possession3BaseNP23=00000E 00000N MapArea13Possession3BaseNames2=Error MapArea13Possession3BaseSizes2=0 MapArea13Possession3BaseLocs3=00000E 00000N MapArea13Possession3BaseENP3=00000E 00000N MapArea13Possession3BaseNP30=00000E 00000N MapArea13Possession3BaseNP31=00000E 00000N MapArea13Possession3BaseNP32=00000E 00000N MapArea13Possession3BaseNP33=00000E 00000N MapArea13Possession3BaseNames3=Error MapArea13Possession3BaseSizes3=0 MapArea13Possession3BaseLocs4=00000E 00000N MapArea13Possession3BaseENP4=00000E 00000N MapArea13Possession3BaseNP40=00000E 00000N MapArea13Possession3BaseNP41=00000E 00000N MapArea13Possession3BaseNP42=00000E 00000N MapArea13Possession3BaseNP43=00000E 00000N MapArea13Possession3BaseNames4=Error MapArea13Possession3BaseSizes4=0 MapArea13Possession3BaseLocs5=00000E 00000N MapArea13Possession3BaseENP5=00000E 00000N MapArea13Possession3BaseNP50=00000E 00000N MapArea13Possession3BaseNP51=00000E 00000N MapArea13Possession3BaseNP52=00000E 00000N MapArea13Possession3BaseNP53=00000E 00000N MapArea13Possession3BaseNames5=Error MapArea13Possession3BaseSizes5=0 MapArea13Possession3CAPositions0=1663845E 191824N MapArea13Possession3CADirections0=30 MapArea13Possession3CAPositions1=1663919W 191607N MapArea13Possession3CADirections1=100 MapArea13Possession3CAPositions2=1663707W 191700N MapArea13Possession3CADirections2=130 MapArea13Possession3CAPositions3=00000E 00000N MapArea13Possession3CADirections3=0 MapArea13Possession3CAPositions4=00000E 00000N MapArea13Possession3CADirections4=0 MapArea13Possession3CAPositions5=00000E 00000N MapArea13Possession3CADirections5=0 MapArea13Possession3CAPositions6=00000E 00000N MapArea13Possession3CADirections6=0 MapArea13Possession3CAPositions7=00000E 00000N MapArea13Possession3CADirections7=0 The CA positions are technically optional, but if you don't include at least one then the game won't know where to spawn coastal artillery built in the possession - PositionsX are the coordinates (DDDMMSS longitude, DDMMSS latitude; East indicated by E, West indicated by W, North indicated by N, South indicated by S); Directions determines which way the battery faces, which no longer really matters since coastal batteries gained a 360-degree field of fire in one of the more recent patches but may still be desirable to set to align it with the coast or a historical battery, or for backwards compatibility or to safeguard against any potential future changes restricting the firing arcs of coastal battery guns. I believe you can have at most eight coastal artillery positions defined for a possession.
Bases are the primary ports, naval bases, and airbases in the possession, will show up as anchors on the strategic map, and can have airbases and airship bases built at them. You should have at least one; more than that is optional. Locs are the latitude and longitude of the bases; I don't know what ENP or NPx0 through NPx3 do, but ENP might have something to do with when you get the "Do you want to enter port at..." prompt or with the boundary of the minefield spawned around the base, and in the unmodded possession files is usually not coincident with the BaseLocs, unlike in the example I provided for Wake Island.
A more complete possession definition will also include several battle definitions; for examples of those, look to other possession definitions in the MapData files. If you do not include battle definitions with the possession, then random engagements will not take place in the vicinity of the possession unless some other possession or a WarInfo file has an engagement defined to take place near it - unlikely for Wake Island - and at least in RtW1 it was said that the battles defined in the WarInfo file only worked when fighting powers which shared your home sea zone, and then only for engagements taking place in your home sea zone; whether that was true then or is true now I do not know.
You will also need to change the line MapArea13PossessionCount=3 to MapArea13PossessionCount=4 or the possession will not show up in the game (more generally, the PossessionCount for the sea zone needs to be one greater than than the highest ID number used for any possession in that sea zone, as the game only reads X possession definitions when PossessionCount is set to X regardless of the number of possession definitions actually in the sea zone block).
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Post by theblackbaron on Apr 3, 2021 19:34:41 GMT -6
South America mod. Basically replace all nations with south American nations and their naval arms race.
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Post by seawolf on Apr 4, 2021 1:12:19 GMT -6
South America mod. Basically replace all nations with south American nations and their naval arms race. I've had something similar in the works for a while, not sure when it will be finished. Plan was: Argentina Brazil Chile Peru United States United Kingdom France Possibly replacing some of the larger nations with Venezeula, Ecuador, etc. Most of the possessions are done they just need battle files written, but all of the nation files would need to be done
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