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Post by Emma on Aug 31, 2019 9:38:31 GMT -6
Does anyone know if there's a manual of instructions on how to edit the various game stats? For example, if I wanna edit the in-game fundings or make my ships have unlimited health, how would I do that? Thanks
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Post by aeson on Aug 31, 2019 10:46:32 GMT -6
The files you want are RTWGame#.bcs or Autosave.bcs (strategic layer save state) and RTWGame#.sac or Autosave.sac (tactical scenario save state) in Rule the Waves 2\Save\Game#, where # is the Arabic numeral corresponding to the save slot; you can read and edit these with a basic text editor like NotePad or NotePad++.
*.bcs: - Changing current funds: Find the line Funds=[some number] in the [Nation0] block and change it so that the number reads whatever you want. - Changing the budget: Three values you can modify - FleetSize (multiplier, probably not a good idea to mess around with it), BudgetModifier (multiplier, will change based on in-game events and high values can cause unrest), BaseResources (base value, is essentially a permanent change; be aware that base resources grow exponentially over the course of the game). Budget is calculated as 0.1 * [FleetSize] * [BudgetModifier] * ([BaseResources] + [Colonial Resources] * d); base and colonial resources can be looked up in the Almanac (see "Base resources" and "From possessions;" colonial resources are approximately 25 times the total point value of all non-home possessions) and d is a discount factor that the game manual implies exists and grows as the game progresses. - Changing current victory points: VP lines. - Changing current prestige: Prestige line in the [Nation0] block. - Change current ship status: Ship#Status; if I recall correctly, 0 is AF, 1 is RF, 2 is MB, 3 is TP, 4 is R, 6 is FS, and 9 is a museum ship. Probably not useful unless you want to force a ship to become a museum ship.
*.sac: - Force a ship to sink / resurrect a sunken ship: Ship#Sinking=[0 or 1] and Ship#Sunk=[0 or 1]; 1 is true (i.e. ship is sinking or has sunk), 0 is false. - Edit current flotation / structure damage: Ship#CurrentFloatPoints, Ship#CurrentSuperstructurePoints - Edit current rate of flooding: Ship#Flooding (rate of controllable flooding - can be reduced by damage control) and Ship#PF (rate of uncontrollable flooding - cannot be reduced by damage control)
If you have specific questions not covered by the above, you might try asking in the Modding subforum.
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Post by tbr on Aug 31, 2019 18:29:35 GMT -6
If you want to make your ships invulnerable (at least to guns and bombs) you could edit the armor mod (quality) value in the class design file:
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Post by Emma on Aug 31, 2019 22:19:55 GMT -6
Thank you aeson and tbr, your comments really helped a lot. Does anyone know if I can edit the occupation of ports and colonies? For example, can I edit some text files to make Panama belong to Great Britain? Thanks
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Post by mycophobia on Sept 1, 2019 0:38:48 GMT -6
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Post by tbr on Sept 3, 2019 14:21:27 GMT -6
Thank you aeson and tbr, your comments really helped a lot. Does anyone know if I can edit the occupation of ports and colonies? For example, can I edit some text files to make Panama belong to Great Britain? Thanks If I want to set up a "special" game in RTW2 it usually is easier to immediately save and exit on turn 0 and then edit the RTWX.bcs and map files in the savegame folder rater than to edit the base files in the data folder before startign a game. The drawback is that starting fleests are unaffected. For some setups I have "copy-paste-able" templates, such as for modding starting tech and research adantages, others, like the ownership of areas, I edit directly as I intend (e.g. a Germany start without colonies and/or "Habsburg Germany" with Austria "German").
Editing colony ownership is easy in the map file, the only difficulty may comeif there are already airbases and/or coastl batteries there as those are saved in the rtwx.bcs file. Aeson`s tips are spot on and the linked discussion should have all you need for a start.
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Post by Emma on Sept 11, 2019 8:52:17 GMT -6
If you want to make your ships invulnerable (at least to guns and bombs) you could edit the armor mod (quality) value in the class design file:
Thank you, is there a way to make a ship class design invincible and have unlimited health so I won't have to change the files of every single ship of the class? It would be much easier if I could just make the ship design invulnerable and then proceed to build 30 invincible ships of the design haha
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Post by stevethecat on Sept 11, 2019 9:39:21 GMT -6
Be careful not to change funds to be too high, you might/will trigger an event that reduces your funding due to being awash with money. Dumping an extra 500M into your account will almost certainly cause issues.
As Britain I add a 50M bonus per game year to cover the huge costs of colonial requirements, essentially making those colonials pay a bit for their own protection!
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Post by dizzy on Sept 11, 2019 10:13:26 GMT -6
Also, you can edit the MapData1900.dat or MapData1920.dat and include Optional areas prior to starting the campaign. This will insure some areas are in-play on the map so you can edit those areas in your save game file later. The former are the main game files, so make a backup. Optional areas often are home areas which allow you to use them to launch ships, and change a ship's status. They have a higher possession value than you can be awarded in a peace agreement, so I usually reduce that value to 12 or less. For example, to include Persia on the map, Search and find it, then change the appropriate value for the Persia Colony MapAreaXPossessionXXOwner=Optional to Neutral. It will appear in game as a Neutral territory. I often setup Austria-Hungary (MapAreaXPossessionXXName=Austria-Hungary) as a non-Home area by editing this value: MapAreaXPossessionXXValue=200 and setting it to 10 or 12. It no longer becomes a home area and can be traded as a territory if you have enough points. So somewhere around the 1930's I add that neutral territory to Germany by changing this line's MapAreaXPossessionXXOwner=Neutral from Neutral to Germany, but that's a save game file at this point, not the MapData in Data folder. Sometimes I also do that for the Japanese as time goes on to allow them to take control of the Chinese coastline, as it also bumps their economy, or to do manual invasions and change ownership of neutral colonies as mycophobia linked above.
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Post by tbr on Sept 11, 2019 10:14:53 GMT -6
If you want to make your ships invulnerable (at least to guns and bombs) you could edit the armor mod (quality) value in the class design file:
Thank you, is there a way to make a ship class design invincible and have unlimited health so I won't have to change the files of every single ship of the class? It would be much easier if I could just make the ship design invulnerable and then proceed to build 30 invincible ships of the design haha If you edit the design file it works for every ship in that class, the armor quality is also not updated when rebuilding, so it should keep working even then. Ship structure and floatation points are however derived from displacment and some modifiers and not directly editable in the file. Your best bet therefore is to modify armor quality.
Addtionally you could mod speed (three values, speed, design speed and original speed) and bulge a TPS4 ship, at high displacements that makes it practically invulnerable to torpedoes, edit armor thickness etc...
Beware: If you do this excessively it may hurt gameplay enjoyment.
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Post by dohboy on Sept 11, 2019 10:19:31 GMT -6
As Britain I add a 50M bonus per game year to cover the huge costs of colonial requirements, essentially making those colonials pay a bit for their own protection! Wait a minute, didn't the British already try that idea? If I remember correctly it didn't work out well...
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Post by tortugapower on Sept 11, 2019 11:36:01 GMT -6
This might be a nice thread for the Mods section -- as in, it will sink quickly in General, but people may want to know this for modding.
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Post by Emma on Sept 11, 2019 15:08:20 GMT -6
Thank you, is there a way to make a ship class design invincible and have unlimited health so I won't have to change the files of every single ship of the class? It would be much easier if I could just make the ship design invulnerable and then proceed to build 30 invincible ships of the design haha If you edit the design file it works for every ship in that class, the armor quality is also not updated when rebuilding, so it should keep working even then. Ship structure and floatation points are however derived from displacment and some modifiers and not directly editable in the file. Your best bet therefore is to modify armor quality.
Addtionally you could mod speed (three values, speed, design speed and original speed) and bulge a TPS4 ship, at high displacements that makes it practically invulnerable to torpedoes, edit armor thickness etc...
Beware: If you do this excessively it may hurt gameplay enjoyment. Thank you for your insight, I have actually tried pulling off the same thing, however, once the "super ships" are built, I get 'error messages' along the lines of "Illegal ship speed/displacement!" This message will pop up for about 50 times in 1 turn, which makes it incredibly annoying since I'll have to click 'OK' for 50 times every turn... OvO Does anyone have a solution or fix to this problem?
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Post by mycophobia on Sept 11, 2019 18:28:26 GMT -6
If you edit the design file it works for every ship in that class, the armor quality is also not updated when rebuilding, so it should keep working even then. Ship structure and floatation points are however derived from displacment and some modifiers and not directly editable in the file. Your best bet therefore is to modify armor quality.
Addtionally you could mod speed (three values, speed, design speed and original speed) and bulge a TPS4 ship, at high displacements that makes it practically invulnerable to torpedoes, edit armor thickness etc...
Beware: If you do this excessively it may hurt gameplay enjoyment. Thank you for your insight, I have actually tried pulling off the same thing, however, once the "super ships" are built, I get 'error messages' along the lines of "Illegal ship speed/displacement!" This message will pop up for about 50 times in 1 turn, which makes it incredibly annoying since I'll have to click 'OK' for 50 times every turn... OvO Does anyone have a solution or fix to this problem? You most likely have edited the displacement of these ships to be far beyond the game’s maximum of 90000 tons, and the speed of 40 knots. Try tone them down to below this level, you’d still be functionally invincible especially if you modded your Armor and damage control tech to be much more advanced.
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Post by Emma on Sept 11, 2019 21:10:24 GMT -6
Also, if I wanted to edit a SaveGame which has ended in 1955 to start right at 1920 again, what do I need to change in the RTWGame file? I tried changing the 'ScenarioInProgress' and 'War' stats but I get an error of "Cannot find scenario file! blablabla' when I try to load the SaveGame and then the game proceeds to load the save with nothing changed
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