|
Post by beastro on Jan 18, 2019 5:23:28 GMT -6
You were having fun with the nation pack right...? WELL TOO BAD THERE IS A BIG UPDATENation pack V2Whats news? -Research Bonuses for some nations! -New Possession in Central and south america (thanks to Parrot) -New Possession in europe (thanks to Cv 10 and Skjold!)
Nation ingame -ANZAC (Mate?) -Argentina -Brazil -Canada (eh?) -Chile -Denmark -Finland (Häyhä legacy) (you can choose between 2 flags) -Greece (This is...) -Netherlands (with dutch east indies) -Norway -Ottoman empire -Portugal (with the colonies in africa) -Qing dynasty -and Sweden!
If you see any bug report it
Man the gun lads! We're gonna fight!Using your map and have a question: IS there something wrong with the battle sites off the Dutch coast?
I ask because I don't think I've ever seen an offer to fight off my own coast as the Netherlands in my current game. The usual is an offer to battle off the Swedish coast around Gotland. Edit: Just fought one north of Oland and when it asked me to name the battle it was defaulted to "Battle of Netherlands". Half of my Battlecruiser Squadron as well as Spain's were down off West Africa.
I'm also getting an error saying Russia has no war mission for their home, I can only fight them off of the Moonsund Archipelago, not in the Gulf of Finland.
|
|
|
Post by srndacful on Jan 18, 2019 22:24:04 GMT -6
You were having fun with the nation pack right...? WELL TOO BAD THERE IS A BIG UPDATENation pack V2Whats news? -Research Bonuses for some nations! -New Possession in Central and south america (thanks to Parrot) -New Possession in europe (thanks to Cv 10 and Skjold!)
Nation ingame -ANZAC (Mate?) -Argentina -Brazil -Canada (eh?) -Chile -Denmark -Finland (Häyhä legacy) (you can choose between 2 flags) -Greece (This is...) -Netherlands (with dutch east indies) -Norway -Ottoman empire -Portugal (with the colonies in africa) -Qing dynasty -and Sweden!
If you see any bug report it
Man the gun lads! We're gonna fight!Using your map and have a question: IS there something wrong with the battle sites off the Dutch coast?
I ask because I don't think I've ever seen an offer to fight off my own coast as the Netherlands in my current game. The usual is an offer to battle off the Swedish coast around Gotland. Edit: Just fought one north of Oland and when it asked me to name the battle it was defaulted to "Battle of Netherlands". Half of my Battlecruiser Squadron as well as Spain's were down off West Africa.
I'm also getting an error saying Russia has no war mission for their home, I can only fight them off of the Moonsund Archipelago, not in the Gulf of Finland.
Yeah - it seems to me like the ladies & gentlemen creating most of the Nations "forget" to create the missions/scenarios in the War file, as well. Which makes me really grateful for those that bother to go through with the whole tedious fiddling part of it - and, having tried it, I know just how tedious it can be. Cheers!
|
|
|
Post by cv10 on Jan 19, 2019 10:41:50 GMT -6
My Netherlands mod has missions for the War file, and creating them is extremely tedious. However, the ones in my mod should work, as most of the bugs should have been filtered out during the beta process (at least one mission was removed because you'd find the Dutch home fleet fighting sea battles in the Gulf of Tonkin).
I've never played using this mod pack, and I'm rather befuddled that he credits me with the Netherlands possession, as I didn't release my mod with my possession until over a month after he released his mod. Unless I published it elsewhere in the forum (which I don't remember doing), I'm not quite sure how he got it. My early possession design was really buggy, and had to be fixed (mainly by giving the Dutch one home port), which i don't think had happened by August of 2017.
|
|
|
Post by director on Jan 19, 2019 11:50:33 GMT -6
Creating the 'missions' file for a custom nation can be extremely tedious. One quicker way is to use all or some of a missions file for another nation; as an example, my 'Byzantium' custom nation re-purposes missions from Italy and Austria as well as having some new-created.
|
|
|
Post by beastro on Jan 23, 2019 2:01:57 GMT -6
My Netherlands mod has missions for the War file, and creating them is extremely tedious. However, the ones in my mod should work, as most of the bugs should have been filtered out during the beta process (at least one mission was removed because you'd find the Dutch home fleet fighting sea battles in the Gulf of Tonkin). I'll peek around and see if I can graft them into my preexisting game, since I'm almost to 1918 and not in the mood to retread so much as the Dutch. Funnily enough, I'm using your version of the Netherlands for my game, just using his mapdata since it has a bunch more possessions to go around than usual.
Thanks!
|
|
|
Post by garrisonchisholm on Mar 29, 2019 17:28:41 GMT -6
"However, the ones in my mod should work, as most of the bugs should have been filtered out during the beta process". And quite the fine Beta Testing department you had Sir!
|
|
|
Post by thenewteddy on Apr 9, 2019 3:21:21 GMT -6
question about the missions files;
I'm thinking about making a mod that 'removes' Austria as a major power; such that France has Russia in its game instead of Austria; and Russia has Italy in its game instead of Austria; and Italy has Japan in its game instead of Austria; would I need to do anything to any missions files? Japan has Italy in its game; Russia has France in its game; and Italy has russia, so, shouldn't the missions for those two nations fighting exist already?
edited to add - to head off any questions; this mod would contain 3 countries; "RussiaC" "FranceC" and ItalyC" and each would simply not have austria as an opponent without any other changes being made.
|
|
|
Post by director on Apr 9, 2019 8:21:06 GMT -6
So what you are saying is that you want to create three altered, playable nations? There are two types of mission, the standard game-generated ones and the nation-specific ones for the player-selected nation. All three of those are standard nations, so the standard missions will stay the same. You might want to look through the specific missions for each nation and see where they are set, then look at the other specifics. Given the long-standing historic enmity between Russia and Austria, and Italy and Austria, I'd bet that they have specific missions for each other.
The USAvCSA game, for instance, includes a new nation 'CSA' and the 'USA' is modified because some of its territory is transferred to other powers. But the standard nations - Britain, France, Germany, etc are not modified. My Byzantium game includes one new power - Byzantium - but all of its opponents are standard even though some territories (British Egypt) are transferred. I created (or cloned) missions for Byzantium.
|
|
|
Post by wknehring on May 9, 2019 1:55:30 GMT -6
Hello guys,
I am interested in the Mediterranian Powers Pack (http://nws-online.proboards.com/post/13376/thread), but I could not find any further information about it in this thread and if it´s working properly. Does anybody have any details for me?
And than there ist the big question- how do I install such mod-packs? Are there any copies of game-folders necessary as backups (in case something is crashing), or can I replace the "vanilla-game-folders" with the donloaded ones?
|
|
|
Post by aeson on May 9, 2019 7:24:55 GMT -6
I am interested in the Mediterranian Powers Pack (http://nws-online.proboards.com/post/13376/thread), but I could not find any further information about it in this thread and if it´s working properly. Does anybody have any details for me I am not aware of any reason why it wouldn't work properly. If the custom nation modifies the map file (MapData.dat), then I would suggest making a backup of that, but otherwise there isn't really any strong need to create backups - just unpack the [CustomNationName].NAT, [CustomNationName]ShipNames.DAT, and [CustomNationName]WarInfo.DAT files to the game's Data directory and the flag files to the game's Flags directory. If the custom nation doesn't need a custom possession, then it's only adding data files that won't be used except when you're playing a custom nation.
|
|
|
Post by wknehring on May 10, 2019 5:44:35 GMT -6
Sounds good. Thank you
|
|
|
Post by picard on Sept 4, 2019 8:03:08 GMT -6
Byzantium: This is an alternative history game in which the Eastern Roman Empire (also known as Byzantium) survives challenges from barbarians, Persians, Turks and Muslim expansion and lives on to the present day. In 1900 it is a relatively poor autocracy with undeveloped shipbuilding that controls modern Turkey (as home area), Greece (not a game area but it features in a lot of combat), Rhodes, Cyprus and Egypt. The build area is the Mediterranean. The AI nations in the game are Austria-Hungary, Italy, Spain, Russia, France and Great Britain, so it is a very Euro-centric game. This Byzantium is poor (naval budget comparable to Austria) and has a small dock-size at the beginning: think of them as the Japan of the Mediterranean. Control of Egypt gives them control of the Suez Canal and easy access to the Indian Ocean and this is more valuable than I thought it would be. The flag is purple and gold instead of a perhaps-more-historic red and gold so it makes a nice contrast with those of other nations. Ship names: Capital ships: Emperors and 'glorious' names CA: places and cities CL: classical monsters DD: Dromon (a type of classic warship) is used as a class type, so Dromon-1, etc AMC: a random grab-bag of names that might go on a merchant ship Unzip the file and put the Byzantium, ByzantiumShipNames and ByzantiumWarInfo files in the NWS/Rule the Waves/Data directory. The Byzantium flag goes in the Flags folder. Version 3 has some small corrections to their techs and to the WarInfo file. I hope it is not a problem, but I took the above and changed it around a bit. Reasoning behind the changes is noted in brackets: ADMIRAL NAME: Argyros (https://en.wikipedia.org/wiki/Eustathios_Argyros_(admiral_under_Leo_VI)) DOCK SIZE: 12000 (Byzantine dromond was 120 tons displacement) INTELLIGENCE: 1 NIGHT FIGHTING: 1 (Byzantines avoided direct engagement) CAUTIOUS: YES LEADER: BASILEUS EFFICIENT SHIPBUILDING INDUSTRY: 1 UNDEVELOPED SHIPBUILDING INDUSTRY: 0 SHIP DESIGN: 1 TECHNICAL EXCELLENCE: 1 (technological advantage was one of major Byzantine advantages against most opponents - e.g. "Greek Fire") AUTOCRACY: 1 BASE RESOURCES: 18 HBR: 9 - "Under Diocletian's reign, the Eastern Roman Empire's annual revenue was at 9,400,000 solidi, out of a total of 18,000,000 solidi for the entire Roman Empire." FRIEND: Russia SHIP NAMES: BB - Emperors BC - Battles CA - Themes and Provinces CL - Mountains and Rivers, Admirals DD - Prefix (AT - Antitorpiliko) AMC - cape, point, strait, channel, bay, island You can think of it as "Easy Mode Byzantium" - essentially, it can be used to ease one into director's mod. I hope. Byzantium2WarInfo.zip (14.84 KB) Attachments:Byzantium2WarInfo.zip (14.83 KB)
|
|
|
Post by director on Sept 4, 2019 14:26:50 GMT -6
My original conception for the Byzantines was as the 'Japan of the West' - an old, conservative un-modernized East-looking nation that goes through a 'Meiji'-type revolution in social structure and government in the 1880-1890 period. For that reason I had them start poor (they get some income from owning Eqypt and the Suez canal) but shift into an American-type growth spurt mid-game as full-scale industrial and transportation revolutions kick-in.
Problem? Not on this end. I applaud the initiative - good for you!
There is a Byzantine ship-name list from RtW1 - you are welcome to borrow from that if you like, but I see nothing obviously out in yours.
You put some thought into those national qualities and you will get no argument on them from me.
I've always enjoyed playing Byzantium - some combination of favorable geopolitical situation and the romance of reviving a fallen flag...
|
|
|
Post by picard on Sept 5, 2019 5:33:45 GMT -6
My original conception for the Byzantines was as the 'Japan of the West' - an old, conservative un-modernized East-looking nation that goes through a 'Meiji'-type revolution in social structure and government in the 1880-1890 period. For that reason I had them start poor (they get some income from owning Eqypt and the Suez canal) but shift into an American-type growth spurt mid-game as full-scale industrial and transportation revolutions kick-in. Problem? Not on this end. I applaud the initiative - good for you! There is a Byzantine ship-name list from RtW1 - you are welcome to borrow from that if you like, but I see nothing obviously out in yours. You put some thought into those national qualities and you will get no argument on them from me. I've always enjoyed playing Byzantium - some combination of favorable geopolitical situation and the romance of reviving a fallen flag... I wanted to ask this, but how do you adjust economic growth rate? So far I have only figured out how to edit base stats and opponent nations. Personally, I like when ship names are thematic - e.g. how US always name battleships after states, and battlecruisers after territories. Thanks. And yes, Byzantium is enjoyable to play.
|
|
|
Post by director on Sept 5, 2019 11:23:19 GMT -6
There is a setting in the .NAT file called GGP that controls rapid economic growth.
From the Custom Nations manual:
GGP: Rapid economic growth. RGP1: Naval budget growth above average until 1916. This is a way to simulate that some nations had rapidly growing naval budgets in the period. RGP2: Naval budget growth above average after 1916.
I haven't looked at the Byzantium .NAT file in a long time, but I think it's in there.
|
|