Equipment Changes
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
Equipment Changes
If I make changes to equipment in a scenario, does it change the master equipment file to the game or only the scenario?
Thank you,
Mark
Thank you,
Mark
- Curtis Lemay
- Posts: 15345
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: Equipment Changes
Depends. On if you overwrite the original in the Graphics folder or make a new file in the scenario-specific folder.ORIGINAL: Mark Breed
If I make changes to equipment in a scenario, does it change the master equipment file to the game or only the scenario?
Thank you,
Mark
(Don't do the former).
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Equipment Changes
So, while I am in the scenario editor creating my scenario, I can change the equipment in the Forces menu without any harm. Correct?
RE: Equipment Changes
Think about when you save the changes you made - would you be overwriting the original or amending a scenario specific file?
- Curtis Lemay
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- cathar1244
- Posts: 1321
- Joined: Sat Sep 05, 2009 2:16 am
RE: Equipment Changes
ORIGINAL: Mark Breed
So, while I am in the scenario editor creating my scenario, I can change the equipment in the Forces menu without any harm. Correct?
Those changes will not affect the standard equipment file used by the game.
However, if the scenario has a folder with its name under "Graphics Override", the equipment file there may be affected. Those equipment files present in folders under "Graphics Override" are modified versions of the standard equipment file tailored to a specific scenario. Be sure to back those up before you tinker with the equipment definitions in a scenario.
Cheers
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Equipment Changes
Thank you
RE: Equipment Changes
I thought the EQP files were saved into the SCE files since TOAW4? So that scene designers wouldn't need to worry about such details, and the EQP files were basically redundant unless you wanted to export for specific use in another scenario?
Same with COL files I believe?
Same with COL files I believe?
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- Norm Koger

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- cathar1244
- Posts: 1321
- Joined: Sat Sep 05, 2009 2:16 am
RE: Equipment Changes
ORIGINAL: Shadrach
I thought the EQP files were saved into the SCE files since TOAW4? So that scene designers wouldn't need to worry about such details, and the EQP files were basically redundant unless you wanted to export for specific use in another scenario?
Same with COL files I believe?
Shadrach,
I've never heard that about .col files. I recall a mention of what you state about .eqp files. Have to say I prefer them as separate entities so that it is clear that modified equipment and colors are being used.
Not sure how one would use the game editor to edit icon colors -- is there a way? I've always done it with a text editor to make .col file.
Cheers
RE: Equipment Changes
Cathar; Not sure about COL files, but I think the same applies, they are used by the editor to define colours, but once saved in the SCE the file is not actually necessary. But I also think that IF the files exist these will override the definitions in the SCE file, as the game still does load them.
One possible drawback of the game still using external EQP and COL files is if the designer does changes to colours or units, forgets to export these to the included external files, and ships all of them in the package. Then it will use the old EQP/COL and not the ones changed in the scenario. Unless I'm wrong and the internal definitions in the SCE file takes precedence?
Would be easy enough to test, I loaded up "Leipzig 1813" which has a custom COL and EQP file. Removed these files, and I didn't see any difference in either unit colours or unit types. Any scene you know where this could be tested?
EDIT: A quick test with Process Monitor confirms that the game does not load the EQP file when starting a scene, only in the editor.
It does load COL files though. But not sure if actually used... [&:]
One possible drawback of the game still using external EQP and COL files is if the designer does changes to colours or units, forgets to export these to the included external files, and ships all of them in the package. Then it will use the old EQP/COL and not the ones changed in the scenario. Unless I'm wrong and the internal definitions in the SCE file takes precedence?
Would be easy enough to test, I loaded up "Leipzig 1813" which has a custom COL and EQP file. Removed these files, and I didn't see any difference in either unit colours or unit types. Any scene you know where this could be tested?
EDIT: A quick test with Process Monitor confirms that the game does not load the EQP file when starting a scene, only in the editor.
It does load COL files though. But not sure if actually used... [&:]
OUW (Order of the Upgrade Wars)

There are folks out there with way too much time on their hands.
- Norm Koger

There are folks out there with way too much time on their hands.
- Norm Koger
- cathar1244
- Posts: 1321
- Joined: Sat Sep 05, 2009 2:16 am
RE: Equipment Changes
I'll have to find a scenario to test.
I am confused at this point. I took a scenario I've been working on that has its own .eqp file. I loaded it into the scenario editor, and made a change to equipment while in the "edit forces" interface. I saved that to memory, and then saved the scenario itself. That change did -not- remain in the scenario when I loaded it again. But the scenario does show the mods present in the separate .eqp file. This reflects what is shown in the URL provided by Bob -- that the equipment file has to be saved out as an .xml file and then put in the particular directory to be loaded with the scenario. But I don't feel 100% confident that I have not missed something.
Cheers
I am confused at this point. I took a scenario I've been working on that has its own .eqp file. I loaded it into the scenario editor, and made a change to equipment while in the "edit forces" interface. I saved that to memory, and then saved the scenario itself. That change did -not- remain in the scenario when I loaded it again. But the scenario does show the mods present in the separate .eqp file. This reflects what is shown in the URL provided by Bob -- that the equipment file has to be saved out as an .xml file and then put in the particular directory to be loaded with the scenario. But I don't feel 100% confident that I have not missed something.
Cheers
RE: Equipment Changes
Since you can extract the .col file from the scenario with a key press I would have to say they are part of the scenario.
ne nothi tere te deorsum (don't let the bastards grind you down)
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
If duct tape doesn't fix it then you are not using enough duct tape.
Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
RE: Equipment Changes
ORIGINAL: cathar1244
I am confused at this point. I took a scenario I've been working on that has its own .eqp file. I loaded it into the scenario editor, and made a change to equipment while in the "edit forces" interface. I saved that to memory, and then saved the scenario itself. That change did -not- remain in the scenario when I loaded it again. But the scenario does show the mods present in the separate .eqp file.
Pretty sure that's what I was trying to say above - the changes are saved into the SCE but the (unchanged) external EQP file takes priority, but only in the *editor*. When loaded for playing, they should be there. Or delete/move the EQP out and load it (the SCE) in the editor.
OUW (Order of the Upgrade Wars)

There are folks out there with way too much time on their hands.
- Norm Koger

There are folks out there with way too much time on their hands.
- Norm Koger
- cathar1244
- Posts: 1321
- Joined: Sat Sep 05, 2009 2:16 am
RE: Equipment Changes
You're correct, the item I changed is saved in the .sce file. "Interesting"
Cheers
Cheers
RE: Equipment Changes
To Bob Cross. Bob, I am looking at your excellent Leipzig scenario which has a new equip section for Napoleonic units. Is there any way of copying that new file and inserting it into a new scenario? If so, could I have your permission to use it in my Jena-Auerstadt scenario? Thanks.
- Curtis Lemay
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RE: Equipment Changes
ORIGINAL: edward77
To Bob Cross. Bob, I am looking at your excellent Leipzig scenario which has a new equip section for Napoleonic units. Is there any way of copying that new file and inserting it into a new scenario? If so, could I have your permission to use it in my Jena-Auerstadt scenario? Thanks.
Granted.
The .eqp file is located in the Leipzig 1813 scenario-specific folder. Or you can regenerate it using F11 key in the Editor (see 6.1.4).
You would put that file - renamed to your scenario, in that scenario's folder.
RE: Equipment Changes
Thanks Bob. I regenerated it and it worked fine. Plugged away steadily and nearly got to the testing stage but then hit a serious snag. Currently in the Borodino scenario I have 172 Russian and 138 French units. I can freely add Russian units ok but not French. Any attempt to deploy an additional French unit of any type will cause the programme to crash. Flummoxed! Any suggestions?
- Curtis Lemay
- Posts: 15345
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
- Curtis Lemay
- Posts: 15345
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: Equipment Changes
Zip it up and post it here. Somebody may figure it out.




