ORIGINAL: malthaussen
Is adding leaders or units simply a matter of inserting another line in the commandr/players2 files, or are there other files that need to be modified?
-- Mal
It should be sufficient to modify commandr.txt in order to add a commander unit.
To add a military unit or diplomat, you need to modify start2.txt. Many of these columns are self-explanatory. Some of the trickier ones are:
Child: used for putting units into container-type units. So, for instance, we have:
Grande_Armee, child=0... means this is a top-most unit.
III_Corps, child=1... means this is in Grande_Armee (tries to put it in the last child=0 unit that it came across).
Infantry division, child=2... means this is in III_Corps. If we had set child=1, would have put it into Grande_Armee instead.
PlayerID refers to the player number in players2.txt.
Name, use "x" to have the program give the unit the default name.
Type, refers to the unit's type in master.txt.
Location, refers to the province location in EuProv2.txt.
cityIndex is used for cities, which you probably won't need to change.
Note that, for commanders, we do read in all 200 commander mugshots that are found in the files Mug80x80.pcx and Mug60x60.pcx -- even the 100 or so that are currently unused blank templates at the end. This is to allow modders to add pictures to their commanders; simply put pictures of more commanders into these blank locations in the mugshot files, and then set the proper picture number in the commandr.txt file.
Hope this helps. Feel free to ask any other modding questions.