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RE: Modding tutorial project
Posted: Wed Oct 14, 2009 6:32 pm
by AH4Ever
Two things from Part2 :
1) Scenario Dates - What you call impulses are roughly weeks?
2)
Important NOTE (by cpdeyoung):
American Excel users will notice that the csv files, "comma separated values", are actually semicolon separated values, per our European friends. I recommend using a text editor to replace all ";" with "," before opening in an American version of Excel. After your changes replace the "," with ";" for the game.
I tested Open Office Calc 3.0 it works and there is a text import feature that alows you to choose the semi-colon as the separator.
[8D]
RE: Modding tutorial project
Posted: Wed Oct 14, 2009 6:55 pm
by willgamer
) Important NOTE (by cpdeyoung):
American Excel users will notice that the csv files, "comma separated values", are actually semicolon separated values, per our European friends. I recommend using a text editor to replace all ";" with "," before opening in an American version of Excel. After your changes replace the "," with ";" for the game.
I tested Open Office Calc 3.0 it works and there is a text import feature that alows you to choose the semi-colon as the separator.
Here's a (imho) faster and easier way.
Just go to control panel/regional and language options/customize/list separator and change the comma to a semicolon. [:)]
RE: Modding tutorial project
Posted: Wed Oct 14, 2009 8:11 pm
by doomtrader
1) Scenario Dates - What you call impulses are roughly weeks?
Now are weeks, but if you put 30, then you will have days, etc.
RE: Modding tutorial project
Posted: Wed Oct 14, 2009 8:50 pm
by gwgardner
In the events tutorial you mention 20,000 available tags. Does that mean 20,000 that are already defined? Unused?
RE: Modding tutorial project
Posted: Wed Oct 14, 2009 8:59 pm
by Bleck
It is total amount (range) of tags that game can handle, with patch 1.6 this value was raised to 30,000.
RE: Modding tutorial project
Posted: Wed Oct 14, 2009 9:04 pm
by doomtrader
We are not using all of those 20000 events IDs, but to make it easier to manage, we use various ID between 1 and 20000, since 1.60 there is 10000 completly free IDs for modders.
It is from 20001 to 30000.
RE: Modding tutorial project
Posted: Thu Oct 15, 2009 12:48 am
by AH4Ever
Thanks for the clarification, please may I have another sir?
In air_units.csv all the column titles are in polish? I imagine they can be changed without causing problems.
But in part 5 of your tutorial the following lines are unclear and the definitions seem to be reversed:
Attack made - Was the unit attacked
Was attacked - Does unit attacked

RE: Modding tutorial project
Posted: Thu Oct 15, 2009 6:34 am
by doomtrader
In air_units.csv all the column titles are in polish? I imagine they can be changed without causing problems.
Yes, it can be changed, everything after # (hash) is not seen by the game.
But in part 5 of your tutorial the following lines are unclear and the definitions seem to be reversed:
Attack made - Was the unit attacked
Was attacked - Does unit attacked
Looks like you are right. Thanks.
RE: Modding tutorial project
Posted: Thu Oct 15, 2009 9:41 am
by AH4Ever
One last question, in PART 6:
fleets.csv file
Name - Name of the fleet, do not use country specific letters.
Could you explain what you mean by country specific letters?
[&:]
RE: Modding tutorial project
Posted: Thu Oct 15, 2009 9:57 am
by Bleck
non-ascii letters (in Poland we have ąćęłńóśóźż...), usually to write them you need to use "Alt" key...
RE: Modding tutorial project
Posted: Thu Oct 15, 2009 9:57 am
by doomtrader
RE: Modding tutorial project
Posted: Thu Oct 15, 2009 10:59 am
by AH4Ever
ORIGINAL: Bleck
non-ascii letters (in Poland we have ąćęłńóśóźż...), usually to write them you need to use "Alt" key...
Thank you

[:)] to you also DTrader
RE: Modding tutorial project
Posted: Fri Oct 16, 2009 6:03 pm
by AH4Ever
After making a new scenario as instructed, it crashes when I try to start a game using it.
I've attached the ConsoleOut.txt from when it crashed.
[&:]
RE: Modding tutorial project
Posted: Fri Oct 16, 2009 6:33 pm
by Bleck
Can you upload misc.csv and consts.csv files from this new scenario you are working on?
RE: Modding tutorial project
Posted: Fri Oct 16, 2009 6:59 pm
by AH4Ever
Sure! I've renamed a .zip to .txt
[8D]
RE: Modding tutorial project
Posted: Fri Oct 16, 2009 7:34 pm
by AH4Ever
I was testing to see if the other scenarios in my copy of the ToW folder on another drive were working but I wasn't choosing a Human player so that I could back out. After starting Barbarossa I tried my MOD_01 and got this.
[&:]

RE: Modding tutorial project
Posted: Fri Oct 16, 2009 8:20 pm
by Bleck
ORIGINAL: AH4Ever
After making a new scenario as instructed, it crashes when I try to start a game using it.
In misc.csv you attached texts are in quotation-marks ("some text"). Simply remove all
" characters in this file.
ORIGINAL: AH4Ever
I was testing to see if the other scenarios in my copy of the ToW folder on another drive were working but I wasn't choosing a Human player so that I could back out. After starting Barbarossa I tried my MOD_01 and got this.
misc.csv, last value in 5th line must be equal to game version.
RE: Modding tutorial project
Posted: Sat Oct 17, 2009 2:05 am
by AH4Ever
In misc.csv you attached texts are in quotation-marks ("some text"). Simply remove all " characters in this file.
Thank you, once again.
This is what happens when you let amateurs play with powerful software.

RE: Modding tutorial project
Posted: Thu Oct 22, 2009 8:58 pm
by AH4Ever
weather.csv file tells you what kind of weather is at given hex and can it be changed by weather generator (1) or not (0).
Is it possible to use weather.csv to prevent weather from happening in a particular hex or group of hexes?
Never mind I figured it out. It works, it's possible, I did it.
Types of Weather - Good = 0, Snow =1, Mud = 2
BTW while I was working on this, I noticed that in cities.csv there is no entry or data for Istanbul (179,129)
RE: Modding tutorial project
Posted: Sat Oct 24, 2009 2:26 am
by axisandallies
I want to say "thank you". You have made this game fun for me.