Modding tutorial project

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
Gloo
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RE: Modding tutorial project

Post by Gloo »

Hi to you all !

Here's a French complete version of this excellent Modding Tutorial, available for your perusal pleasure on Cyberstratège...

...as well as a full listing of all our articles, including a complete review, regarding this excellent war-game...

...and exclusive for our French readers, in association with Matrix Games, a unique opportunity to earn more than some victory points (free boxes of WW2 ToW spotted ahead !), right here !

Feel free to leave feedbacks, good or critical ; you're welcome anyway [;)]
{:]]

"One ring to find them all..."
cracker
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RE: Modding tutorial project

Post by cracker »

hello doom i have a question i of course didnt look in the tutorials yet but if you can answer one question this would save me time and ill probably look later ok question lets say im playing germany in grand game if i wanted to change levels just say tanks to level 5 where would i find this info to change i know it sounds like a big cheat i just like tanks if you can plz give me best detail im not great at finding this info in folders but i do my best thanks so much for any help just to make sure its understood that im looking for the purchase as level 5 not technology unless you need to change both thanks
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

@overthehill64
Sorry for the late reply.
If you would like to change level of your already owned units (those on map or i deploy pool), go to land_units.csv file in your save game folder. Level of unit is in sixth column.

If you would prefer to buy new tanks with higher level, then go to countries.csv file and change entry sixteenth column.
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AH4Ever
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RE: Modding tutorial project

Post by AH4Ever »

ORIGINAL: doomtrader

And here is next part.
http://forum.wastelands-interactive.com ... php?t=2028
This time about the weather
ORIGINAL: 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?


I figured it out. Types of Weather - Good = 0, Snow =1, Mud = 2


[8|] I was quite happy with myself when I thought I had figured out how weather.csv works.

I was baffled when I first opened it from within the 1939 scenario and saw just remarks and no entries. I played around with it and came up with what I assumed was a way to block mud and snow from generating in cities hexes.

Please take a look at the uploaded file which I renamed .txt so I could upload it.


To continue now that I've started testing my MOD, I discovered weather.csv in my saved game directory where it eventually generates it's own entries to effect the weather in specific hexes.

This leads me to another assumption that this file cannot be modified.

Is this correct?

[&:]



Attachments
weather.txt
(7.51 KiB) Downloaded 7 times
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

For good weather there is no entry in the file, so it wouldn't prevent to change into mud or snow as it was designed to keep 'bad' weather at the map.

The thing you might consider is to use events with those methods:
<effect method="New.StartWinterArea" param0="X" param1="Y" param2="X" param3="Y" param4="0/1" />
<effect method="New.StartMudArea" param0="X" param1="Y" param2="X" param3="Y" param4="0/1" />
<effect method="New.EndWinterArea" param0="X" param1="Y" param2="X" param3="Y" param4="0/1" />
<effect method="New.EndMudArea" param0="X" param1="Y" param2="X" param3="Y" param4="0/1" />
But let me warn you, they were not fully tested.
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Harbinger
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RE: Modding tutorial project

Post by Harbinger »

hex_cover.csv
Here are information about graphic changes at the map. If any of the standard hex graphic should be changed, here is the place to set it up.
This file does not appear in any of the scenario folders for my TOW folder.
Assume nothing.
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

@Harbinger
This file has been changed to eyecandies.csv
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Harbinger
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RE: Modding tutorial project

Post by Harbinger »

sea_nodes.csv
Sets up where are ports and sea zones on fleet screen and map screen.
Is there a limit to the number of sea zones and/or ports?
Assume nothing.
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

As far as I know there is no limit.
But please double check there is no empty line at the bottom of the file.
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Harbinger
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RE: Modding tutorial project

Post by Harbinger »

fer shizz....you knew exactly what problem i was having. Empty space. [&o]
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Harbinger
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RE: Modding tutorial project

Post by Harbinger »

hmm....for some reason I haven't found yet......whenever I make a change to the countries.csv the scenario refuses to load...

err....Help?
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cpdeyoung
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RE: Modding tutorial project

Post by cpdeyoung »

Just in case, I remind you that these files use semicolons, rather than commas, and are best edited in Notepad, rather than Excel.
&nbsp;
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Harbinger
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RE: Modding tutorial project

Post by Harbinger »

It doesn't seem to matter which format i use, Excel or Notepad. I can however, make a copy of the file, edit that any way I want and then copy/paste to the other.
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doomtrader
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RE: Modding tutorial project

Post by doomtrader »

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