PalaiologosTheGreat Posted June 13, 2024 Posted June 13, 2024 I'm thinking of making a mod which makes a United Hispanic Empire. How hard would that be?
XerMGGW-2 Posted June 13, 2024 Posted June 13, 2024 Not sure what you want to make, but mod the provinces TextAsset element to change starting territories of whichever countries. I did myself try to change some province properties as well, like seeing if I can make germany anschluss Austria from Austro-Hungary, and giving Soviet Russia baltic states, and making relations bit more historical too, so that Russia is not for some non-existent reason friends with Germany, all for 1940 start. Failing miserably in every department except for the relations one, for reasons I cannot see, so go ahead, try your luck. 1
kjg000 Posted June 20, 2024 Posted June 20, 2024 (edited) On 6/14/2024 at 5:44 AM, XerMGGW-2 said: Not sure what you want to make, but mod the provinces TextAsset element to change starting territories of whichever countries. FYI Just doing a drive-by, I check in every month or so. Updated to 1.5.1.6. Just tried changing the provinces TextAsset to swap UK and Ottomans for a 1890 and a 1920 start, no effect, either on game play, loading times or campaign generation times. Tried deleting all data from the provinces TextAsset, no effect as above for a 1890 start. I strongly suspect this, and quite a few other TextAssets are redundant. Probably leftovers from some earlier stage in the development process and are now just dead weight slowing things down. On 6/14/2024 at 2:10 AM, PalaiologosTheGreat said: I'm thinking of making a mod which makes a United Hispanic Empire. How hard would that be? I have in the past had success swapping/changing countries/provinces by starting a game then immediately editing the save file. This can provide a lot of variation when starting a new campaign but clearly is not as desirable as being able to achieve the same or better result without requiring a save file edit. I did a post on this around about version 1.4 ish. It was prior to the Unofficial Mods thread so is probably in the general thread somewhere if interested. I think I gave it a modding-for-idiots or modding-for simpletons tag (myself being the idiot/simpleton ;-} ) Edited June 20, 2024 by kjg000 remembered the tag (possibly) 1
NathanKell Posted August 2, 2024 Posted August 2, 2024 On 6/20/2024 at 4:50 PM, kjg000 said: I strongly suspect this, and quite a few other TextAssets are redundant. Probably leftovers from some earlier stage in the development process and are now just dead weight slowing things down. I did not suspect this but it certainly seems to be true. Huh! Which other ones do you not see changes with? Here are the assets that _are_ loaded (well, that doesn't mean they aren't replaced later, but...): accuracies aiAdmirals aiPersonalities battleTypeEx battleTypes canals components compTypes crewTrainingLevels events governmentMod guns help loadingScreens missions params partCategories partModels parts penetration players randParts randPartsRefit relationMatrix shipNames shipTypes statEffects stats submarines techEffects techGroups technologies techTypes tooltips torpedoTubes Anyway I'll make TAF load the map data after all.
MDHansen Posted August 2, 2024 Posted August 2, 2024 hm. I've made changes in most of these text files, and it works fine. Provinces is "locked" to a certain degree. You can change most parameters, but not owner of provinces or them being Home or not (to my knowledge)
NathanKell Posted August 2, 2024 Posted August 2, 2024 On 6/20/2024 at 4:50 PM, kjg000 said: FYI Just doing a drive-by, I check in every month or so. Updated to 1.5.1.6. Just tried changing the provinces TextAsset to swap UK and Ottomans for a 1890 and a 1920 start, no effect, either on game play, loading times or campaign generation times. Tried deleting all data from the provinces TextAsset, no effect as above for a 1890 start. I strongly suspect this, and quite a few other TextAssets are redundant. Probably leftovers from some earlier stage in the development process and are now just dead weight slowing things down. I have in the past had success swapping/changing countries/provinces by starting a game then immediately editing the save file. This can provide a lot of variation when starting a new campaign but clearly is not as desirable as being able to achieve the same or better result without requiring a save file edit. I did a post on this around about version 1.4 ish. It was prior to the Unofficial Mods thread so is probably in the general thread somewhere if interested. I think I gave it a modding-for-idiots or modding-for simpletons tag (myself being the idiot/simpleton ;-} ) Yeah ok I added support to my mod (sig) for loading ports and provinces. Repositioning is ignored, as are the other map files (areas, routes, borders, etc), but you can change the _stats_ (and the names and controller players and whatever) for provinces, and the stats for ports. You can't add ports, although if someone really wants to I can probably make that happen fairly easily, just needs more code to instantiate the gameobjects required.
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