Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: COG Mods

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Napoleonics] >> Crown of Glory >> RE: COG Mods Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: COG Mods - 12/12/2005 7:35:17 AM   
ian77

 

Posts: 627
Joined: 4/27/2004
From: Scotland
Status: offline
All you should have changed were the first four lines with-1 values.

1,2, and 3 have other relationship settings and do not need to be changed if you just want to have the scenario start at peace. Getting rid of all relationship values will remove all wars, and alliances, and conquered provinces, and protectorates.

Ian

(in reply to ian77)
Post #: 31
RE: COG Mods - 12/12/2005 7:37:21 AM   
ian77

 

Posts: 627
Joined: 4/27/2004
From: Scotland
Status: offline
We both posted together... personally I just removed the first four lines altogether, but left in the 4 5 alliance.

Ian

(in reply to Tanaka)
Post #: 32
RE: COG Mods - 12/12/2005 7:50:21 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: ian77

All you should have changed were the first four lines with-1 values.

1,2, and 3 have other relationship settings and do not need to be changed if you just want to have the scenario start at peace. Getting rid of all relationship values will remove all wars, and alliances, and conquered provinces, and protectorates.

Ian


Yep thats all I changed. I deleted the -1's and left them blank and the map went funky. But I put in zeros where the blanks were and it put the map back like it was...

_____________________________


(in reply to ian77)
Post #: 33
RE: COG Mods - 12/12/2005 9:15:17 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: ian77

We both posted together... personally I just removed the first four lines altogether, but left in the 4 5 alliance.

Ian


by the way what changes the color of the map? everytime i insert one of these mods into a scenario it goes back to the old color. i like the new colors and want them back. how do i do this without changing anything else???

< Message edited by Tanaka -- 12/15/2005 12:59:19 AM >


_____________________________


(in reply to ian77)
Post #: 34
RE: COG Mods - 12/12/2005 4:19:16 PM   
ian77

 

Posts: 627
Joined: 4/27/2004
From: Scotland
Status: offline

quote:

ORIGINAL: Tanaka


by the way what changes the color of the map? everytime insert a mod into a scenario it goes back to the old color. i like the new colors and want them back. how do i do this without changing anything else???


No idea...

(in reply to Tanaka)
Post #: 35
RE: COG Mods - 12/13/2005 6:05:35 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
quote:

ORIGINAL: Tanaka
by the way what changes the color of the map? everytime insert a mod into a scenario it goes back to the old color. i like the new colors and want them back. how do i do this without changing anything else???


The color values are the red/green/blue numbers in the players.txt file.

The mini-map colors and unit colors are hard-coded into the game and so won't change with changes to players.txt, so if you change France to hot pink it'll still be blue on the minimap/units.


(in reply to Tanaka)
Post #: 36
RE: COG Mods - 12/13/2005 6:48:56 PM   
pixelpusher


Posts: 689
Joined: 4/17/2005
Status: offline
Just to clarify: If you wanted to change the color of the units in Strategic map, Hexwar, QuickCombat, etc. you'll have to edit the graphic files with photoshop. Some of these (the chits) would be easy to change, but the rest could be quite a bit more challenging... (but not impossible*.)

-px

*If anybody really wants to do this, let me know and I can sort of talk you through it.

(in reply to ericbabe)
Post #: 37
RE: COG Mods - 12/14/2005 12:24:15 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: ericbabe

quote:

ORIGINAL: Tanaka
by the way what changes the color of the map? everytime insert a mod into a scenario it goes back to the old color. i like the new colors and want them back. how do i do this without changing anything else???


The color values are the red/green/blue numbers in the players.txt file.

The mini-map colors and unit colors are hard-coded into the game and so won't change with changes to players.txt, so if you change France to hot pink it'll still be blue on the minimap/units.




im a little confused. i looked at these numbers and most of them are 0. i looked at the old numbers and the new ones from the patch and they were the same. trying to just transfer the new numbers into an old mod with the old numbers so i can keep the mod changes and add the new colors but i dont see a difference....

< Message edited by Tanaka -- 12/14/2005 12:25:28 AM >


_____________________________


(in reply to ericbabe)
Post #: 38
RE: New National Colors in 1.2.16... - 12/16/2005 5:33:01 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
well, i just make install of 1.2.16, the new colors are really cool, i have make less changes in the "players2" file, so, for me has been easy to retain much of the old parameters and gained the new colors for my mod, i like old base morale for minors, maybe all of you know to do what i go to say...

open the "players2" file from patch 1.2.16 and drag with the mouse selecting to the last line on the eight(8) nation listed in the file (spain) it is a number, "17131" as shown in the picture, copy selection to clipboard, then open your "players2" modified and drag just to the same point, beware of do not select spaces, then paste clipboard and it's done, all you must do is mod again the main major nations as you want for your mod, in my case only few things, base morale, and corps, armies and fleets capacity, not much more, however, if you have modded very much the main nations this solution will be a bad one.


with best regards,

Murat30.




Attachment (1)

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to Tanaka)
Post #: 39
RE: New National Colors in 1.2.16... - 12/17/2005 12:48:49 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: Murat30

well, i just make install of 1.2.16, the new colors are really cool, i have make less changes in the "players2" file, so, for me has been easy to retain much of the old parameters and gained the new colors for my mod, i like old base morale for minors, maybe all of you know to do what i go to say...

open the "players2" file from patch 1.2.16 and drag with the mouse selecting to the last line on the eight(8) nation listed in the file (spain) it is a number, "17131" as shown in the picture, copy selection to clipboard, then open your "players2" modified and drag just to the same point, beware of do not select spaces, then paste clipboard and it's done, all you must do is mod again the main major nations as you want for your mod, in my case only few things, base morale, and corps, armies and fleets capacity, not much more, however, if you have modded very much the main nations this solution will be a bad one.


with best regards,

Murat30.





so you cant just copy and paste just the new map color code into your mod???

_____________________________


(in reply to alaric318)
Post #: 40
RE: New National Colors in 1.2.16... - 12/17/2005 2:47:19 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
greetings, for me, the given solution is ok, as i have make few changes in the file ("players2"), and like more the minors base morale in the original "players2", to change only the color and no other parameter in the file you must identify, in the file, where are the numbers that fits with the main index, as are differential between space occupied by the numbers and the main index, so, it cannot be readed as it fits in the wordpad, i will give the best example for it, in the "players2" file, the "0s" below the main index field "blue" do not give reference to it, because the index and the numbers do not fits, at the end of the file you will see fields without number below them, well, color fields in the main index come just after "max unit strength" field (always 10000) but numbers do not fit just below "red" "green" "blue" (fields 8,9 and 10 in the main index) so, the numbers to be edited to change color are positions 8, 9 and 10 in each "player" (just after the "10000"), note, also that some "players" given the lenght of the name begin numerical fields in different rows from others, hope all this help...

with regards,

Murat30.




Attachment (1)

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to Tanaka)
Post #: 41
RE: COG Mods - 12/19/2005 2:02:45 AM   
nepomuceno


Posts: 5
Joined: 12/19/2005
Status: offline
Hi all!!!!!!!!

I´have any question What´s the code number of the different units in the textbox "Start2"......for example

Ships are they "6"
Hv Ships are they "14"
Frigates "31"
Infantry "3"

I´have interested of the code numbers of the infantry and cavalry units.

Thanks to all

(in reply to Tanaka)
Post #: 42
RE: COG Mods - 12/19/2005 5:27:30 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
greetings, take care about "master" file in the main /data subfolder, there you can find all unit types listed,

with my best regards,

Murat30.

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to nepomuceno)
Post #: 43
RE: COG Mods - 12/19/2005 2:14:08 PM   
nepomuceno


Posts: 5
Joined: 12/19/2005
Status: offline
Thanks a lot Murat!!!!!

I´dont Know this.

Regards!!!!!!

Are you Spanish???????? i´m spanish.

(in reply to alaric318)
Post #: 44
RE: COG Mods - 12/19/2005 9:45:37 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
Tanaka,

If you open players2.txt in a spreadsheet program, there should be columns labeled:

NAME2
Adjective
Leader
HomeProv
BASEMORALE
MaxContainer0--armies
MaxContainer1--corps
MaxContainer2--fleets
MaxContainer3--cities
MaxUnitStr
Red
Green
Blue
etc....

Under {Red, Green, Blue} France should have the values 153,161,222; Britain should have 236,125,123; and so forth.

There are Red,Green,Blue columns under the EuProv2.txt file, but these do not have anything to do with player color.

If your players2.txt file has zeroes under the Red, Green, Blue columns for players, then I think there is a problem with that file.

(in reply to Tanaka)
Post #: 45
RE: COG Mods - 1/11/2006 10:14:30 PM   
malthaussen

 

Posts: 112
Joined: 1/11/2006
Status: offline
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

_____________________________

"Of two choices, I always take the third."

(in reply to ericbabe)
Post #: 46
RE: COG Mods - 1/12/2006 5:02:33 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
cheers, my friend, for adding units you must take care about "Start2" File, also, to mod leaders the file you must change is named "commndr", the best way to start a mod is to make a scenario folder under /CoG/Scenarios/ and name it say, /Custom_S adding the _S makes the game identify this folder as a scenario, copy here all the files from the scenario you want to start to mod, also the game uses another files for determine the name of new commanders that "spawn" after a battle, located in the /CoG/Data/ folder and named "CmdName1" to "CmdName8" one for each of the major powers, additionaly, to identify the unit type in "Start2" files in each scenario you must refer to "Master" file in the /CoG/Data/ folder. hope this help,

and with my best regards,

Murat30.

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to malthaussen)
Post #: 47
RE: COG Mods - 1/13/2006 6:33:40 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
quote:

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.


< Message edited by ericbabe -- 1/13/2006 6:40:10 PM >

(in reply to malthaussen)
Post #: 48
RE: COG Mods - 1/13/2006 6:38:18 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
quote:

ORIGINAL: Murat30
named "commndr", the best way to start a mod is to make a scenario folder under /CoG/Scenarios/ and name it say, /Custom_S adding the _S makes the game identify this folder as a scenario, copy here all


I agree. The best way to make a mod is to copy the files you change to a /CustomName_S folder in the Scenarios folder rather than modifying the /Data files in that location.

Unfortunately, a few files modders might want to change can't be implemented in scenario folders. The most important of these is probably master.txt, which allows players to set properties of units (cost, movement rates, etc.) For these you'll need to make the changes in /Data ... just be sure to keep a backup copy of the original somewhere. Look in the Scenarios folders to see which files can be changed in a scenario, and which cannot.





Eric

(in reply to alaric318)
Post #: 49
RE: COG Mods - 1/16/2006 4:00:53 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
Greetings, Eric, you have answered a question that i was wanting to make, i do have make changes in master.txt, keep a copy untouched in another computer, almost all my important data are in both computers, i was not know if i can or not put master.txt in the folder of a scenario, now i know that not, aside this, if you read soon this post, as i know you are very busy and find it ok, but i have another question, it is about the number of pieces, well, i have noticed already that the piece limit has been increased from our last posting as the game do not cause problems where before patching was causing, not capital problems however must to say, as the game can continue, but, what is the piece limit for now in 1.2.16 and 1.2.18? thanks in advance,

and with my best regards,

Murat30/Alaric31.

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to ericbabe)
Post #: 50
RE: COG Mods - 1/16/2006 4:30:08 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
The number of allowed pieces has been increased to 8000.


(in reply to alaric318)
Post #: 51
RE: COG Mods - 1/17/2006 1:33:53 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
greetings! :)

i'm very pleased to know that, it denotes your deep support to the game, thanks you very much, and thanks for the fast repply,

with my best regards,

Murat30.

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to ericbabe)
Post #: 52
RE: COG Mods - 1/19/2006 5:24:50 AM   
malthaussen

 

Posts: 112
Joined: 1/11/2006
Status: offline
Some General modding notes:

Ground Units listed in the "start2" file that are not standard inf, art, or cav (ie, almost all units) will begin the game with the nation's default morale, and NOT with the morale you give them in the file. So you can't create a cool "Guard Lancer" unit with a morale of 9.5, or something.:( Regular units, however, will accept any morale rating you give them, so you could create a vanilla infantry unit with a huge morale (if you wanted to). Devs please take note: this ought to be fixed if possible.

The random units generated at the start of the game (due to power ratings?) begin with that selfsame default morale.

Any changes made to the Players2 file in the scenario folder will NOT take effect in the game. You must modify Players2 in the Data folder to make these changes (e.g., to change the nation's default morale or ruler's name).

Guard units can NOT be deployed at the start. Anyway, I got an error message when I attempted to do so, although it was possible to ignore it. The unit had no icon (thus the error message, I suppose), and default national morale.

-- Mal

_____________________________

"Of two choices, I always take the third."

(in reply to alaric318)
Post #: 53
RE: COG Mods - 1/19/2006 3:58:42 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
I'll test the players file. I'm fairly sure that the names of leaders change properly between scenarios, so at least some of the player data may be working.

Re guards, in the COG engine guard and militia are just infantry with a certain level of morale. Their entries in the master.txt file refer to their costs and some other properties, but when a guard/militia is created the unit is just an infantry. So when creating a guard/militia in the start2.txt file, simply use the index of a regular infantry, not the index given for a guard in master.txt (viz. 12). To make an infantry a militia or guard in start2.txt, simply give it the corresponding level of morale.

I'll have to look further into the claim that morale levels are not preserved for non-basic units; looking over the code I can't see any immediate reason why there would be a distinction. I'll run it through the debugger and see what I can come up with.

(in reply to malthaussen)
Post #: 54
RE: COG Mods - 1/20/2006 10:46:32 AM   
malthaussen

 

Posts: 112
Joined: 1/11/2006
Status: offline
I'll send ya the files if you want. When I change name or NML for Turkey (the country I'm using for the test), the changes only take effect if the players2 file is in the data folder. I would note that every scenario I have started has Napoleon as leader of the French, despite what it says in the players2 file of the scenario.

As for the special units and their starting morale, I've played around with this a lot (or even alot). Whether the Start2 file is in the data folder or the scenario folder, the morale will be the same as the country's morale in the Players2 file in the data folder. I suspect, actually, that non-standard units work differently in other ways in the game as well, but I haven't messed around with it enough to be sure. I'll keep you posted.:)

For grins and giggles, I tossed the players2 file out of the data folder to see if the startup would look in the scenario folder instead. No joy -- the game crashed on start. It did, however, generate an empty players2 file in the data folder, which was unexpected.:)

-- Mal

< Message edited by malthaussen -- 1/20/2006 10:51:48 AM >


_____________________________

"Of two choices, I always take the third."

(in reply to ericbabe)
Post #: 55
RE: COG Mods - 1/20/2006 4:37:46 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
I did find the bug that won't set the morale for units other than infantry, cavalry, artillery, and have fixed that.

Will look into why it's not using players2.txt from the Scenarios folders.


(in reply to malthaussen)
Post #: 56
RE: About Infantry Guards... - 1/20/2006 9:59:02 PM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
greetings, please take care about put your guards the very first infantry units in the oob, for each nation (Order Of Battle), the "Start2.Txt file or otherwise this units may drain morale of infantry units idexed previously added on the "start2.txt", you can put cavalry and artillery units and then start to add regular infantry when finished in adding guards, but if you put infantry and then guards, the infantry units suffer the "drain morale" rule for build guards, i think all of it, the best way is to form a guards corps or army for wished nation and then add below regular infantry. i have one mod from mine to test if give some problems, but can´t make it public at least to when i have play a with it and being sure it do not give problems, i maybe will are interested if people have problems with make a backup of the standard /data folder and change it to a modded /data folder, cannot say at this moment if the game can work fine this way but going to test it sometime when i have time,

thanks to all for your time to read, and thanks to the developers for make and, at least for me, OUTSTANDING very good wargame,
there aren't other game for the genre with the scope of "Crown Of Glory", strategic and tactical level and every on turn based gameplay, and good napoleonic game too, if you make a comparison with the others games in the market about this "topic" or "genre" say as "imperial glory", at least for me, "CoG" is the best strategic-tactical-napoleonic wargame on the board for this time, hope to see the engine going to others theathers of operations,

with my best regards,

Murat30.

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to ericbabe)
Post #: 57
RE: COG Mods - 1/25/2006 12:13:21 AM   
silber

 

Posts: 47
Joined: 7/22/2004
Status: offline
Is there any way to modify a saved game? Are there any data files which are read in at game load time vs. scenario start? (I was wondering if you could modify an ongoing 1792 game to reproduce French corps sizes etc.)

(in reply to ericbabe)
Post #: 58
RE: COG Mods - 1/25/2006 4:54:29 PM   
ericbabe


Posts: 11927
Joined: 3/23/2005
Status: offline
quote:

ORIGINAL: silber
Is there any way to modify a saved game? Are there any data files which are read in at game load time vs. scenario start? (I was wondering if you could modify an ongoing 1792 game to reproduce French corps sizes etc.)


The save game files are just text files, but the format is fairly complicated. To edit the strengths of divisions, I'd recommend trying the following procedure:

1) Rename any division whose strength you wish to edit.
2) Save the game.
3) Edit the saved game in a good text editor (some versions of Notepad may not be able to handle the large file size.)
4) Search the save game for the names of any divisions you wish to edit.
5) The first three numbers after the name of a division are internal numbers used by the program (piece handles and similar.)
6) The fourth number is strength.
7) The fifth number is morale.
8) You should be able to edit the 4th and 5th numbers to change these properties.


(in reply to silber)
Post #: 59
RE: COG Mods - 2/2/2006 1:02:47 PM   
BohemondAJE

 

Posts: 1
Joined: 1/30/2006
Status: offline
Hi,

I play whith France and I want to give Tyrolia, conquered from Austria, to Bavaria. It seems to be imposible by diplomatic actions so i decide to modify my save. I've tried to open it with notepad C++ but i didnt manage to find Tyrol. What kind of software may I use ?

Thx

(in reply to ericbabe)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [Napoleonics] >> Crown of Glory >> RE: COG Mods Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.000