Search found 42 matches

by Vonthoma
Jan 14 2018
Forum: Modding SRUltimate
Topic: Q: How does "startyear: 0" work ?
Replies: 5
Views: 808

Re: Q: How does "startyear: 0" work ?

IIRC it's 1440 slices in a day, so multiply by 1440 for events. if you use FF, it will only do events where "not in fast forward" is set false/zero If you change the starting date, that will become the starting date, but all the events will count from that date. ____________________________________...
by Vonthoma
Jan 14 2018
Forum: Modding SRUltimate
Topic: Q: How does "startyear: 0" work ?
Replies: 5
Views: 808

Re: Q: How does "startyear: 0" work ?

IIRC it's 1440 slices in a day, so multiply by 1440 for events. if you use FF, it will only do events where "not in fast forward" is set false/zero If you change the starting date, that will become the starting date, but all the events will count from that date. Okay thanks, so have to #include a n...
by Vonthoma
Jan 13 2018
Forum: Modding SRUltimate
Topic: Q: How does "startyear: 0" work ?
Replies: 5
Views: 808

Q: How does "startyear: 0" work ?

... so when a scenario starts at 1936 but I want that this starts at 1940 BUT WITHOUT calculating all scripted events ! so skipping, ignoring the events, which are from 36-40 Is there a possibility ? Thanks PS: because fastfwddays: 368.000 would be 10 years, and the game would start in my case 10 ye...
by Vonthoma
Jan 13 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

The scripted events are also in that csv file (the setup of relations are events) maybe including a modified (with removed entries - though i dont know much about events) csv may help you. look there about events: https://supremeruler.gamepedia.com/Events So now I am sure that is the problem , beca...
by Vonthoma
Jan 08 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

#ifset 0x04 &&SAV savfile "SR1914" <<-- this is the name of the original cache file (unless overwritten) - use the name of your savegame in the cache folder &&END yeah thanks, I have overwritten it with my save ... because when I started to change everything, I thought, there are more code in other...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Okay wasn't able to solve the problem with changing treaties between countries ... seems the inserted scripts fired somehow, but at least could insert the complete PRODUCTION TABLE Energy production x 2 Military production x 4 and changed the two "merchant marines" to give them defense and attacking...
by Vonthoma
Jan 07 2018
Forum: Modding Issues & Support
Topic: Editing a saved game
Replies: 9
Views: 2298

Re: Editing a saved game

I think you can already insert at least some data in the .scenario files: it works at least for the "&&OOF 0," part - was able to inject some facilities to egypt without touching cache or something else. Should work with the units stats the same way as an overwrite. Did you manage to inject the &&r...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

ooohhh seems that relations to each other are in that file #include "SR1914.CVP", "MAPS\" but that file is needed to start the game So have to build one, where there is at least one nation so I could start the game , save and use the save ... Strange deleted all, apart of one country, to start the ...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

ooohhh seems that relations to each other are in that file

#include "SR1914.CVP", "MAPS\"

but that file is needed to start the game
So have to build one, where there is at least one nation so I could start the game , save and use the save ...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

The diplomacy and event settings are in the file "The Great War - 1914.csv" Since it is already in your cache, you may try to remove it here, to prevent an overwrite to your cached save. Also try to comment out the .OOF and .OOB parts since they are already part of your save and every region build/...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Hello, 1. The only way would be, to use your savegame as base, and start a "new" game with a modded scenario to your liking. 3. yes, almost any data change needs a recache (if you just change the facilities output and make quick test, comment the OOB section in the scenario file) ..nop this game is...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

... Hello and thank you for your answer... Found a way to edit the save game with the new values, only problem is that BG has used a old DEFAULT.UNIT file to build the MP1914 cache game ... with #include you could force any code into the save file, when you use it as a chache file and start a new ga...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

Hello, this mod is almost a total conversion (but still on earth) - it runs best in its own gamefolder since the technology descriptions cant be set per sandbox. A savegame has all unit data "baked" in ie. even if you change the default.unit file you will see no effect in your savegame. 1. The only...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: Q: Edited DEFAULT.UNIT using in SAVE ?
Replies: 13
Views: 1397

Re: Q: Edited DEFAULT.UNIT using in SAVE ?

moved ... looks interesting, is it an own "Scenario" or does it work with all SRU scenarios ? Or even with a save game ? Would love that for our 1914 MP game with my brother, but with RUBBER :-) PROBLEM 1: as AI has terrible problems with ELECTRICITY , after 10 years they are broken, how much more d...
by Vonthoma
Jan 07 2018
Forum: Modding SRUltimate
Topic: [MOD] DTMOD "source files"
Replies: 16
Views: 3055

Re: [MOD] DTMOD "source files"

moved

NOT to hijack that great mod, I moved everything about save game editing to an own thread ...
Thanks

http://www.bgforums.com/forums/viewtopi ... 80#p185680

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