modding imports/exports
- Zimon
- Sergeant
- Posts: 16
- Joined: Jul 10 2008
- Location: Capital
- Contact:
modding imports/exports
hi,
- i would like to mod the imports and exports of a country, like oil, uranium and so on (in other words: where are the self-produced variables for each country)
- furthermore, i tried to mod the treasury of israel, and placed a value of 70000 in the line "treasury" at the region 501 in the world2020.cvp and rebuilded the cache (w/o units, took 1-2 minutes), but i got a treasury of 6,324. what went wrong there?
- i need to know, what the variables there are in the world2020. oof
thx in advance!
- i would like to mod the imports and exports of a country, like oil, uranium and so on (in other words: where are the self-produced variables for each country)
- furthermore, i tried to mod the treasury of israel, and placed a value of 70000 in the line "treasury" at the region 501 in the world2020.cvp and rebuilded the cache (w/o units, took 1-2 minutes), but i got a treasury of 6,324. what went wrong there?
- i need to know, what the variables there are in the world2020. oof
thx in advance!
Human life is solitary, poor, nasty, brutish and short. (Thomas Hobbes)
- Legend
- General
- Posts: 2531
- Joined: Sep 08 2002
- Human: Yes
- Location: Ancaster, Ontario - BattleGoat Studios
- Contact:
Re: modding imports/exports
As we are working on update 2 I won't have time to test it out here this week but I've made a task to do so.
But I can shed some light on what you are talking about.
Treasury is automatically created on game creation. The treasury value you looked at in the .CVP file is supposed to override the created value. If it's not working for you, it may not be implemented to work and since we do have starting values for regions, getting things working for mod purposes is something we will work on to test and get working so modding can happen more often.
After I do a test myself I can let you know what I come up with.
But I can shed some light on what you are talking about.
Treasury is automatically created on game creation. The treasury value you looked at in the .CVP file is supposed to override the created value. If it's not working for you, it may not be implemented to work and since we do have starting values for regions, getting things working for mod purposes is something we will work on to test and get working so modding can happen more often.
After I do a test myself I can let you know what I come up with.
Daxon Flynn - BattleGoat Studios
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- Zimon
- Sergeant
- Posts: 16
- Joined: Jul 10 2008
- Location: Capital
- Contact:
Re: modding imports/exports
ok, but what about the imports/exports? is there any way to modify the resource-data of the countries (stocks and so on)
Human life is solitary, poor, nasty, brutish and short. (Thomas Hobbes)
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- Brigadier Gen.
- Posts: 539
- Joined: Jun 01 2005
- Location: Sydney
Re: modding imports/exports
I've edited the debt in the CVP file for california, I've also edited it for South Cali and North Cali because its not working, however I've just deleted the cache and am trying again, I'll let you know how it wentLegend wrote:As we are working on update 2 I won't have time to test it out here this week but I've made a task to do so.
But I can shed some light on what you are talking about.
Treasury is automatically created on game creation. The treasury value you looked at in the .CVP file is supposed to override the created value. If it's not working for you, it may not be implemented to work and since we do have starting values for regions, getting things working for mod purposes is something we will work on to test and get working so modding can happen more often.
After I do a test myself I can let you know what I come up with.
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- Brigadier Gen.
- Posts: 539
- Joined: Jun 01 2005
- Location: Sydney
Re: modding imports/exports
Okay I finished playing around with it and it worked after it rewrote the cache and I put the saved game with the edited title in there so no problems there EXCEPT it saved the file as "Cache - Melting Pot" and it appears that melting pot campaign doesn't use that cache file name and I deleted all my cache.
So I had to replace each old cache file with the new Melting pot renamed to suit each possible campaign, please advice the proper name that is used for the Melting Pot Scenario.
So I had to replace each old cache file with the new Melting pot renamed to suit each possible campaign, please advice the proper name that is used for the Melting Pot Scenario.
- Balthagor
- Supreme Ruler
- Posts: 22083
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: modding imports/exports
If you look in the .scenario file for a map you are working on it will tell you what the name of the cache file is (Melting point uses Shattered World).
- Zimon
- Sergeant
- Posts: 16
- Joined: Jul 10 2008
- Location: Capital
- Contact:
Re: modding imports/exports
so, noone knows where the stocks of materials and export/import needs are saved for each country?
Human life is solitary, poor, nasty, brutish and short. (Thomas Hobbes)
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- Brigadier Gen.
- Posts: 539
- Joined: Jun 01 2005
- Location: Sydney
Re: modding imports/exports
There is a line in the CVP file &&products or something like that but I cannot seem to get any changes from altering it.
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- Brigadier Gen.
- Posts: 539
- Joined: Jun 01 2005
- Location: Sydney
Re: modding imports/exports
Okay I think I've figured it out for you
There is a line called
The "2998" is the region code for California
The "2," is the id number for timber and the third set of digits, the "99," sets the amount.
There is a line called
under each region with the region ID number following that. Than on the next line there is&®IONPRODUCTS
4 spaces with a , after them with a space before the next number. The first number is the id of the product and the third number is its quanity. Timber for example is ID number 2 so if I wanted alot of timber for California it would read, , , ,
&®IONPRODUCTS 2998
2, , 99,
The "2998" is the region code for California
The "2," is the id number for timber and the third set of digits, the "99," sets the amount.
- Zimon
- Sergeant
- Posts: 16
- Joined: Jul 10 2008
- Location: Capital
- Contact:
Re: modding imports/exports
wow, thanks a lot, dude!
Human life is solitary, poor, nasty, brutish and short. (Thomas Hobbes)