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by Bohémond
Mon Jan 20, 2020 2:46 am
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

Ressources cannot be handle by a console command.
You can give ressources to a faction using a event.
This event will be need to be created.
I can provide some guidance if you want,
Some information as scenario, minors, ressources will be required

Regards
by Bohémond
Fri Jan 17, 2020 5:52 pm
Forum: CW2 Mods
Topic: Modding units
Replies: 13
Views: 566

Re: Modding units

Pocus wrote:Thanks Bohemond, you explained the root of the problem quite in details!


You are welcome.

It is nice to see you keep posting on theses forums although you should be fully busy with Empires game.
As it is not too late : Happy New Year :)
by Bohémond
Fri Jan 17, 2020 5:45 pm
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

Thanks for the clarification. You can increase the numbers of allowed divisions. The information is in the Amry Reforms Event files (.sct). Look for SetCombiUnits. Third parameter is the allowed number. For example: SelectFaction = AUS StartEvent = evt_nam_AUS_DivisionsFM_Special|1|0|NULL|NULL|NULL|...
by Bohémond
Fri Jan 17, 2020 5:14 pm
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

Do you want to increase the numbers of allowed divisions or have a question about leaders assignation for division ?
by Bohémond
Fri Jan 17, 2020 2:44 pm
Forum: CW2 Mods
Topic: Modding units
Replies: 13
Views: 566

Re: Modding units

You need to configure the csv export from .xls. The configuration method depends on the office suite you are using. For example: https://www.ablebits.com/office-addins-blog/2014/05/01/convert-csv-excel/#csv-not-parsed Convert CSV to Excel: problems and solutions The CSV format has been around for ov...
by Bohémond
Fri Jan 17, 2020 3:11 am
Forum: CW2 Mods
Topic: Modding units
Replies: 13
Views: 566

Re: Modding units

CW2_DB_Models_v9t.zip
(116.89 KiB) Downloaded 6 times


Try the above and let us know.

Regards
by Bohémond
Thu Jan 16, 2020 11:51 pm
Forum: CW2 Mods
Topic: Modding units
Replies: 13
Views: 566

Re: Modding units

I will provide the formatted csv later tonight.

What is the new error message ?

Regards
by Bohémond
Thu Jan 16, 2020 12:37 pm
Forum: CW2 Mods
Topic: Modding units
Replies: 13
Views: 566

Re: Modding units

In the xls file, remove all the comments columns (the ones with the name starting with a §). Save the xls with a different name (I usually add _ForExport) at the end of the file name). And then save it as a CSV file. The above will fix 80% of the splitter error message. If the issues comes from the ...
by Bohémond
Thu Jan 16, 2020 12:22 am
Forum: CW2 Mods
Topic: Modding units
Replies: 13
Views: 566

Re: Modding units

Could you post a screenshot of the CSV splitter error message ?

Most common causes are empty cells or Notes columns

Regards
by Bohémond
Wed Jan 15, 2020 7:17 pm
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

For units, you need to delete the .cached file. Changes will take place during next start. For change in .inc file, the scenario must be rebuilt not only launched. You will find very useful information in the link below. https://www.leqg.org/doc/age/www.ageod.net/agewiki/Modding_Campaigns_and_Scenar...
by Bohémond
Tue Jan 14, 2020 2:22 pm
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

Can you specify what files you did mod ?
If .inc the engine will not care of it unless a new scenario is generated.

Regards
by Bohémond
Thu Jan 09, 2020 3:38 am
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

these are the divisions I found in the database - there could be others... 453NEDInfantry Division 1805 (one is present at the beginning but no more can be built). NoForcePool 493DBLInfantry Division 1805 (guess it is same as above - just renamed). Used in Kingdom of Holland Creation by Allies 577W...
by Bohémond
Sun Jan 05, 2020 9:37 pm
Forum: CW2 Mods
Topic: Region adjacency fixes
Replies: 5
Views: 190

Re: Region adjacency fixes

I did send you a PM with some information.

Regards
by Bohémond
Fri Jan 03, 2020 10:04 pm
Forum: Wars of Napoleon
Topic: French Spain - how should it work?
Replies: 8
Views: 408

Re: French Spain - how should it work?

''evt_nam_GBR_BritishLanding1808'' will be right words to enter

Regards
by Bohémond
Fri Jan 03, 2020 5:17 pm
Forum: Wars of Napoleon
Topic: French Spain - how should it work?
Replies: 8
Views: 408

Re: French Spain - how should it work?

BTW is there a way to 'force' an event which has not fired, specifically the ones relative to the British landing in Portugal and the appearance of German generals for minor states? Thanks! You can open the console, by pressing the ˜ on your QWERTY keyboard, then type ? A list of available commands...
by Bohémond
Thu Jan 02, 2020 7:59 pm
Forum: CW2 Mods
Topic: Region adjacency fixes
Replies: 5
Views: 190

Re: Region adjacency fixes

You are welcome.

I am using a Python tool developped by Lafrite. It has many scripts to help for debugging and I find it very useful.
Let me know if you want to try it and I will ask the author if he agrees.

Regards
by Bohémond
Thu Jan 02, 2020 4:46 pm
Forum: CW2 Mods
Topic: Region adjacency fixes
Replies: 5
Views: 190

Re: Region adjacency fixes

Regarding potential issues regarding adjacency and regions, please have a look below. Most of the reported should be false positives as they are related to OMB but maybe some information will be useful. Trans/Jump Link ('2107', '0') (OMB_New_Brunswick_NB) present in region 0 (East_Aroostook_ME) but ...
by Bohémond
Tue Dec 24, 2019 6:15 am
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

I cannot attach a file in this sub forum so I will do my best to explain the modification ; In NGC/Events, open GC1805_FRA_FMEvents.sct. Search (CTRL+F) for evt_nam_FRA_MoyenneGardeFM_On, you will find the following event SelectFaction = FRA SelectFaction = FRA StartEvent = evt_nam_FRA_MoyenneGardeF...
by Bohémond
Mon Dec 23, 2019 5:32 pm
Forum: Wars of Napoleon
Topic: Change Faction
Replies: 38
Views: 1472

Re: Change Faction

Thanks for the heads up! Now to figure out how to activate some of the units which seem to be listed (like a second French Guard Division and Young Guard formations) but which I have never seen during the game. To activate the Middle Guard, it is required the Old one to have less than 10 elements. ...
by Bohémond
Wed Dec 18, 2019 3:41 am
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

Run a few turns more (April 1758). No militia has disbanded.
It should have some sort of probabilty somewhere.
The wiki article may clarify it: https://www.leqg.org/doc/age/www.ageod.net/agewiki/AutoRaise.html

Regards
by Bohémond
Sun Dec 15, 2019 3:42 pm
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

ok, I a am going to play a little more turns and check what happens in 1757.
by Bohémond
Sat Dec 14, 2019 7:58 pm
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

I have run a test with the provided event.

Militia units ( in Montréal, Québec and Trois rivières) are not disbanding at the end of the year 1755 and additional militia units do raise in April 1756 in Québec and Montréal.

Is is still not working on your side ?

Regards
by Bohémond
Sat Dec 14, 2019 12:34 am
Forum: CW2 Mods
Topic: Need developer information on subtypes
Replies: 2
Views: 144

Re: Need developer information on subtypes

Hi, I am not a developer but I can share the information I know about. Below are listed all the families with their related domain and subtype. // Subtypes, Domain & Kind calculated from the family _famLeader : begin Kind := _gkLand; Domain := _domLand; SubType := _stmSupply; end; _famGHQ : begi...
by Bohémond
Tue Dec 10, 2019 9:15 pm
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

I am away from my computer for a few days.
I will look at it upon my return and make some tests.

Regards
by Bohémond
Tue Dec 10, 2019 12:42 pm
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

You are welcome, :cool: enjoy your game,
by Bohémond
Tue Dec 10, 2019 2:18 am
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

You are right , it has to be added at the end of 1755 Campaign.sct file but the COL one. The event should look like below ; StartEvent = evt_FRA_MilitiaDisbandOff|1|0|NULL|NULL|NULL|NULL Conditions Actions SelectFaction = FRA ChgAutoRaise = $uni_CAN_Can1|0|-60 ChgAutoRaise = $uni_CAN_Can2|0|-60 ChgA...
by Bohémond
Mon Dec 09, 2019 1:58 am
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

The script file is used to generate the scenario, editing it will not work.

You need to go with an event.

Let me know if you need guidance for it.

Regards
by Bohémond
Sun Dec 08, 2019 10:16 pm
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

The autoraise declaration is located in the script file (Script55COL.ini), see line below SelectFaction = $FRA AutoRaise = $uni_INF_Bra3|1|0 AutoRaise = $uni_CAN_Can1|3|60 AutoRaise = $uni_CAN_Can2|3|60 AutoRaise = $uni_CAN_Can3|3|60 AutoRaise = $uni_CAN_Can4|4|60 AutoRaise = $uni_CAN_Cou1|8|5 If yo...
by Bohémond
Sun Dec 08, 2019 9:23 pm
Forum: BoA2: Wars in America
Topic: Modding militias (1.10e)
Replies: 17
Views: 1519

Re: Modding militias (1.10e)

What are the units you want to mod.

uni_CAN_Can1, uni_CAN_Can2, uni_CAN_Can3, uni_CAN_Can4, uni_CAN_Cou1 are managed by Autoraise rules and you cannot prevent them from disbanding without altering these rules.

Regards
by Bohémond
Tue Dec 03, 2019 6:00 pm
Forum: Quartier-général "RoP: Rise of Prussia"
Topic: Bug siege de forteresse
Replies: 4
Views: 616

Re: Bug siege de forteresse

Je suis bien d'accord, mais le moteur du jeu n'intégrant pas la ''taille'' de la force ennemie pour déterminer si il y a siège ou pas, ni la taille de la force amie pour annuler le siège. il n'y a pas de solutions parfaites. Il reste l'option des ''gentlemen rules'' en PBEM ou des limites que s'impo...

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