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McNaughton
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Any help with my mod would be appreciated

Mon Aug 27, 2007 8:42 pm

I am working on getting my mod complied, but I have run into a few stumbling blocks. I keep on getting an error regarding replacements, and have been told it may be due to units and models being given incorrect faciton names (CSA,USA,MEX,FRA,ENG,IND), or mixed up family names (Line,Elite,Cavalry,etc.). Now, I may have had a typo somewhere, (Cavalry written as Cvalry), or might have a conflict between a unit and assigned models (I may have told a unit to use an Elite model but not to have Elite as part of it's faction).

If anyone could help spot errors in the XLS files I would really appreciate it! Otherwize, I look forward to starting from scratch, and going through laborious testing for each and every change!

Thanks!

(Here's a link to all of the XLS files, posted, as well as a 'ready to install' versions of the scenarios, just unzip and copy into the correct folders of the game, run in 'edit mode' to activate the scenario. It will only overwrite (should only) your alias files for Units and Models.

The mod will give you errors if you have installed the 'leader mod' (due to conflicting alias files).

Thanks again!

http://www.ageod-forum.com/showthread.php?p=43454&posted=1#post43454

PBBoeye
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Mon Aug 27, 2007 10:06 pm

I'll help do some proofing for you, mate. I always enjoy your stuff.

Is there no way to get your mod and the Leader mod in sync? Obviously it's like in HOI where I think we now might need to do a particular reserved range for various mods. I mean, no one has to observe and respect it, but if they want to keep their stuff open for use with other mods, it would probably be a good idea.

Biggest issue is making all the placeholder files. I'm not really sure how to do that - a batch file utility or something?

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McNaughton
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Tue Aug 28, 2007 2:23 am

PBBoeye wrote:I'll help do some proofing for you, mate. I always enjoy your stuff.

Is there no way to get your mod and the Leader mod in sync? Obviously it's like in HOI where I think we now might need to do a particular reserved range for various mods. I mean, no one has to observe and respect it, but if they want to keep their stuff open for use with other mods, it would probably be a good idea.

Biggest issue is making all the placeholder files. I'm not really sure how to do that - a batch file utility or something?


Thanks, I appreciate it! Worse comes to worse, I will have to redo the unit files, possibly re-modding the models as well (at least I have the 'balancing' completed!) and only slowly implementing piece by piece, testing the addition of each new unit one at a time...

I have been planning on applying the leadermod stuff, but was waiting for it to be put on an XLS file due to alias conflicts. SInce Hancock still was going to do some CSA changes and additions, I wasn't going to do anything between merging mods until this is completed (so I won't have to change alias numbers more than one time).

I can make placeholders easily enough, the problem is implementing the Leadermod stuff without it being in XLS format (unless someone has changed it to be modified by the XLS file!).

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Generalisimo
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Tue Aug 28, 2007 3:00 am

I do not have the game yet, but I will try to help you.. if i can, obviously. :niark:
Have you tried going back to the original files and start applying your changes in different "small updates"?
When we spotted a problem in some modded files in VIP, we usually did that. We went back to a "stable version" of the problematic file and then we started applying the new changes of that file in different phases and then test them... if it passes the test, we apply the next phase of changes. :sourcil:
With this kind of "modular tests" we usually managed to reduce the problem to a little "block" of the file... and usually, it is much easier to spot the problem there than looking to the complete file. :nuts:
I haven't taken a look in detail, but i thought this may be useful for you (or not, you may have already tried it)...
Good luck with that! :niark:
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PBBoeye
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Tue Aug 28, 2007 3:16 am

Dear Lord - it's Generalisimo! I fear CORE is reforming here at AGEod. :bonk:

Good to see you, old man. You're going to love the game.

PBBoeye
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Tue Aug 28, 2007 3:19 am

McNaughton wrote:I have been planning on applying the leadermod stuff, but was waiting for it to be put on an XLS file due to alias conflicts. SInce Hancock still was going to do some CSA changes and additions, I wasn't going to do anything between merging mods until this is completed (so I won't have to change alias numbers more than one time).


There are no alias conflicts now. I have changed all the file names and adjusted the Alias files, so it runs smooth. But I started, of course, right after the placeholders ended, so it is in conflict with others who have done the same thing.

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McNaughton
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Tue Aug 28, 2007 8:42 pm

PBBoeye wrote:There are no alias conflicts now. I have changed all the file names and adjusted the Alias files, so it runs smooth. But I started, of course, right after the placeholders ended, so it is in conflict with others who have done the same thing.


Yeah, I saw all of your hard work getting the leader mod to 1.06d standards! Great job!

Have you moved the mod over into XLS format, or is it still based on the TXT format? It is easy to merge mods, have things for formal integration, etc., if they are in XLS format (maybe a job that could be 'contracted' out to another Leader Mod user, eh?).

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McNaughton
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Location: Toronto, Canada

Tue Aug 28, 2007 8:51 pm

Generalisimo wrote:I do not have the game yet, but I will try to help you.. if i can, obviously. :niark:
Have you tried going back to the original files and start applying your changes in different "small updates"?
When we spotted a problem in some modded files in VIP, we usually did that. We went back to a "stable version" of the problematic file and then we started applying the new changes of that file in different phases and then test them... if it passes the test, we apply the next phase of changes. :sourcil:
With this kind of "modular tests" we usually managed to reduce the problem to a little "block" of the file... and usually, it is much easier to spot the problem there than looking to the complete file. :nuts:
I haven't taken a look in detail, but i thought this may be useful for you (or not, you may have already tried it)...
Good luck with that! :niark:


Generalisimo, thanks for the checking of the files! The problem could be anything, even something that looks 'normal' in the spreadsheet, but the game just cannot handle.

Just to be safe, I am going to do your suggestion of modular tests, doing things in stages. (but if you can

Stage 1, create the new units, using the same stats, graphics, etc., and just changing their 'model name' (i.e., from "inf_1.mdl" to something like "Inf_BM1.mdl").

Run a test with applied changes...

Stage 2, change Unit composition (i.e., change Unit NY102 from 2 infantry regiments, 1 light artillery, 1 cavalry, to 4 infantry regiments, 1 medium artillery).

Run a test with applied changes...

Stage 3, change combat statistics.

Run a test with applied changes...

etc., until done.

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McNaughton
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Tue Aug 28, 2007 8:54 pm

Most likely the problem has something to do with Conscript units, or artillery, however, the problem that they have could be found in other units (just not evident).

PBBoeye
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Tue Aug 28, 2007 9:07 pm

McNaughton wrote:Yeah, I saw all of your hard work getting the leader mod to 1.06d standards! Great job!

Have you moved the mod over into XLS format, or is it still based on the TXT format? It is easy to merge mods, have things for formal integration, etc., if they are in XLS format (maybe a job that could be 'contracted' out to another Leader Mod user, eh?).


Thanks. You know, I haven't done the XLS work, and need to do it. I just don't know offhand the appropriate files, but I should dig into it so the work isn't lost.

I really hope you get this thing of yours up and running. I'm itching to try it out, and would hope that some of Clovis' adjustments (cohesion in particular) combined with your mod might deliver a great game.

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McNaughton
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Location: Toronto, Canada

Wed Aug 29, 2007 12:14 am

I have run through two tests, one with new models and new units, but all stats are the same (names changed from "inf2" to "infBM2" for real simplicity). I also modded unit weaponry (but not cost yet). I am keeping backups at various stages so I can easily input and track down what goes wrong given different situations (ala Generalisimo's suggestion).

For your mod, look up the...

AACW_DB_Units39.xls
AACW_DB_Models39.xls

to modify the generals themselves, and the individual scenario XLS files for their unit application (i.e., to tell the game to use a different general).

PBBoeye
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Wed Aug 29, 2007 1:27 am

ugh. I just looked at them.

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Pocus
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Thu Aug 30, 2007 8:41 am

if you just want to do a quick test, you can disable the preloading of textures, the game will load much faster (25 seconds on my comp)
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

PBBoeye
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Thu Aug 30, 2007 11:28 am

Man, thanks for mentioning that! I was wondering how I could go about getting a quicker load time.... HOI used to have a long load time for me, too, until I figured out not to load the goofy0looking icon images for all the units, then it was like 2-3 seconds.

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