dvanelli
Conscript
Posts: 8
Joined: Sun Dec 16, 2007 3:02 pm

Great Game!!! Questions on Options/Cities file

Sun Dec 16, 2007 3:12 pm

To the ageod team - what a great game set. I have NCP and ACW and I am very, let me say again, very impressed with both of them as well as the customer support and how fast you guys respond.

I am already working on modding NCP some and I was curious about the options - both military and various.

I was trying to decipher this text attached below in the histoptions14 file. I know I can change the costs of the options (my original intent) but I would like to add some more options as well to buy some other replacement types. Is this possible or are we limited to 6 military options (or all that will fit on one page)? If so, how do we do this? Also, I have been looking for the str or text for the options so I could change those but I am wondering if those are in some way hardcoded.

Last question - on the cities file it has a field assetsproduction with 6 numbers. Can we find out what those six numbers mean. I believe two of them are $ and conscripts production divided by 8.


------------------------------------
SelectFaction = $F14

SelectFaction = $F14
StartEvent = evt_nam_FRA_MilitaryOption1_AIActivate|999|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1804/12/02

CheckAILevel = 1
ActorEnabled = $gmaOptionMil;FRA_MilitaryOption1
Probability = 60

Actions
GenTextMsg = opt_notify_NewOption;1;NULL;NULL;NULL
ChangeOption = $gmaOptionMil;FRA_MilitaryOption1;1

EndEvent

SelectFaction = $F14
StartEvent = evt_nam_FRA_MilitaryOption1_ON|1|0|NULL|NULL|NULL|NULL

Conditions
MinDate = 1804/12/02

Actions
ChangeActorPool = $gmaOptionMil;MaxUse;1;ResetFreq;0;ImageID;None.png;Title;opt_title_FRA13_1;MsgString;opt_desc_FRA13_1;ToolString;opt_hint_FRA13_1;SubType;FRA_MilitaryOption1;SParam1;FRA

EndEvent

SelectFaction = $F14
StartEvent = evt_nam_FRA_MilitaryOption1_Check|999|0|NULL|NULL|NULL|NULL

Conditions
CheckOption = $gmaOptionMil;FRA_MilitaryOption1;=;1
EvalMoney = >=;120
EvalConscript = >=;150

Actions
ChangeMoneyPool = -120
ChangeConscriptPool = -150
Replacement = FRA;$famElite;2
Replacement = FRA;$famLine;10
Replacement = FRA;$famMilitia;5

User avatar
PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Sun Dec 16, 2007 4:25 pm

dvanelli wrote:Last question - on the cities file it has a field assetsproduction with 6 numbers. Can we find out what those six numbers mean. I believe two of them are $ and conscripts production divided by 8.


Thanks for the praise. For the city assets, here they are in order:

Supply: the supply production generated by the city (in addition to its standard production)
Ammo: not used in NCP
Power: not used yet (for VgN)
Money: money output of the city
WSU: war supplies (for ACW), kind of war equipment production
Csc: conscripts

:indien:

dvanelli
Conscript
Posts: 8
Joined: Sun Dec 16, 2007 3:02 pm

thanks!

Sun Dec 16, 2007 4:30 pm

Awesome - thanks for the quick reply.

FYI, I think I figured out the events. I am trying to merge the 1813 and 1814 campaigns into one big campaign scenario and was intrigued by the idea after in the 1813 campaign I saw the Saxon corps change factions.

I would like to add options. Do you know if this is possible or is there some hard coding limiting the number of options to 6 (as it appears on the options F3 page now)?

User avatar
PhilThib
Posts: 13705
Joined: Tue Oct 18, 2005 5:21 pm
Location: Meylan (France)

Sun Dec 16, 2007 4:33 pm

The limit is because there is not enough physical space on the ledger to display more, hence making the extra overflow the allocated space and be unusable... we'll see if we can add pages (possible).

Options are a bit complex to coin, but you're welcome to post new suggestions...

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Mon Dec 17, 2007 3:52 pm

You can display up to 6 options on the F3 page and up to 6 on the F4 page, see the 1812 scenario for the tag to use for the F4 ('military') page. If you add more, they won't be displayed, but won't overflow... although there is a trick: as the options are spent and then take some time to regenerate, you can play with 7-8 options, some only uncovered when the player has used the others.

Alternatively, you can have options which appears once one is fully expended, or which triggers after a certain date, whereas variation A would cover the first period.

You can do everything by option which can be done with the Script Engine, and the engine has not more than 150 commands. You can add replacements, buy units, give money, remove VP location or objectives, postpone the end date of a scenario, give a force march bonus, force a reroll of the activation status of leaders, block some regions, fix some forces, give supply, there is a world behind your feet :)

each option is split in 4 parts:

a) Event 1 is for the AI, how she decides when to activate the option
b) Event 2 is to check if an option must be presented to the player
c) Event 3 is to check if the option was taken by the player, with the ingame effect
d) Event 4 is to regenerate the option, you can tweak the max number of time, probability, date, etc.
Image


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

dvanelli
Conscript
Posts: 8
Joined: Sun Dec 16, 2007 3:02 pm

Mon Dec 17, 2007 4:04 pm

Pocus - most excellent information! I am working on a combined 1813 - 1814 Scenario and of course find the need for more events/options to deal with some of the politics and give the player an opportunity to raise different types of troops. 1813-1814 because by this time a lot of the alliances are pretty fixed - everyone against France mostly. This has always been a most interesting time period for me to study (so I like underdogs...!).

I will be back to you with more information (read questions :) ) on the options. It is very good to know that extras do not cause an overflow, that is what I was worried about crashing the ledger screen.

Is the same true on the replacements screen - (F3) currently there are 22 spaces visible it looks like. So more replacement types will simply run off the screen but not cause a crash/overflow.

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