• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

OLDodin

Corporal
4 Badges
Jun 1, 2013
49
61
  • Crusader Kings II
  • Age of Wonders III
  • Arsenal of Democracy
  • Darkest Hour
Probably not a complete list, but I hope it will be useful.

For modders: how to update a mod from 1.07 to 1.10

  1. Need to fix all links to non-existent pictures in events (Press Continue to see error list in ParsingErrors.csv)
  2. New file ( sfx\wave\strredep.wav )
  3. ai files.
    It is recommended to add country capital. It will allow to slightly level the "feature" with the destruction of supplies system throughout the country with the destruction of infrastructure in the capital.
    Code:
    infra_provs        = { ... }    # List of prioritized provinces for infrastructure builds
  4. config\Boostertext.csv
    At line 915, added 1 new line (after LEADER_REMOVE)
    Code:
    LEADER_REMOVE_ALL;Remove all;Supprimer tous;Destituisci tutti;Quitar todos;Entfernen alle;Usuс wszystkich;Remover todos;Уволить все;;;x
  5. config\extra_text.csv
    At line 51, added 2 new lines (after FEOPT_DEMWAR)
    Code:
    FEOPT_HISTORICALDEATHS;Enable historical leaders deaths;Activer dйcиs des commandants historiques;Date storiche per morte dei comandanti;Habilitar las muertes histуricas del comandante;Historische Sterbedaten fьr Generдle nutzen;Wlacz historyczne smierci dowуdcуw;Habilitar mortes comandante histуricos;Включить историческую смерть для лидеров;;;x
    FEOPT_HISTORICALEVENTS;Historical events outcome;Rйsultats des йvйnements historiques;Esito storico degli eventi;Eventos resultado histуrico;Historischen Ausgang fьr Ereignisse erzwingen;Historyczne rezultaty wydarzen;Resultado de eventos histуricos;Исторические результаты в событиях;;;x
    At line 233, added 2 new lines (after DWAREYOUSURE2)
    Code:
    DWAREYOUSURE3;Effects are immediate and;Les effets sont immйdiats et ne peut;Gli effetti sono immediati e non puт;Los efectos son inmediatos y no se ;Die Folgen sind sofortig und kцnnen nicht rьckgдngig;Efekty sa natychmiastowe i nie moga;Efeitos sгo imediatos e nгo;Эффекты немедленно и не могут;;;x
    DWAREYOUSURE4;cannot be undone;pas кtre annulйe;essere annullata;puede deshacer;gemacht werden;byc cofniete;pode ser desfeita;быть отменены;;;x
  6. config\text.csv
    At line 50, added 1 new line (after DEFAULT)
    Code:
    ALLPAUSE;All pause;Tout pause;Tutti pausa;Todos pausa;Alle Pause;Wszystko pauza;;Все паузы;;;x
    At line 984, added 1 new line (after CONFIRMDISBANDHIS)
    Code:
    CONFIRMREMOVELEADERS;Do you really want to remove all leaders?;Etes-vous sыr de vouloir supprimer tous les gйnйraux ?;Sei sicuro di voler destituire tutti i generali?;їEstб seguro que desea eliminar todos los generales?;Wollen Sie alle Generдle von ihren Aufgaben entbinden?;Czy na pewno chcesz odwolac wszystkich dowуdcуw?;Tem certeza que deseja remover todos os generais?;Вы уверены, что хотите удалить все генералы?;;;x
    At line 1850, added 16 new lines (after CIF_EUROPE and #;;;;;;;;;;;x)
    Code:
    #;;;;;;;;;;;x
    TF_ALL;ALL;TOUS;TUTTI;TODO;ALLE;Wszyscy;;Все;;;x
    TF_AXIS;Axis;Axe;Asse;El Eje;Achse;Paсstwa Osi;;Ось;;;x
    TF_ALLIES;Allies;Alliйs;Alleati;Aliados;Alliierte;Alianci;;Союзники;;;x
    TF_COMMIES;Comintern;Kominterm;Comintern;Comintern;Komintern;Komintern;;Коминтерн;;;x
    TF_AFRICA;Africa;Afrique;Africa;Бfrica;Afrika;Afryka;;Африка;;;x
    TF_AMERICA;America;Amйrique;America;Amйrica;Amerika;Ameryka;;Америка;;;x
    TF_ASIA;Asia;Asie;Asia;Asia;Asien;Azja;;Азия;;;x
    TF_EUROPE;Europe;Europe;Europa;Europa;Europa;Europa;;Европа;;;x
    TF_ENERGY;Energy;Energie;Energia;Energнa;Energie;Energia;;Энергия;;;x
    TF_METAL;Metal;Acier;Acciaio;Metal;Metall;Stal;;Металл;;;x
    TF_RARE;Rares;Matйriaux;Rari;Raros;Seltenes;Rzadkie;;Дефицитное сырье;;;x
    TF_OIL;Oil;Pйtrole;Petrolio;Petrуleo;Цl;Ropa;;Нефть;;;x
    TF_SUPPLY;Supply;Ravitaill.;Rifornim.;Suministros;Nachschub;Zaopatrzenie;;Военные припасы;;;x
    TF_MONEY;Money;Argent;Denaro;Dinero;Geld;Pieni№dze;;Деньги;;;x
    #;;;;;;;;;;;x
    At line 2216, added 5 new lines (after TOVV_GEAREFF)
    Code:
    #;;;;;;;;;;;x
    RCDM_CREATE_SUPPLY_DUMP;Create Supply Dump;Crйer dйpфt d'approvisionnement;Crea dump di alimentazione;Crear depуsito de suministros;Erstellen Proviantamt;Tworzenie skіad zapasуw;Criar depуsito de suprimentos;Создать базу снабжения;;;x
    RCDM_RETURN_STOCKPILE;Return Stockpile;Retour Stocks;Torna Provviste;Regreso de arsenales;Zurьck Bevorraten;Zwrot zapasуw;Retornar estoque;Вернуть запасы;;;x
    #;;;;;;;;;;;x
    RIVER_CROSSING_DIFF;Crossing difficulty;Difficultйs de passage;Difficoltа di attraversamento;Dificultad de cruzar;Schwierigkeit der FluЯьberquerung;Trudnosc przekraczania;Dificuldade de cruzar;Сложность переправы;;;x

  7. db/misc.txt
    At line 255, added 2 new lines
    Code:
    # Shore Bombardment cap
        0.25
    At line 507, added 55 new lines
    Code:
    # _CE_COUNTERATTACK_ str modifier vs attacker
        1.0
    # _CE_COUNTERATTACK_ org modifier vs attacker
        2.0
    # _CE_COUNTERATTACK_ str modifier vs defender
        1.50
    # _CE_COUNTERATTACK_ org modifier vs defender
        1.0
    # _CE_ASSAULT_ str modifier vs attacker
        1.50
    # _CE_ASSAULT_ org modifier vs attacker
        1.0
    # _CE_ASSAULT_ str modifier vs defender
        1.0
    # _CE_ASSAULT_ org modifier vs defender
        2.0
    # _CE_ENCIRCLEMENT_ str modifier vs attacker
        1.0
    # _CE_ENCIRCLEMENT_ org modifier vs attacker
        0.9
    # _CE_ENCIRCLEMENT_ str modifier vs defender
        2.5
    # _CE_ENCIRCLEMENT_ org modifier vs defender
        1.5
    # _CE_AMBUSH_ str modifier vs attacker
        0.8
    # _CE_AMBUSH_ org modifier vs attacker
        0.8
    # _CE_AMBUSH_ str modifier vs defender
        1.4
    # _CE_AMBUSH_ org modifier vs defender
        1.4
    # _CE_DELAY_ str modifier vs attacker
        1.0
    # _CE_DELAY_ org modifier vs attacker
        1.0
    # _CE_DELAY_ str modifier vs defender
        0.5
    # _CE_DELAY_ org modifier vs defender
        1.0
    # _CE_TACTICAL_WITHDRAWAL_ str modifier vs attacker
        0.5
    # _CE_TACTICAL_WITHDRAWAL_ org modifier vs attacker
        0.75
    # _CE_TACTICAL_WITHDRAWAL_ str modifier vs defender
        0.5
    # _CE_TACTICAL_WITHDRAWAL_ org modifier vs defender
        0.50
    # _CE_BREAKTHROUGH_ str modifier vs attacker
        0.8
    # _CE_BREAKTHROUGH_ org modifier vs attacker
        1.0
    # _CE_BREAKTHROUGH_ str modifier vs defender
        1.0
    # _CE_BREAKTHROUGH_ org modifier vs defender
        2.0
    At line 586, added 2 new lines
    Code:
    # Maximum random modifier (eg. a value of 0.2 will result in a daily random modifier between 0.8 - 1.2)
        0

For modders: how to update a mod from 1.10 to 1.11

  1. boundbox.tbl (not necessary in 1.12)
    Align file size to 160000 bytes with 16 bytes sequence - 00 75 00 00 00 2D 00 00 00 00 00 00 00 00 00 00
  2. If mod has changed map. Need to fix all errors with Invalid Area name in ai files - fix case sensitive and remove not existing - see db\Province.csv (Press Continue to see error list in ParsingErrors.csv)
  3. New research ai.
    In short, the higher the value, the higher the research priority.
    default.ai - major countries (available to select in scenario by default)
    minor_default.ai - all countries except major
    Code:
    In 1.11 either
    
    
    technology = {
        preference_complete = {
            7240 = 10 # x 69 = 690 # 1951 Air Cavalry
        }
    }
    
    
    or
    
    
    technology = {
        preference_tweak = {
            7240 = 10 # x 69 = 690 # 1951 Air Cavalry
        }
    }
    
    
    are imported.
    
    
    preference_complete imports a complete list of preference for all techs. If a tech is not specified, than a default value of 100 is used.
    preference_tweak only resets the values in its list.
    
    
    In practice preference_complete should only be used for the 2 default files, and preference_tweak in all other files to define those values,
    that do differ from the default files.
    
    
    preference is value divided by effective difficulty.
    
    
    Effective difficulty of a tech is the sum of the effective difficulties of its components. The effective difficulty of a component
    is the difficulty as described in the tech files plus 2 and at least 5. In case of "double_time = yes" the effective difficulty is doubled.
    
    
    preference times effective difficulty is value, 690 in the given example of 1951 Air Cavalry.
    
    
    score = value x [historical date modifier] / [research time including ministers and ideas but excluding historical date modifier]
    
    
    Whenever new research project can be started whichever combination of available tech team and available tech scores best will be chosen.
    
    
    Before 1.11:
    
    
    # Factors to modify for technological development.
    technology = {
        endgoal = { ... }            #list of endgoals to achieve.
        preference = { ... }        # list of techs to give bonus too.
        ignore = { ... }            # Techs we will never research
    
    
        #preference to weight importance of research in these fields, only integers
        armor = 20
        infantry = 30
        industry = 25
        aircraft = 6
        naval = 1
        land_doctrines = 40
        air_doctrines = 9
        naval_doctrines = 1
        secret_weapons = 4
    }
  4. If you used additional types of buildings, then consider
    Code:
    1.08 regression: buildings reduced to size 0 would not be saved, resulting in restoration of their size from scenario data on reload.
  5. config\Boostertext.csv
    At line 127, added 1 new line (after EE_FORT)
    Code:
    EE_POP;Population in %s: %s%d;Population de %s: %s%d;Popolazione in %s: %s%d.;Poblaciуn de %s: %s%d;Bevцlkerung in %s: %s%d;Populacja w %s: %s%d;;Население в %s: %s%d;;;x
    At line 385, added 1 new line (after EE_LEADER_LOST_TRAIT)
    Code:
    EE_TEAM_PICTURE;Research Team %s changes its logo.;Il team di ricerca %s change son logo.;;;Forschungsteam %s дndert sein Logo.;;;;;;x
    At line 575, added 2 new lines (after TCNOT_IC)
    Code:
    TC_TEAM_ACTIVE;Research Team %s is working\n;L'йquipe de recherche %s travaille\n;;;Forschungsteam %s arbeitet\n;;;;;;x
    TCNOT_TEAM_ACTIVE;Research Team %s is not working\n;L'йquipe de recherche %s ne travaille pas\n;;;Forschungsteam %s arbeitet nicht\n;;;;;;x
  6. config\new_text.csv
    At line 126, added 1 new line (after NPERSONALITY_CORPORATE_SUIT)
    Code:
    NPERSONALITY_MACHIAVELLIAN_ARCHETYPE;Machiavellian Archetype;Machiavellian Archetype;Machiavellian Archetype;Machiavellian Archetype;Machiavellian Archetype;Machiavellian Archetype;;Machiavellian Archetype;;;x
    At line 209, added 1 new line (after DPERSONALITY_CORPORATE_SUIT)
    Code:
    DPERSONALITY_MACHIAVELLIAN_ARCHETYPE;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;;The Machiavellian Archetype rules by the principle that it is better to be feared than loved, if you cannot be both;;;x
  7. config\text.csv
    At line 2059, added 3 new lines (after RCDM_BUILD_ROCKET_TEST)
    Code:
    RCDM_BUILD_SYNTHETIC_MATERIAL_PLANT;Build Synthetic Material Plant;Construire usine synthйtique;;;Buna-Werk bauen;;;;;;x
    RCDM_BUILD_SYNTHETIC_OIL_PLANT;Build Synthetic Oil Plant;Construire usine d'huile de synthиse;;;Hydrierwerk bauen;;;;;;x
    RCDM_BUILD_DISP2;Build Nuclear Power Plant;Construire centrale nuclйaire;;;Atomkraftwerk bauen;;;;;;x
  8. db/misc.txt
    At line 232, added 4 new lines
    Code:
    # Trickle-back factor for manpower from air losses. (ie, ground troops freed)
        0.9
    # Trickle-back factor for manpower from sea losses. (ie, people who didnt drown)
        0.2

For modders: how to update a mod from 1.11 to 1.12
  1. boundbox.tbl
    Not need align file size to 160000 bytes. Can be used mods old file.
 
  • 2Like
Reactions: