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Zzyzx

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First of all I want to say hello to everyone on this board.

Then, secondly, there's this question: I have an obsession of creating my own country or team or whatever in any game I lay my hands on. So I created this country consisting of Eiriksfjord and the other Greenlandic province by only editing the text files (I hate the scenario editor, it's a buggy mess). Seeing as I followed instructions carefully everything worked like a charm. But then there's this: I have this harbour in Eiriksfjord but it doesn't work. I raised the tax value of Eiriksfjord to a whopping 30 and the manpower is about 10 I seem to recall, but I can't commission any ships at all. Does anyone know what can possibly cause this?
 

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Too low whiteman, Greenland is in america so you get whiteman penalty.

Add Iceland to your state and place capital there (best) or add 'whiteman' to your .inc file (look at late-scenario iroquis to see how it should look). You need at least 5 whiteman to build ships and cavalry.
 

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Nikolai II said:
Too low whiteman, Greenland is in america so you get whiteman penalty.

Add Iceland to your state and place capital there (best) or add 'whiteman' to your .inc file (look at late-scenario iroquis to see how it should look). You need at least 5 whiteman to build ships and cavalry.

I can't thank you guys enough. The whiteman thing worked. My little nation is now powerful enough to take on Norway (In a little testing game I grabbed Iceland from them), which is the basic idea for the beginning of the game. Now I'm off scripting a number of events (I have no idea where to start though) to create a nice alternate history for my little nation. Again, thanks a lot.
 

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I've taken my chance at scripting now, and I've used the tags from 50000 to 50004 as I assumed they were free based upon this site: http://www.lhjworld.sa-net.dk/Eu2_res/text/Eu2_text_event_numbers_paradox.html

I made a file in 'db\events\' called 'major_u00.txt' where the events were stored and I parsed them to see if they would work, and there were no errors. In 'db\events.txt' I added the line 'event = "db\events\major_u00.txt"'. And then when I went off to do some pleytesting the game gave me an error "Database Mismatch" at the end of it's loading sequence during the 'Reading Scenario...' part. I have searched the boards for an explanation but I couldn't find any. Does anyone know how what could have caused this error to occur?
 

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The site is probably old, P-dox reserves event# up to 100k nowadays, try using numbers in the million-range. (iirc you can use numbers up to 42billions or somesuch)

Other possibilities might be royalty/leaders with same IDs I guess.
 

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Nikolai II said:
The site is probably old, P-dox reserves event# up to 100k nowadays, try using numbers in the million-range. (iirc you can use numbers up to 42billions or somesuch)

Other possibilities might be royalty/leaders with same IDs I guess.

:eek: 42 billion... :eek:

Well, alright then, thanks for the help, I'll see if this works.
 

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Zzyzx said:
:eek: 42 billion... :eek:

D*mn, my mistake :eek:o

You only get ~4.3 billion possible events. My apologies for misleading you :p

But if you can't get it to work now either, try adding them to the top of another event file and revert to previous events.txt to see that it isn't that what's spooking.
 

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Nikolai II said:
D*mn, my mistake :eek:o

You only get ~4.3 billion possible events. My apologies for misleading you :p

But if you can't get it to work now either, try adding them to the top of another event file and revert to previous events.txt to see that it isn't that what's spooking.

I just went through all my events and changed the event numbers to 1.000.000 and further and I put a '#' in front of the lines of the other events to test one. Also I renamed my monarchs-file (I tried tinkering with that before starting my own nation with events, but I forgot to revert it) to something the game wouldn't read as such. The first event (a big migration to Iceland after it is captured and the movement of the capital) fired when it had to and the resulting event for Norway worked fine too, so I guess the event-stuff works now. I'm going to delete the '#'s now tot test the other events.

Thanks for the help then.
 

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Zzyzx said:
My little nation is now powerful enough to take on Norway (In a little testing game I grabbed Iceland from them), which is the basic idea for the beginning of the game.

Btw, you have given thought to that by being placed on Greenland you'll only ever gain manpower from North American provinces? (and they haven't got any large amounts)

That was why I suggested adding Iceland and putting capital there, to be a part of Europe and thus get manpower from there (and not have to worry about whiteman, BB for pagans or lack of mercenaries)

Another solution for how to get manpower from Europe (Iceland/Norway) instead of from America would be to change it in province.csv, either 1537 and 1538 changed from North America/America to Scandinavia/Europe (and here you can change default city names for your Greenlandic provinces)

Or, if you want to belong to America but be able to gain manpower from Iceland at least, you could change 1466 to belong to america instead.
 

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Nikolai II said:
Btw, you have given thought to that by being placed on Greenland you'll only ever gain manpower from North American provinces? (and they haven't got any large amounts)

That was why I suggested adding Iceland and putting capital there, to be a part of Europe and thus get manpower from there (and not have to worry about whiteman, BB for pagans or lack of mercenaries)

Another solution for how to get manpower from Europe (Iceland/Norway) instead of from America would be to change it in province.csv, either 1537 and 1538 changed from North America/America to Scandinavia/Europe (and here you can change default city names for your Greenlandic provinces)

Or, if you want to belong to America but be able to gain manpower from Iceland at least, you could change 1466 to belong to america instead.

During my very first test the manpower problem already occured to me, so I edited 'provinces.csv' to give the provinces more manpower (instead of the more subtle changes you have suggested here). The problems are solved with that, because my country is quite able to conquer Iceland (and from there on grab chunks of Scandinavia when their alliance gets into problems when feuding with Russia and some German alliance). Problem is that when I play a 'Sit Back And Relax'-game with, say, Dakota, to see if everything goes right, well, it doesn't go alright at all. My country will build a small-sized navy and that's it (they never get themselves involved in any war (probably because they have no allies, and they're chicken). So I'm going to make an AI script now to see if I'm able to get my country to invade Norway (and Sweden, and Denmark, and Russia, and the rest of the world).
 

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Zzyzx said:
, so I edited 'provinces.csv' to give the provinces more manpower

If you're just interested in changing manpower, culture, religion or taxvalue you can put your changes in the scenario.inc-file instead (compare with a later scenario to see what I mean)

Editing files like province.csv is imho a final desperate solution, (since I don't like messing with .csv files ;))

Good luck with your AI-editing :)
 

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I've been quite busy now and during one of the playtesting games I couldn't stop anymore :D

Well anyway, a new question come up. After the Dutch revolts The Netherlands are formed. They immediately open up a Centre of Trade. Now it does get very crowded with Centres of Trade in Western Europe and I'd like to have the Centre of Trade in Flandern removed since it isn't handy. It usually ends up in Dutch hands and because of that, most of the overseas trade will go through Flandern rendering the CoT in Holland virtually useless. Is there a command to remove the CoT in Flandern?
 

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Zzyzx said:
I've been quite busy now and during one of the playtesting games I couldn't stop anymore :D

Well anyway, a new question come up. After the Dutch revolts The Netherlands are formed. They immediately open up a Centre of Trade. Now it does get very crowded with Centres of Trade in Western Europe and I'd like to have the Centre of Trade in Flandern removed since it isn't handy. It usually ends up in Dutch hands and because of that, most of the overseas trade will go through Flandern rendering the CoT in Holland virtually useless. Is there a command to remove the CoT in Flandern?

Beta patches at least have working 'removecot' command and added to most events spawning new CoTs in Europe, so you can't be using them which leaves you only the option to open the savegame and just delete the cot (it's right up there at the top).

Or patch up with beta-patch of choice :)
 

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Nikolai II said:
Beta patches at least have working 'removecot' command and added to most events spawning new CoTs in Europe, so you can't be using them which leaves you only the option to open the savegame and just delete the cot (it's right up there at the top).

Or patch up with beta-patch of choice :)

Well, I guess I'll just add some flavour to the game and delete the whole CoT in Flandern. I never liked Antwerp anyway. Besides, The Netherlands are seriously overpowered, in my games they always annex these small german nations and end up destroying France in the process.

Thanks for the quick answer btw, I really appreciate it.
 

Nikolai II

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Zzyzx said:
Thanks for the quick answer btw, I really appreciate it.

Just lucky that I passed by right then - but I have learned to use the 'subscribe to thread' now so that I won't miss out on anything happening in threads where I have posted since the forum upgrade. Only problem now is to remember that I should be looking for new threads as well :p
 

Zzyzx

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Nikolai II said:
Just lucky that I passed by right then - but I have learned to use the 'subscribe to thread' now so that I won't miss out on anything happening in threads where I have posted since the forum upgrade. Only problem now is to remember that I should be looking for new threads as well :p
Oh well, I didn't know about the subscription function either. Not many boards have such a thing implemented.

Well anyway, I've got things working fine now, even the AI scripts are working as they should (although I cannot get the AI to effectively team up and go for Lithuania, but it's not a big deal). But now there's this: I got this CoT placed in Belgorod, but there are just 6 provinces linked to it. There's even a province somewhere under these provinces that's still linked to Novgorod. And this is not the only CoT who's acting funny. I have this event which places a CoT in Iceland, and I had hoped for it to have some of the Scottish provinces linked to it at least, but they won't, so I will have a 1-province CoT for the first 100 years or so till the northern countries start colonizing. Is there a way to change this (to link provinces to other centres of trade)?
 
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Nikolai II

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No way of linking provinces to CoTs, but there are ways to increase the 'pull' of CoTs.

Hmm... religion of owner matters (Christian best - Pagan worst), Manufactory in province helps a little bit, but editing-wise you'll have to fool around in the provinces.csv again. I think there is a figure for 'traderoutes' or 'trade suitability' or something (I'm not at home so I can't check).

Upping that value (-5 to +5 IIRC) will increase the collection area for a CoT as I understood the debate (IIRC still).

But europe is full of CoTs already, so Iceland CoT will have problems getting any.
 

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Nikolai II said:
No way of linking provinces to CoTs, but there are ways to increase the 'pull' of CoTs.

Hmm... religion of owner matters (Christian best - Pagan worst), Manufactory in province helps a little bit, but editing-wise you'll have to fool around in the provinces.csv again. I think there is a figure for 'traderoutes' or 'trade suitability' or something (I'm not at home so I can't check).

Upping that value (-5 to +5 IIRC) will increase the collection area for a CoT as I understood the debate (IIRC still).

But europe is full of CoTs already, so Iceland CoT will have problems getting any.

I have done as you said (editing provinces.csv) and it helped a bit, but Iceland is just not the place for a CoT. But I'll leave it as it is, because it's very interesting nonetheless to have no Flandern CoT and a very weak Ile de France one. I never really cared about historical value anyway so this is the way to go for me.

Well then, there's yet another question which I'm sure has been asked a million times before, but I was unable to find the answer during a quick search (searching is boring and the search function is not a solution, because it is too slow). How can you edit the properties of religions? I found this file 'religions.csv', but I would rather put the edited stuff in a seperate file and leave this file in it's original state. I tried this earlier (I put the edited religions.csv in my scenario map and added include="db\Scenarios\evil\religions.csv" to the scenario file (my scenario is called "The Evilest Evil", because my country is a warmongering evil nation which will destroy everything in it's path (if it were not for those pesky (and evil) Swedes being overpowered like crazy))), but this didn't work and I forgot about the whole thing until know. I could have tried some other options, but I'm too lazy for that, so I'd rather ask it here :rolleyes: . So, can I edit those religions?