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unmerged(12007)

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I want to make puppets for the UK to narrow UK Front AI focus to Egypt and British East Africa. That means I need to make some puppets to control British colonies in America, the Arabian Peninsula, and some other places.

What exactly do I need to do to create a country that exists at start?

a .inc file

do I need a ministers file?

do I need to edit some other file?
 

unmerged(590)

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Originally posted by Bolt
do I need a ministers file?

No. But if you don't include it, it seems that centrist government is assumed. (Based on my experience with Iraq.)

do I need to edit some other file?

Well, country.csv looks like a good bet. =)

Again, based on Iraq (they really did a shoddy job on that one), all you need is an .inc file, and a line in country.csv. Oh, and a mentioning of the country in the scenario file, but that one's a given.

I did a search for references to IRQ in the entire game directory, and the search confirmed my theory.
 

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Originally posted by folke
I've givven my country a shield, flag, ai file, .inc file, ministers, leaders but it stil doesn't work..;(..


All of the variables in the .inc and ministers files do not have text that actually give a fully propagated text name and description of the country.

Therefore, there is at least one other file that needs to be altered to allow new countries to be created. Wish paradox would jump in quickly on this.
 

peo

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I'm also trying to create a new country...
Get strange errors...
First it was database mismatch...
Fixed that by deleting the leaderfile i created :(
Now i get illegal top object in one naval unit :(
Can't find any errors in it...
But then the database mismatch even crashed all other scenarios to...
Pity there isn't a help file on theese things
 

unmerged(590)

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Okay, here's the deal:

I successfully created a country, which I intended to name Ulster. Just an example to see if it was possible with the rest of England as well, as Bolt requested.

It seems, however, that editing (the indexing in) country.csv is a big no-no, and that the mod community have IDs U00-U19 at their disposal. The country name and description is found in the texts.csv file (U00 and U00_DESC - U00 should already be in the file, U00_DESC has to be inserted manually).

But it _was_ possible to create Ulster editing the following:

u00.inc - giving them area 493 and nothing else.
<scenario>.eug - reference to u00.inc
flag_U00.bmp
shield_U00.bmp
counter_U00.bmp
text.csv - edit U00 and U00_desc

No leader file, no minister file necessary.
 
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You take the flag and shield you'd like, rename them to the tags of the country you're making, and then put them in

HoI/GFX/map/flags -- Flags go here
HoI/GFX/map/shields -- Shields go here.
 

peo

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I get a strange error with the OOB with the nation i have created and i know i have scripted it correctly...
 

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Re: please!!!!

Originally posted by jackxlj
ok im soo confused. i tried to make the CSA and failed,every time i start,it says i quite the game,and i also get an error when loading,says techlevel on line 16 is wrong?can you please help me?

If I should hazard a guess, I would say that the problem is around line 16... HoI reports one line off, but I cant remember in which direction, so the problem is actually on line 15 or 17. From the error message it would seem that you have entered something in the techlevels object that is not a valid techlevel, possibly a techapp.

To add a new country you only need to add a country object to the .eug file or any file it includes, or you could make a new file, which must then be added to the include list.
The information in the country object must not conflict with that of any other country object, or the game will most likely CTD.
Editing country.csv is not necessary, but recommended. Same goes for flags, shields, ministers and events.
 

unmerged(12007)

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Originally posted by peo
I get a strange error with the OOB with the nation i have created and i know i have scripted it correctly...

There is much confusion around creating valid OOBs for new nations. You must be careful that your unit type ID and Unit ID are in fact globally unique across the entire set of defined OOBs in every .inc file. Extra spaces in any of these definitions will also set off a CTD or database mismatch.
 

peo

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AFAIK the type 99999 isn't used by anyon else.
The unit ID isn't uniqe as i have used just numbers 1-xx in order.
But i have seen that normal id number several times in other nations that already existed so i doubt that is the problem.
 

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Originally posted by Bolt
There is much confusion around creating valid OOBs for new nations. You must be careful that your unit type ID and Unit ID are in fact globally unique across the entire set of defined OOBs in every .inc file. Extra spaces in any of these definitions will also set off a CTD or database mismatch.
The convention is to use the id of the capital, preceded by enough 1`s to make it 5 digits. eg SIK has capital 1514, so type is 11514. Be aware that you could theoretically generate a type that conflicts using this method, and I might add that not all OBs follow this convention.
Spaces caused no problems when I tested it, both 11514 and 1 1514 worked fine.
For IDs start with 1 and count up. The important thing is that the type/id combination must be unique.
 

peo

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The thing is i know i have a uniqe type and id.
But i still get the error "illegal top level object"
Can't understand why... :(
There is nothing wrong with the oob script as i have checked it against others.