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knightofni

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In DD32, Fernando explains that the 37 equipment categories available are fully moddable.

But i haven't been able to find how to do it.

How could I, for instance, tell the game that when i give 40 anti_air to a division (equipment = { anti_air = 40}), to show that we have 40 magic unicorns, rather than boring AA ?
 

Julius Clonkus

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Coincidentally, I would also be interested in this as well how many of those categories are free to be used by something else?

A bit of modding with a friend of mine is now leading into a downright insane project that includes armored zeppelins and representing those with a simple heavy bomber, for instance, seems rather sad and undignified.
 

knightofni

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Thanks for the answer guys. I've been trying to implement it, but i'm running into some weird behaviour, as i'm able to mod some equipments, but others are resisting :

1. Statistic Screen (EYR_EQ_xxxx)

If i simply rename all the land related EYR_EQ_xxx from 0 to 14, in darkest hour full, in works perfectly. I get a stats screen showing 0 ==> 14.

However, when working on a mod (FODD), only half of my changes get recognized :

VchHM5pl.png


Any idea what could be causing this overriding behaviour ? I've tried using a 'clean' text.csv (the exact same one that worked in Darkest Hour Full), but it didn't work. Where is the game getting those strings from ??



2. Equipment Screen (EQ_xxxx)

I'm running into the same sort of issues for standard equipment : some changes get recognized, others not.

For example light_armor, anti_tank, tank_destroyer are ok. However, equipment, anti_air and horses are not.

Any idea of what is happening ?
 

hansnery

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Thanks for the answer guys. I've been trying to implement it, but i'm running into some weird behaviour, as i'm able to mod some equipments, but others are resisting :

1. Statistic Screen (EYR_EQ_xxxx)

If i simply rename all the land related EYR_EQ_xxx from 0 to 14, in darkest hour full, in works perfectly. I get a stats screen showing 0 ==> 14.

However, when working on a mod (FODD), only half of my changes get recognized :

VchHM5pl.png


Any idea what could be causing this overriding behaviour ? I've tried using a 'clean' text.csv (the exact same one that worked in Darkest Hour Full), but it didn't work. Where is the game getting those strings from ??



2. Equipment Screen (EQ_xxxx)

I'm running into the same sort of issues for standard equipment : some changes get recognized, others not.

For example light_armor, anti_tank, tank_destroyer are ok. However, equipment, anti_air and horses are not.

Any idea of what is happening ?
Make sure to edit both the ones that have the prefix EYR and EQ.
 

knightofni

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Make sure to edit both the ones that have the prefix EYR and EQ.

That's the case.

To be more precise, if i change all the EYR_EQ_xxxx & EQ_xxx in the original Darkest Hour Full text.csv, then loads Darkest Hour, it works perfectly [ie: all are changed]. However, if i load the exact same text.csv in FODD, it gives the result above.

So there must something else overriding the changes made in text.csv, though i really don't know where to look.
 

hansnery

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That's the case.

To be more precise, if i change all the EYR_EQ_xxxx & EQ_xxx in the original Darkest Hour Full text.csv, then loads Darkest Hour, it works perfectly [ie: all are changed]. However, if i load the exact same text.csv in FODD, it gives the result above.

So there must something else overriding the changes made in text.csv, though i really don't know where to look.

Look the other .csv files inside the FODD config folder, it must be there.