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unmerged(100264)

Corporal
May 7, 2008
32
0
Not sure if there are still posters out there like CSABadass and OHGamer, I got into this game like just last week and it's May 2008.

But I decided to go ahead and start learning to mod, and I used some things I learned by comparing CSABadass's modded files for Southern Revolutions to the normal Vic:Revolutions files. I also downloaded an event maker, that I'm trying to tinker with and learn to use.

I want to start by making things a bit more realistic in terms of political parties and cost effeciency of certain things. For instance, removing machine parts from the cost of educating capitalists and the introduction of Independant parties and a slight increase in the votes small parties recieve. I also want to increase certain starting military.

There are some things I don't yet understand though. For instance, the .ai files... how do I view/edit them? And when making an event, how do I make sure I'm not using an ID already in existence? i learned the hard way about ID numbers and units, I'm afraid to tinker with my own events until I'm certain I'm not screwing it up entirely. Also, the event maker program, worth it? If not, any tips when I make my own events? And one more question... where would I edit Badboy point accumulation? I'd like to lower it so that imperial players don't have to deal with 3 great powers declaring war on them for annexing a nation or two.

Thanks. I'll be sure to post up my modded files when I'm done. Hopefully it'll bring some new replayability back to the game for you guys who've long forgot about this game I've recently discovered after craving for more EU:Rome and Rome:Total War.
 

unmerged(88948)

Private
Dec 14, 2007
22
0
the best program for modding vicky/ricky is notepad ;) on the events... there should be a file in the events-folder called id-list which contains the id-ranges for each nation. if you're gonna add some events just check what's the last id used in the event file of that country. badboy-point accumulation cant be modded IIRC. also there's no easy way to increase votes for small parties, you would have to tinker with their policies etc...
 

OHgamer

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Dallas94Ware said:
There are some things I don't yet understand though. For instance, the .ai files... how do I view/edit them? And when making an event, how do I make sure I'm not using an ID already in existence? i learned the hard way about ID numbers and units, I'm afraid to tinker with my own events until I'm certain I'm not screwing it up entirely. Also, the event maker program, worth it? If not, any tips when I make my own events? And one more question... where would I edit Badboy point accumulation? I'd like to lower it so that imperial players don't have to deal with 3 great powers declaring war on them for annexing a nation or two.

Making edits is relatively painless, one does not really need an event maker. Just be familiar with the triggers and commands and basically it's plug in and test. Vickywiki's modding introduction is a good summary.

Re event IDs, if you are only modding basic Revolutions, any id >100000 is free. If you are using VIP, free IDs start at >600000 and IDs can be any number up to something like 10 million IIRC.

As for AI, open in notepad.

As for badboy, you can create an event to reduce badboy otherwise you have to edit it out of the savegame file (it's listed under each nation's section in the savegame file)
 

unmerged(100264)

Corporal
May 7, 2008
32
0
Man you guys are good. I'm just an old fart who hasn't coded anything since C+ and basic HTML in High School. So I'm way in over my head here. I'll be sure to study those FAQ things you linked me to, OHGamer.

If I need any more questions answered which I most likely will, I'll be sure to ask you again. :rofl:
 

unmerged(100264)

Corporal
May 7, 2008
32
0
When making an event, do I just add it to an existing .txt file depending on which country I'm assigning it to?

I noticed for Southern Revolutions he had his own .txt files with his own events instead of having had them added to existing .txt files so I was wondering if I could just make my own .txt files too without having to change any of the base code to make the game read from it.

And is there a way to assign an event to all countries as long as they meet the trigger demands?
 

unmerged(100264)

Corporal
May 7, 2008
32
0
Haha, okay, so I'm slowly learning. I've figured out that I have to associate my event .txt files into the .eug file for the scenario. Trouble is, I can't find where CSABadass linked the .eug to his .txt files so I'm not sure if I'm doing it right. Oh well, trial and error. ;)

And sorry for plaguing you guys about this 3 year old game on your nice little forum here. :eek:o
 

CSABadass

DV Mod Maker
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Dallas94Ware said:
Haha, okay, so I'm slowly learning. I've figured out that I have to associate my event .txt files into the .eug file for the scenario. Trouble is, I can't find where CSABadass linked the .eug to his .txt files so I'm not sure if I'm doing it right. Oh well, trial and error. ;)

And sorry for plaguing you guys about this 3 year old game on your nice little forum here. :eek:o

Well, you *could* PM him. I hear he's an OK guy.
;)
 

unmerged(100264)

Corporal
May 7, 2008
32
0
Haha, thanks again man. And sorry again also, for being such a pest. :)

As I said in the other thread, I'm just gonna make a couple changes to military power for 2 countries, then I'm gonna zip it all up and put up here for you guys.

Hm, only thing I can't seem to get to work now is my loading screen. No big deal though, I just used photoshop and spray painted Alternate Realities across it :rofl:
 

unmerged(100264)

Corporal
May 7, 2008
32
0
What's wrong with this trigger? Event isn't triggering...

Code:
event = {
	id = 933337
	random = no
	country = ITA	

	trigger = { 
		NOT = { alliance = { country = -1 country = FRA } }
			}

I tried using ITA instead of -1 too.