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Marcion

First Lieutenant
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Oct 13, 2009
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I've just started modding this game, having never done so for a Paradox game before. I've looked through the EU2 forums, but the stuff about this doesn't seem to apply to FtG. What I want to know is, where do you need to add new entries to create a new country formed by revolt? I've got countries.txt and revolt.txt, but I can't find where starting culture and flags are being set for countries like Da Xi.

Assistance is appreciated!
 
wow:eek:
we can see this in countries.txt and revolt.txt in /mods/AGCEEP/db

DAX = { #Da Xi
picture = "gfx\scenarios\picture_chi.bmp"
color = Purple
techgroup = china
leader_language = CHI
new_colony = ENG
gfx = {
army = CHI
navy = CHI
}
policy = {
aristocracy = 7
centralization = 9
innovative = 1
mercantilism = 7
offensive = 4
land = 7
quality = 8
serfdom = 8
}
electors = 0
history = { }
}

######################################################################
DAX = { #Da Xi
revolt = no
date = { day = 1 month = february year = 1633 }
expirydate = { day = 1 month = december year = 1669 }
minimum = { 1558 }
extra = { }
capital = 1558
group = china
religion = confucianism
culture = han
#ai = "china_conquest.ai"
ai = "CHI_1635_CivilWar.ai"
}
 
Last edited:
Ok, I didn't see that some of them have culture entries in there, but some don't. Weird. But where do they get their flag assigined?
 
I am guessing that picture = "gfx\scenarios\picture_chi.bmp" is where the flag is found.

Also (and apologising in advance for the upcoming threadjack) are the any modding tutorials available?
 
I am guessing that picture = "gfx\scenarios\picture_chi.bmp" is where the flag is found.

Also (and apologising in advance for the upcoming threadjack) are the any modding tutorials available?

No, that's just for the city view screen.
 
Look at how the flags and shields are named in the gfx folder. All you need to do to assign graphics is make sure that use the same tag for the country entry and in the file name of the graphics.

Ok, thanks.

Yeah, a guide to modding would be useful. I've probably already made some dire error.

Does it matter what number you assign to new events, so long as it doesn't conflict with existing ones?
 
No as long as they don't conflict it doesn't matter.

If you open up settings.txt, you can set "moddebug = yes" and then when you load up a scenario it generates a file in the logs file. You can scroll through that folder to see if there are any errors.