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--- title: Modding_battle_scenarios --- ::: mw-parser-output ::: {#toc .toc aria-labelledby="mw-toc-heading" role="navigation"} ::: {.toctitle dir="ltr" lang="en"} ## Contents {#mw-toc-heading} [ ]{.toctogglespan} ::: - [[ 1 ]{.tocnumber} [ Introduction ]{.toctext}](#Introduction) - [[ 1.1 ]{.tocnumber} [ Getting Started ]{.toctext}](#Getting_Started) - [[ 1.2 ]{.tocnumber} [ Global data ]{.toctext}](#Global_data) - [[ 1.3 ]{.tocnumber} [ Map ]{.toctext}](#Map) - [[ 1.4 ]{.tocnumber} [ .Inc files, Victory points, and events ]{.toctext}](#.Inc_files.2C_Victory_points.2C_and_events) ::: ## [ Introduction ]{#Introduction .mw-headline} As Battlescenarios tend to be different the normal .eug files, Here is a guide to the differences and what they do. ### [ Getting Started ]{#Getting_Started .mw-headline} The first part of the Battlescenario .eug file is rather familar to a normal .eug file. Example: name = "fallweiss_name" panel = "scenarios/data/scenario_fallweiss.bmp" header = { name = "Grand Campaign" startyear = 1939 endyear = 1939 free = no combat = yes #this is a battlescenario GER = { desc = FW_GER picture = "scenarios\data\poland.bmp" } POL = { desc = FW_POL bottom = yes picture = "scenarios\data\poland.bmp" } The name and panels works the same way as a normal scenario. The name in the header is dummied out and will never be seen ingame, The dates will only be used in the little pop-up box upon loading a scenario.\ Now, **free = no** means the players cannot select countries other then the ones allowed below. If this is removed, players can select freely.\ The **combat = yes** field adds the vs. to the middle of the country selection that you see in most Battlescenarios.\ Now, next are the selectable countries, their descriptions( **desc =** ) can be exported to the cfg files or written in the file itself.\ The picture( **picture =** ) will be the little battlemap or propaganda photo that appears in the nations information box upon clicking their flag.\ Any country with **bottom = yes** will appear on far right of the screen. This is used in most battle scenarios so the two/more countries fighting are on opposite ends(See Below) [![Scenarioheaderexample.gif](/images/d/d1/Scenarioheaderexample.gif){file-height="169" file-width="765" url="/images/d/d1/Scenarioheaderexample.gif" decoding="async" height="169" loading="lazy" width="765"}](/wiki/File:Scenarioheaderexample.gif){.image} \ ### [ Global data ]{#Global_data .mw-headline} Next you should see something like this Example: globaldata = { rules = { diplomacy = no production = no technology = no } startdate = { year = 1939 month = september day = 0 } enddate = { year = 1939 month = october day = 30 ###Last large pocket destroyed on 5th Oct } allies = { id = { type = 15000 id = 1 } participant = { POL } } axis = { id = { type = 15000 id = 2 } participant = { GER } } comintern = { id = { type = 15000 id = 3 } participant = { SOV } } Almost all of this works the same way as a normal scenario file, Creating wars also works the same way. Everything is the same except for one header. rules = { diplomacy = no production = no technology = no } *Diplomacy = no* Means that diplomacy tab may not be accessed or used by the AI\ *Production = no* Means that the production tab may not be accessed or used by the AI\ *Technology = no* Means that the technology tab may not be accessed or used by the AI\ You can also allow any of these by changing their values to yes, Commenting them out, or deleting the line. ### [ Map ]{#Map .mw-headline} This is the main radical difference between a battlescenario and a normal scenario. Example: map = { no = all #Poland yes = 303 yes = 306 yes = 307 yes = 482 yes = 479 yes = 480 yes = 481 yes = 483 yes = 484 yes = 305 yes = 485 yes = 486 yes = 487 yes = 489 yes = 488 yes = 500 yes = 501 yes = 502 yes = 503 yes = 504 yes = 505 yes = 506 yes = 507 yes = 508 yes = 509 yes = 209 yes = 208 yes = 213 yes = 211 yes = 210 yes = 222 yes = 229 yes = 562 yes = 214 #Slovakia yes = 475 yes = 478 yes = 477 yes = 490 yes = 476 # Bohemia-Moravia yes = 471 yes = 472 yes = 466 yes = 467 yes = 470 yes = 469 yes = 468 yes = 474 #East Prussia yes = 206 yes = 510 yes = 304 #Germany Proper yes = 302 yes = 308 yes = 301 yes = 300 yes = 309 yes = 473 #Soviet Union yes = 227 yes = 226 yes = 225 yes = 221 yes = 212 yes = 218 yes = 220 yes = 272 yes = 240 yes = 1874 yes = 228 yes = 231 # Sea Zones yes = 2477 yes = 2478 yes = 2480 top = { x = 15556 y = 1712 } bottom = { x = 17304 y = 2912 } } Alright, The first part ( **map = { no = all** ) is the beginning of the header and a field that is telling the scenario that all of the map will be blacked out.\ yes = 303\ yes = 306\ yes = 307 etc. Are then telling which parts of the blacked out map can be seen. Simply add **Yes = Province ID** for a province to be useable. Seazones use province IDs too, so if you want seazones, do the same thing. The last part\ top = { x = 15556 y = 1712 }\ bottom = { x = 17304 y = 2912 }\ \ } Marks the top left and bottom right. Together, these two form a sqaure that can be used to limit the player\'s mapscrolling ability. ### [ ]{#.Inc_files,_Victory_points,_and_events} [ .Inc files, Victory points, and events ]{#.Inc_files.2C_Victory_points.2C_and_events .mw-headline} Finally, the inc and event files. Example: # Vp things include = "scenarios/fallweiss/vp.inc" include = "scenarios/fallweiss/germany.inc" include = "scenarios/fallweiss/poland.inc" include = "scenarios/fallweiss/soviet.inc" event = "scenarios/fallweiss/fall_weiss_events.txt" The first .inc file is a victory points file, listing where victory points are.\ The next three are the .inc files being used in this scenario.\ The last line is a direct link to the events file used for this scenario. Since Battlescenarios only have a few events, they can usually be stuffed into one or two files instead of needing a event directory. :::