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--- title: Modding_inc_files --- ::: mw-parser-output Like all modding - **Make Backups** Okay, now on to the .inc files. For the purposes of this page, I\'ll be using the persia.inc file out of the 1936 scenario folder. The path is /scenarios/1936/persia.inc (if you want to change things to see their effect in game . First, at the top, you\'ll see something like this province = { id = 1492 anti_air = 2 naval_base = { size = 3 current_size = 3 } air_base = { size = 1 current_size = 1 } } This section of the .inc file will edit a particular province in the map. In this case, province id #1492 is be altered to include AA guns level 2, a naval base at level 3, and a small air base (level 1). If you changed any of these numbers (up to a maximim of 10), those buildings would be at that level when you started up the game. In this case, however, you can specificy the maximum size (naval_base size = 3} and have the current_size be less than that. Basically, you can use this feature to give the feeling of having recently conquered that province (as normal in the game) But what if we wanted to make a change here? Add some much needed IC to Persia? There are two ways. I prefer the first, but let me show both ways to the same end. ic = { size = 50 current_size = 50 } or ic = 50 Both of these would create a whopping 50 factories in province id #1492. This can theoretically be done with any part of the province\'s characteristics (resources, land forts, etc), up to their logical maximums (10 for AA, bases, etc\_. You could set the max size (the size characteristic) to 50 and then the current_size to 0 and force it to work its way back up to full capacity. But that\'s just playing with numbers. Mind you, there is a subtle difference between the two syntaxes, and the same applies equally to other province improvements like infrastructure, naval bases, air bases, etc. The first variant **defines** the new size of the specified installation type, the second variant **modifies** the size. What does this mean? Well, if you would use the first syntax on province 1184 (Tokyo) instead of province 1492 in this example, then Tokyo would simply end up with 50 IC in the scenario. If you would use the second, simpler syntax, then those 50 IC would be added to any IC already present. Tokyo receives 20 IC from the province.csv file, so it would end up with 70 IC in the scenario. This also works cumulatively in the scenario files. If you would (by mistake for example) create two province sections for the same province, both having ic = 50 as contents, then that province would end up with 50 + 50 + province.csv default value = 100+ IC. If you had used the more elaborate syntax, then the province still ends up with 50 ic, no matter how often it\'s repeated in the scenario setup. One extra note. If you want to use this syntax to override or adjust the province infrastructure, be advised that the size and current_size values must be specified as values between 0.0 and 1.0, which deviates from the representation in the province.csv file. In the province.csv file, infrastructure is represented as a percentage value ranging from 10 through 100. On to more important things. After all the province alterations (some files like the US have plenty of them\_ for the campaign, you\'ll come to what looks like a normal header. country = { tag = PER If you want to make this country a puppet of another, or grant military control to another, then add\ control = GER For military control of Persia to Germany (any nation\'s tag can be used), and puppet = GER For Persia to be a puppet of Germany (agian, any nation\'s tag This will be followed by # Resource Reserves energy = 1000 metal = 1000 ... and so on. Editing these increases the reserves a country starts with. Next is capital = 1502 Which is the capital of Persia manpower = 96 The amount of available manpower, and finally policy = { date = { year = 0 month = january day = 0 } democratic = 3 political_left = 4 freedom = 3 free_market = 5 professional army = 3 defense_lobby = 5 interventionism = 5 These are the locations of the sliders of that particular country. While 1 is all the way to the right, 10 is all the way to the left. I figure you understand how to manipulate these. Next come three \"province\" sections - owned, controlled and national. This is where you can really cause some problems. Any changes to the first two will cause problems. Why? Lets say you add province #1 to the owned and controlled list. Now both Persia and Denmark both own and control the same province. That can\'t happen. So if you change this by adding or subtracting a province, make sure that change is reflected elsewhere. In this case, if you add province #1, you would need to go into the Denmark .inc file and remove it there. Those wanting to make some of the revolt.txt nations start in existance will need to make sure of this. National provinces, however, do not cause this problem. Many nations can claim the same lands. Heck, what are most wars fought over, if not resources? Generally, You would see the diplomacy section. diplomacy = { relation = { tag = AFG value = 25 } relation = { tag = DEN value = 50 } relation = { tag = ENG value = 25 } relation = { tag = IRQ value = 125 } relation = { tag = SAU value = 100 } relation = { tag = SOV value = -20 } relation = { tag = SWE value = 50 } relation = { tag = TUR value = -50 } } You can use these to set that country\'s relations upon scenario load. If you want them to start off with military access to a certain country, add access = yes after the relation value but before the closing bracket, like so: relation = { tag = SOV value = -20 access = yes } To give military access to the Soviet Union. If you want that country to start with a guarantee of independence for another country, add guaranteed = { day = NA month = NA year = NA } Replacing the NA\'s with the day, month, and year respectively, like so relation = { tag = AFG value = 25 guaranteed = { day = 1 month = january year = 1936 } And now Persia is guaranteed independence by Afghanistan. Next, comes the Techs (I\'m not going to type this out, its pretty basic. Adding other Tech IDs here will give the country those techs to start out with. Simple, eh? Now comes the biggest part. And this can be a toughie. The first part of it looks like this\... landunit = { location = 1502 name = "Lasgar Parsi" id = { type = 16600 id = 1 } division = { id = { type = 16600 id = 2 } name = "1. Dastebandi Sarbaze Piyade" type = infantry extra = artillery } .... } This is the land units that Persia will have when starting the campaign. Note two big things. First the \"type\" ID. This ID **must** be unique compared to all the countries in the campaign. I know that 5000+ (tested through 5050) will not conflict with any other nations, but that is only if you are creating new nations. Next is the id. This must be unique among the nations units. Notice that the unit has a 1, then the division has 2. The other division (not seen here) has a 3. If we were to copy these units (from landunit down to the last bracket) we would only need to change the ID numbers to 4, 5, and 6, and they would appear in the game. But, at the bottom is another unit, or so it seems. Notice the \'#\'s? These are basically the comments for the language HoI uses (like // in C). This means the parser will skip these when reading this. If we were to remove these, Persia would start off with a Destroyer in province 1497 (based there also). Well, I think that about covers it. If I run across something more useful, I\'ll edit this. And feel free to edit this yourself. I know there are things I\'ve missed. Hope this helps! \-- [Tux](/wiki/index.php?title=User:Tux_the_Penguin&action=edit&redlink=1 "User:Tux the Penguin (page does not exist)"){.new} 03:46, 5 May 2005 (CEST) :::