Question on adding new units....

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parmenio
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Question on adding new units....

Post by parmenio »

Are mod updates cumulative?

In other words, do I include only my own changes/additions in my version of the units.csv file?
I'm assuming that the game will load the base data files first and then any mod updates... ??

TIA
Zekedia222
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Re: Question on adding new units....

Post by Zekedia222 »

I’m not sure what you mean. In order to add new units, you should create a mod. That would entail going to your ‘Documents’ folder on your computers, then to ‘My Games’, then to ‘Order of Battle - Pacific’, or whatever it is. There should be a folder titled ‘mods’. You need to put mods there in order for them to work properly, and not get ‘fixed’ by OoB updates.
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parmenio
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Re: Question on adding new units....

Post by parmenio »

What I mean is I'm adding one unit with a very high ID value , I shouldn't have to include all the other existing units in the mod file otherwise I'll have to re-create it on every patch update.
Zekedia222
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Re: Question on adding new units....

Post by Zekedia222 »

A high ID value is no problem. I’ve done that for every faction in the mod I’m working on. But still, I would recommend making a mod. Its pretty easy. I just downloaded a random mod, then used it as a base. If you don’t use a mod for adding units, then OoB might end up removing those units when it updaes.
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parmenio
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Re: Question on adding new units....

Post by parmenio »

You misunderstood me... I am making a mod rather than amending the original files :D

I already have the folder / file structure ready to drop in. I just wanted to understand the *rules*
Zekedia222
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Re: Question on adding new units....

Post by Zekedia222 »

Oh, my mistake. :D Note that I use LibreOffice Calc. Hopefully I actually understand what you mean. Still a bit groggy after waking up.
1. There aren’t any *rules* in how high any IDs can go, I have some of mine at 15000 for the most ID number, so don’t worry about that.
2. Make sure that when you add a unit in, the ‘name’ category on the unit.csv is correct. It should exist in the game. The name determines the picture when you look at the stats. If the ‘name’ category is blank, no picture.
3. Don’t mix vehicle and infantry models in the ‘models’ category. It will bug out.
4. Same thing goes for animation sets. Make sure you use the correct animation set. Animation sets are a bit harder to explain.
5. Make sure the unit has a name in the language file. It should correspond to unit ID. So a unit ID of 9000’s name in the language file would look like this: unit_9000 = [insert name here]
Thats stuff I can think of for adding units to the game.
Klinger, you're dumber than you look, and THAT boggles the MIND.
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Zekedia222
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Re: Question on adding new units....

Post by Zekedia222 »

Hold on I understand what you meant, now! Yes, you must include the full unit.csv file with all units, even the ones that you didn’t add. If you don’t include all units, it may bug out, crashing the game. So no, you don’t only include your units, all units must be there, at least thats the way it worked for me. Sorry it took so long for me to understand what you meant.
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Erik2
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Re: Question on adding new units....

Post by Erik2 »

Actually, you use a unit.cvs file with only your own units.
Take a look at the official Battle of Britain mod.
The unit file only has 31 unit types.

But this will of course limit the mod to use only the stuff you put there.

I've asked a couple of times for a better handling of mods.
1 - The game loads the official files.
2 - The game appends mod files/entries.
(3 - The game over-writes official entries with modded entries. This option would be harder to implement without bugging the end-result)
This way you wouldn't have to re-create the mod every time the official files were updated.
Zekedia222
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Re: Question on adding new units....

Post by Zekedia222 »

No, if you are doing a mod that adds units to the base game while keeping the base units, you must have the unit.csv with all units. Look at the Battle of Britain mod, it has only 3 or 4 of the 20 something factions, and almost all units of the base game are gone. The only ones that aren’t are the ones in the unit.csv.
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parmenio
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Re: Question on adding new units....

Post by parmenio »

I was hoping it would be as Erik described it.... bit disappointing if it isn't. Not worry I'll give both a go :mrgreen:
GabeKnight
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Re: Question on adding new units....

Post by GabeKnight »

parmenio wrote: Mon Dec 23, 2019 4:02 pm Are mod updates cumulative?

In other words, do I include only my own changes/additions in my version of the units.csv file?
I'm assuming that the game will load the base data files first and then any mod updates... ??
I was reading the rest of the thread, too, and the simple answer is: no.

You recreate the game's file/folder structure inside your mod. Every file that exists in your mod folder overwrites the vanilla file. It's simple like that; no adding, no cumulation, no whatsoever, it's just being replaced.
parmenio wrote: Mon Dec 23, 2019 4:14 pm [...] I shouldn't have to include all the other existing units in the mod file otherwise I'll have to re-create it on every patch update.
Yep, you do have to re-create it (or modify, in my case) and it's a drag every time... :shock: :cry: :roll:
parmenio
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Re: Question on adding new units....

Post by parmenio »

GabeKnight wrote: Mon Dec 23, 2019 8:23 pm
parmenio wrote: Mon Dec 23, 2019 4:02 pm Are mod updates cumulative?

In other words, do I include only my own changes/additions in my version of the units.csv file?
I'm assuming that the game will load the base data files first and then any mod updates... ??
I was reading the rest of the thread, too, and the simple answer is: no.

You recreate the game's file/folder structure inside your mod. Every file that exists in your mod folder overwrites the vanilla file. It's simple like that; no adding, no cumulation, no whatsoever, it's just being replaced.
parmenio wrote: Mon Dec 23, 2019 4:14 pm [...] I shouldn't have to include all the other existing units in the mod file otherwise I'll have to re-create it on every patch update.
Yep, you do have to re-create it (or modify, in my case) and it's a drag every time... :shock: :cry: :roll:
I find this a bizarre design choice - or maybe it should be that they support two types of mods. Full replacement (I can see that something like a Korean War mod would benefit from that) as well as minor additions/changes. I'm adding one unit and so changing two files.... I found myself wanting some sort of tool for enabling mods in, oh I don't know say... a generic fashion maybe.... yes that's it... a Generic Mod Enabler 8)

So I'm using that instead... like I have for so many other games.
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