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EQP list.

Posted: Fri Mar 16, 2012 4:14 am
by 4kEY
I have many new entries in my EQP file, and they are not well organized on the purchase screen. I want to remedy this. Do I have to change the ID #, or can I simply open the EQP file in Notepad and change a unit's location in the list, without changing the ID #?

Re: EQP list.

Posted: Fri Mar 16, 2012 7:00 am
by dragos
The latter. But seriously, it would've taken 5 minutes to test it yourself :)

Re: EQP list.

Posted: Fri Mar 16, 2012 8:44 am
by bebro
I'd also ssume that changing the ID would bring problems in scenarios that use the original IDs (so basically all outside your mod).

Re: EQP list.

Posted: Fri Mar 16, 2012 3:16 pm
by airbornemongo101
4key it was a good question :wink:

It's always better to ask b4 you start messing w/ the equip file and screw something up :? ,trust me..I learned the hard way and asked alot of questions

I can honestly say that this community is so helpfull that there is no such thing as a "stupid question" :D

Just make sure that if you change id's and/or move stuff that the efx file and the "new equip" file are still in synch :!: (ie:numbers still match for animations and so forth)

Feel free to ask if you have any problems at all,we are all here to help each other 8)

Re: EQP list.

Posted: Fri Mar 16, 2012 4:19 pm
by flakfernrohr
I second ABMongo's post. I can tell you also from experience in fooling around with the Equipment files and Equipment editor, you have to keep your head clear and thoughts organized. Be methodical because EVERYTHING has to be PERFECT in order for it to work properly. And that means EVERYTHING, down to how the image is titled and how the title is written on the graphics (no blank spaces).

I liken it to adding a very long column of figures to get a grand total. You have to take it step by step and get each one right or you will mess up the next one and the next and so on. Then you have to start all over, AFTER you have found your mistake.

That IS the reason everyone here who likes to use the new graphic icons should be extremely grateful to Mongo for making his mods. I was doing something like that several months ago just for my own use and I stopped to take a break. It was so tedious that it was driving me nuts doing three different equipment files at the same time. This was very fortuitious because during the "break", our saviour (my saviour) Mongo did all the hard part for us to plug graphics into the game easily. :wink: Thanks so much again Mongo.

Re: EQP list.

Posted: Fri Mar 16, 2012 6:08 pm
by VPaulus
flakfernrohr wrote:I second ABMongo's post. I can tell you also from experience in fooling around with the Equipment files and Equipment editor, you have to keep your head clear and thoughts organized. Be methodical because EVERYTHING has to be PERFECT in order for it to work properly. And that means EVERYTHING, down to how the image is titled and how the title is written on the graphics (no blank spaces).
And I'll extend to everything we do related with modding. The methodical approach is the best.

Re: EQP list.

Posted: Fri Mar 16, 2012 6:41 pm
by airbornemongo101
I concur.

That is the problem w/ dealing anything related to computers :twisted: ,you need to be so methodical :shock: . Thats' why when I retired from the D.O.C. I went into truck driving :D

Matter of fact.. Paulo pointed out some things I missed :oops: (spaces in names) that would have really pissed me off :x (at myself for my own careless mistake) when I did the new equip file

BTW you're welcome Flak,,thanks to you and rezaf for making the new graphics

Re: EQP list.

Posted: Fri Mar 16, 2012 6:51 pm
by VPaulus
airbornemongo101 wrote:I concur.

That is the problem w/ dealing anything related to computers :twisted: ,you need to be so methodical :shock: . Thats' why when I retired from the D.O.C. I went into truck driving :D

Matter of fact.. Paulo pointed out some things I missed :oops: (spaces in names) that would have really pissed me off :x (at myself for my own careless mistake) when I did the new equip file
It happened already with me and with my sound mod, and I'm quite methodical in everything related with computer usage. But things are much worse, when this does not happen.

Re: EQP list.

Posted: Fri Mar 16, 2012 10:06 pm
by El_Condoro
Completely agree with the stuff said above.

Rule number one: work with a backup copy (i.e. do not stuff around with the real deal until you've confirmed everything is AOK). So if you're going to do something potentially harmful to the e-file make a copy of it first. Then if you bugger it up, copy across the the original and try again. :)

Re: EQP list.

Posted: Fri Mar 16, 2012 10:35 pm
by nikivdd
I think if you want a really neat efile and ditto display of the units in the purchase screen, you require to rebuild it from scratch, leaving enough reserved spaces between each class for incase you want to add units later and also between nations. I must be old fashioned for i write my efiles and efx'es with notepad. I make a new folder for the mod and save the new eqp file there, so i never have to be in the vanilla game data directory again for that project (and overwrite by mistake).
If it can be considered as a downside, such an efile will not be compatible with any (vanilla) scenario save your own modscenario's.

Re: EQP list.

Posted: Sat Mar 17, 2012 12:11 am
by airbornemongo101
El_Condoro wrote:
Rule number one: work with a backup copy (i.e. do not stuff around with the real deal until you've confirmed everything is AOK). So if you're going to do something potentially harmful to the e-file make a copy of it first. Then if you bugger it up, copy across the the original and try again. :)

Truer words have never been spoken.....

God only knows :roll: how many times I've had to copy/paste over my own screw ups :twisted: . Each time I have to I'm glad I followed rule number one.

I'm just glad rule number one was taught to me by El Con,VP and Flak :mrgreen: .

Re: EQP list.

Posted: Sun Mar 18, 2012 2:01 am
by 4kEY
Thanks for the help, folks.

I still haven't gotten around to it...juggling between playtime and beneficial fiddling can be painful.