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View Full Version : Discription of files that can be modified P1,P2 & P3



Yorkie
23rd Jun 2005, 11:09
Rite, as the title suggests here is a break down of the files that can be modified to your hearts content. And how to get em ..

Make sure you back up any files you play with

Myself will not and cannot be held responsible for computer hangs or such like as a result of this data.

Eidos and pyro will not beable to offer tech support or any gaurantee



1. Extract "data.pak" to wherever you want using Winrar.

2. You should have a folder called "data".

3. Open the "data" folder and cut and paste every folder in there to "C:\Program Files\Pyro Studios\Imperial Glory".

4. Delete the "data" folder.

5. Extract "text.pak" to wherever you want using Winrar.

6. You should have a folder called "text".

7. Open the text folder and cut and paste the "texto" folder to "C:\Program Files\Pyro Studios\Imperial Glory"

8. Delete the "Text" folder.

9. Rename the "data.pak" file to "data.pak.bak"

10. Rename the "Text.pak" file to "Text.pak.bak"

11. You should now have the following in your "C:\Program Files\Pyro Studios\Imperial Glory" folder:

Audio folder
Effects folder
Engine folder
Fonts folder
Game folder
Models folder
Teclas folder
texto folder
Textures folder
Video folder

Binkw32.dll
Config.sb
data.pak.bak
Game.sb
Imperial Glory Manual.pdf
ImperialGlory.exe
Ogg.dll
readme.rtf
Text.pak.bak
Vorbis.dll

To revert to the default installation, delete:

Effects folder
Engine folder
Fonts folder
Game folder
Models folder
Teclas folder
texto folder
Textures folder

And rename "data.pak.bak" to "data.pak" and "Text.pak.bak" to "Text.pak"


Cheers benji (gotta love cut and paste) :)

You can edit .sb Files using notepad etc..

If your spanish and my translations are incorrect feel free to send me grief :confused:

Yorkie
23rd Jun 2005, 11:11
file root - Game/Gamemode/gestion/comercio - DefComercio.sb

This file deals with trade based income. Modifying this file can make it eaier to gain cash or make it harder depending on what you want :) .

The First 3 values represent the percentage gained from Interior trade.
so modifying these values will effect what income you generate from your own lands.

The Second set of values represent the percentage gained from forigen land based trade.
Each level represents what building lvl is required, so the value represented by 33 means that you get a 33% trade profit. Do not exceed 100

The Third set of numbers represent the percentage gained from forigen sea base trade.
again this works in the same way as landbased trade

The forth set of numbers Impuestos Tax deals with the modifiers when you build the two required buildings .
file root - Game\gamemode\gestion\IA - and the the country you wnt to edit

This file deals with how the AI acts on the campaign map. From Building armies to diplomatic uses.

The First set of 4 numbers deal with the AI perference as a whole .
sry lost my notes regarding this part but will editied shorty

Temeridad - meaing reckless act , Tbh i dont know how this effects the AI apart form less suicidel attacks on the campaign map ..

Modificatador_Anexion_Easy - This seams to deal with how easy it is to annex a province increaseing the value will make it harder .

Umbral_Hostilidad_Declaracion_Guerra - The threshold of hostilities to declare war.

If you increase the number from 25 - x the AI will more likley declare war on you if your sympathy is x with that country. However if you are alot stronger than the country he wont do it alone but my form a coalition instead.

Preferencia_Construccion - the total valuse must add up to 1
These numbers deal with the priority the AI give to each group as a whole.

Edificios - buildings
Batallones - Troops
Barcos - Ships

eg:- Edificios .60
Batallones .30
Barcos .10

total value = 1.0


Preferencia_Investigaction - Again the total values must add upto 1
These values deal with the priority the AI give on the tech tree.

Porcentage_rama_Comercial - percentage of comercial branch
--------"--------_Politica - percentage of political branch
--------"--------_Militar - percentage of military branch
--------"--------_Recursos - percentage of resorces branch

Preferencia_Batallones
This list deals with the prefernce the AI give when constructing it armies . setting a value to 0 and thge Ai will not build that unit, setting it higher will increace the priority.
do not exceed a value of 2.0

ill post a full list of translated units asap..


Preferencia_Barcos deals with the AI prefernce when it comes to constructing his navies .

Corbeta - sloop
Frigata - Frigate
Navio - S.O.L "Ship Of the Line" :)

Again the total value must add upto 1

The rest of the file deals with the AI prefernce to goverment types ..

file root - Game\gamemode\gestion\regals - DefRegalsGernerales

MAX_BARCOS_EN_FLOTA - quantity of boats in fleet
Setting this higher in therory should allow more ships per fleet. but test show that it crashes the game on hard setting. The only way of getting the ships out of the fleet is by docking the ship in port.

MAX_TROPAS_TITULARES - Max troops allowed in a battle :)
Warning
Setting this high will cause system slowdown. IT also has creates a major problem when comming to troop deployment on the battle field. After you initial units are placed in the red starting box the other units are placed outside in on spot. so you might end up with 50 howiters in one spot .. :confused:

[b]TURNOS_PPASO_POR_CAMBIO_JUG_DE_PAIS - Right of passage after an event, if thats after liberating a province of giving a province away.
You have X amount of turns to get out ..

MODIFICADOR_HOSTILIDAD_DIFICULTAD - Modify naval difficulty
This gives the AI a bouns when fighting human players. I think :confused: . Not noticed anything different as the hard setting is at max.

MODIFICADOR_HOSTILIDAD_POR_PRUNTUACION
Deals with the accuracy of cannon fire from AI
PROCICION_RANKING_APLICABLE 1 1 is the base number .

Easy, Medium & Hard can be modified between -1.0 to 1.0

MODIFICADOR_PRODUCTION_NIVEL_DIFICULTAD - Modify the production cost according to the dificulty setting.

ORO - Gold
MATERIALS_PRIMAS - Raw Materials
COMIDA - Food
CIENCIA - Research

Aplicar_A_jugadores_Imperials - Apply to Imperials
" " " _Neutrales - Apply to Neutrals

The values can be set between -100 and 100

BONUS_HOSTILIDAD_MENSAJES_DIPLOMATICOS
deals with the bonus and penalties from diplomatic transactions .

Permisa_Pas - Right of passage
Mejora_Relacion - Improve Relations
Declaracion_Guerra - Declare War
Declaracion_Guerra_no_Diplomatica - Invade a province without declaring war (this is the gobal penalty)
Proposicion_Tregua - Propose a Truce (Maybe the gobal value)
Proposicion_Armisticio - Propose a Peace Treaty
Proteccion_Mutua - Defencesive Alliance
Trato_Comercial_Especial - Comercial Treaty
Proposicion_Matrimonio - Arrange Marrage
Alianzas_Contra_Treceros - Coalition
Envio_Effectivos - Give Military aid / Loan Armies
Solicitad_Ayuda_Militar - Request Military Aid

Yorkie
23rd Jun 2005, 11:13
[Modifyers]
Ultimatum - Ultimatum
Rechazo-Oferta - Reject Offer

All values can be modified between -100 and 100 .. Setting it higher will give you a positive bonus and lower a negative bonus :)


BONUS_HOSTILIDAD_ACCIONES
These next for deal with the consiquenses (sp) of violatinig diplomatic treaties and bonus modifyers fro goverment types (they are in order as they aprear in the file) They can be modified between -100 and 100

Falier to move troops out of a province after R.O.P (Right of passage) has come to a end.

Same Goverment ideal - ie absolute or democratic

Not the same goverment ideal

Declaration or war early - Ie signing a peace treaty the turn before then declaring war the turn after . (This is a globle value)

COMPETENCIA_ANEXION_POR_DELCARACION_GUERRA - Completed anexation through war
COMPETENCIA_ANEXION_POR_CONSTRUCCION_EDIFICO - Completed anexation through peacfull anexation buildings .

these can be modified between -100 and 100 they are globle values

COMPLETENCIA_ANEXION_POR_MEJORA_RELACIONES - dont mess with this :)

The next two values deal with liberating a anexed country
NEY
YEA

these can be set between -100 and 100

CONOCIMIENTO_SABOTAJE - Comerical Sabotarge

again set between -100 and 100
ZONA_INEFUENCIA zonal infulence
deals with the goverment infulence over the 3 distances.
1 being the boader countries and so one :)

TURNOS_TRATADOS_DIPLOMATICOS - How many turns a diplomatic treaty lasts

these can be set to any value you like. Please remeber if you set a defenceive alliance to 10000000 turns you might end up waiting till you next birthday before you can finnish the game :)

CFG_PROTECION_MUTUA - config defencive alliance
MAX_JUGADORES - How many people in the pact

PORCENTAJE_HOSTILIDAD_SITACION_GUERRA the percentage of provinces lossed before the AI seeks peace

VALOR_MAXIMO_TRATADOS_COMERCIALES - Maximun valuse in a comercial treaty

PORCENTAJE_DESERCION_BATALLONES_CEDIDOS_GUERRA - how many units desert

CAPACIDAD_PROVINCIAS - capacity for each province :eek:

MAX_FLOTAS - Max Ships
MAX_EJERITOS - Max Generals
MAX_EJERITOS_REFUERZO - Max Generals Used as Reinforcements

Warning Setting this high will cause system slowdown. IT also has creates a major problem when comming to troop deployment on the battle field. After you initial units are placed in the red starting box the other units are placed outside in on spot. so you might end up with 50 howiters in one spot ..

Regarding more ships on the screen - If you have alot some ships will still go poof. Another draw back is that the extra ships (anything over 7) will be spawned in the same spot, this has the effect of getting them to move out of possition a nightmare. And some will sustain dammage :confused: But all in all i had a massive battle with 25 ships on the screen and it was hectic , ships getting racked from every angle and then some :p

Yorkie
23rd Jun 2005, 11:14
Imperial Glory\Game\GameModes\Gestion\Balanceo - DefsBalanceoJugadores

This file deals with the base cost of everything. Setting the values high will increase the the cost whilst setting em to 0.0 will cost ya nowt.

.MILITAR - deals with the military tech branch costs
.COMERCIAL - deals with the commercial tech branch costs
.RECURSOS - deals with the resource tech branch costs
.POLITICA - deals with the political tech branch costs
.TROPAS - deals with the costs of troop production and upkeep
.BARCOS - deals with the costs of ship production and upkeep

The nations are quite easy to self translate, the minor countries use the default setting except the Ottomans and spain.

Quests.
Imperial Glory\Game\GameModes\Gestion\Quest - DefQuest

This as you might guess deals with the quest. In this file you can modify how much resourses you need to complete the quest and what you get for doing the quest.
*Warning* any missed placed . (full stop / period (for you yanks out there)) will cause the game to crash.

e.g 1
.REVOLUCION_AGRARIA - Agrarian Revolution
[
#.TURNOS 0 #5 - How many turns it takes to take effect 0
#5 means its avalible to all gove types i think :?
#.REQUISITOS - What is required
##[
##.RUTAS_TERRESTRES [ .CANTIDAD 1 ] - 1 land tade route
]

#.RECOMPENSAS - What ya get :)
#[
##.EJERCITOS - Army
##[
###[ .MANDO MARISCAL .EFECTIVOS [ OBUS_CAB OBUS_CAB OBUS_CAB CAB_DRAGON ELITE ELITE ] ]
###[ .MANDO MARISCAL .EFECTIVOS [ OBUS_CAB OBUS_CAB OBUS_CAB CAB_DRAGON ELITE ELITE ] ]
###[ .MANDO MARISCAL .EFECTIVOS [ OBUS_CAB OBUS_CAB OBUS_CAB CAB_DRAGON ELITE ELITE ] ]
###[ .MANDO MARISCAL .EFECTIVOS [ OBUS_CAB OBUS_CAB OBUS_CAB CAB_DRAGON ELITE ELITE ] ]
###[ .MANDO MARISCAL .EFECTIVOS [ OBUS_CAB OBUS_CAB OBUS_CAB CAB_DRAGON ELITE ELITE ] ]
##]
#]
]

As you see in the example above ive made the Agrarian Revolution to give me 5 Field Marshals with 3 horse howitzers 1 dragoon and 2 elites when ive completed the simple task of building one land trade route without any other resoruce outlay.

E.g 2
.ENCICLOPEDIA
[
#.TURNOS 0 #5

#.REQUISITOS
[
##.RIQUEZAS [ .DINERO 5000 .MAT_PRIMAS 2500 .POBLACION 1500]
##.RUTAS_TERRESTRES [ .ENLACES [ CAP_CASTILLA CAP_E_PAPALES ] ]
##.RUTAS_MARITIMAS [ .ENLACES [ PUE_EGIPTO PUE_GRECIA ] ]
##.EDIFICIOS [ UNIVERSIDAD ]
#]

#.RECOMPENSAS
#[
##.INCREMENTO_PRODUCCION [ .TURNOS 24 .MULTIPLICADOR_CIENCIA 6 ]
#]
]

Argh, it dint retain the script format. pretend # = space :) its the only way to get the format on the forum
In this example ive taken the Encyclopaedia Quest and added a university to be built as well as incresed the cash needed and also added the need for population and raw mats to be needed. The bottom line indicated how many turns the quest is avtivated for in this case 24 (2 yrs) and it mutiplies the research output by 6.

you can find all translated quest subjects and buildings and troop names in C:\Program Files\Pyro Studios\Imperial Glory\texto\english\Management.

Building outputs -
Imperial Glory\Game\GameModes\Gestion\Reglas - DefReglasEdificios

this file deals with the output the builds give in a percentage.

DINERO - cash
MATERIAS_PRIMAS - Raw Materials
COMIDA - Resarch
POBLACION - Population

Increasing them to silly numbers will take the fun out of the game, but its good to see population boom every now and again .. The rest of the file (CONSULADO -> INFRAESTRUCTURAS)
deals with the bonus given by building the buildings in a nuteral country. so setting them to 0 will give you now bonus and will stem the tide of peacefull anxeation by the ai The next part of the file deals with the maximun capacity of barracks, elite down to basic.
And the last is about the bank :)

Yorkie
23rd Jun 2005, 11:15
Starting Fleet -
Imperial Glory\Game\GameModes\Gestion - dbgDefFlotasIniciales

In this file you can modifly the starting fleet of any nation. All you have to do is follow the script format laid out in the.
you can find the province names in Imperial Glory\texto\english\Management TextDescripcionesProvincias

AI battle tactics -
Imperial Glory\Game\LuaScripts\IA_Batalla
These are Lua scripts and are easy to understand why .. Because there all in english :) . So i wont bore you with the translations or what this does and what that does you can read cant yas :)
Key Mapping

file root - Teclas /standard

The keys are easy to understand so i wont bore you with em

Camra modding


You can increase the height of the camera on the battlefield and map by editing files in:
data.pak\Game\GameModes\Batalla\camera.sb (battlefield)
data.pak\Game\GameModes\Gestion\camera.sb (Map)

within the camera.sb file you will find
# altura de la camara
.ZOOM_BASE_HEIGHT 3200.0 # altura inicial de la camara, con zoom = 0
.ZOOM_VAR_HEIGHT 2500.0 # variacion de altura por nivel de zoom
.MIN_HEIGHT 700.0 # altura minima absoluta


# distancia al target
.ZOOM_BASE_TARGET_DIST 3000.0 # distancia al target con zoom = 0 (cm)
.ZOOM_VAR_TARGET_DIST 2000.0 # variacion de la distancia al target por nivel de zoom

In the sub directory for data.pak\Game\GameModes\Batalla\camera.sb (battlefield) the camera.sb file has this command at the bottom of the page:
ENABLE_ROTATION TRUE
If you switch it to FALSE you will not rotate the camera view in battle.


You want to increase zoom base height and zoom base target dist. If anyone else notices a better way let us know.


All compiled into one nice big post :)


Any wayz thats me done for a bit. Im also making a mod and writing scripts for some nifty stuff like flag transition from old union flag to the current union flag :) . Any comments are welcome :).

Gelatinous Cube
23rd Jun 2005, 11:18
Still no blood for us poor Americans, I see. :(

Yorkie
23rd Jun 2005, 11:23
Still no blood for us poor Americans, I see. :(

canna please everyone eh :).

Rite to settle it once and for all here it is.

Im English therfore dont have a copy of the American version of the game. Therefore i dont know where the blood was emmited from that copy. Blood is in the European version and its is nice.

Maybe if a yank could upload the files i could look into the blood for em, but unless i have the files i canna do nowt :).

Unit stats
Modifying the unit stats are in a .DT file and cannot at this time be modified as i canna decode the file to enable me to edit it.

Gelatinous Cube
23rd Jun 2005, 11:44
canna please everyone eh :).

Rite to settle it once and for all here it is.

Im English therfore dont have a copy of the American version of the game. Therefore i dont know where the blood was emmited from that copy. Blood is in the European version and its is nice.

Maybe if a yank could upload the files i could look into the blood for em, but unless i have the files i canna do nowt :).

Unit stats
Modifying the unit stats are in a .DT file and cannot at this time be modified as i canna decode the file to enable me to edit it.

Surely there is an on/off toggle somewhere in your version? If you could just find where it is, a yank like myself could see about toggling it towards "On". Jaycw said it would be easy to mod.

Yorkie
23rd Jun 2005, 11:50
Surely there is an on/off toggle somewhere in your version? If you could just find where it is, a yank like myself could see about toggling it towards "On". Jaycw said it would be easy to mod.

Yeah it should be easy to mod, but i have not seen any references to it in the files i can mod. My only conclusion is that it is in the .DT file.

Gelatinous Cube
23rd Jun 2005, 11:53
Yeah it should be easy to mod, but i have not seen any references to it in the files i can mod. My only conclusion is that it is in the .DT file.

Ah.. the plot thickens.

Inferior Being
23rd Jun 2005, 14:44
How about those evil, evil corpses getting all dark? Some way to make them stay as light as when they were alive?

Tikkebo
27th Jun 2005, 21:50
Which file must I change in order to get a 1920*1200 resolution and preferably higher FOV(field of view)? Does anyone have a suggestion? I would so much want to play it in full size!!! :confused:

Yorkie
28th Jun 2005, 13:51
Which file must I change in order to get a 1920*1200 resolution and preferably higher FOV(field of view)? Does anyone have a suggestion? I would so much want to play it in full size!!! :confused:

I dont think its possible to edit a file to increase the res fella :(

Monkeymanbob
28th Jun 2005, 16:45
Is there any way to disable the timer, I specifically want this for multiplayer.
Ta

cokofreedom
4th Jul 2005, 22:16
Playing with Spain is possible.

I did not test other countries but I think it´s possible too.

----------------------

1.- Make a backup of DefModeloGestion.mng file. The file is in ...\Imperial Glory\Game\GameModes directory

2.- Dowload a HEX editor. I use WinHex, for example

3.- Edit DefModeloGestion.mng file with WinHex (don´t use notepad or another ASCII editor!!!!) and replace JUG_FRANCIA by JUG_ESPANYA and viceversa in the begining of the file.

4.- save

5.- make a backup of the following files in ......\Imperial Glory\Game\GameModes\Gestion directory

defsInicialesJugadores.sb
defsInicialesLocalEasy.sb
defsInicialesLocalMedium.sb
defsInicialesLocalHard.sb

6.- edit the following files with notepad in ......\Imperial Glory\Game\GameModes\Gestion directory

defsInicialesJugadores.sb
defsInicialesLocalEasy.sb
defsInicialesLocalMedium.sb
defsInicialesLocalHard.sb

and replace JUG_FRANCIA by JUG_ESPANYA and viceversa

7.- Make a backup of DefsBalanceoJugadores.sb file in ... \Imperial Glory\Game\GameModes\Gestion\Balanceo

8.- edit DefsBalanceoJugadores.sb file in ... \Imperial Glory\Game\GameModes\Gestion\Balanceo with notepad and and replace JUG_FRANCIA by JUG_ESPANYA and viceversa

----------------

The following steps are for text purpouses. The directory of the files involved depends of your language version. My version is Spanish so I have to edit the files in ... \Imperial Glory\texto\spanish\ directory

---------------

9.- make a backup of the following files:
TextFlotasEspanya.sb
TextFlotasFrancia.sb
in ... \Imperial Glory\texto\spanish\Management\TextNombresFlotas directory

10.- rename TextFlotasEspanya.sb as TextFlotasEspanya-changeme.sb

11.- rename TextFlotasFrancia.sb as TextFlotasFrancia-changeme.sb

12.- edit TextFlotasEspanya-changeme.sb with notepad and replace JUG_ESPANYA by JUG_FRANCIA. Rename the file as TextFlotasFrancia.sb

13.- edit TextFlotasFrancia-change.sb with notepad and replace JUG_FRANCIA by JUG_ESPANYA. Rename the file as TextFlotasEspanya.sb

14.- Repeat steps 9, 10, 11, 12 and 13 for

TextOficialesFrancia.sb
TextOficialesFrancia.sb

in ...\Imperial Glory\texto\spanish\Management\TextNombresOficiale s directory

15.- Make a backup of

TextHerederos.sb

in ...\Imperial Glory\texto\spanish\Management

16.- Replace JUG_FRANCIA by JUG_SPANYA and viceversa

Just posted this, to add to this information. This should enable people to also achieve this with other countries as well, to alter the starting lot. I'm going to look into this, to see if its possible to actually enable more than 5 choices for playing, so instead of replacing France with Spain, adding Spain to the list.

Cpt.HooK
8th Jul 2005, 11:51
First off great work Yorkie nice post.

I have some questions to ask i'm done editing my game files.
What now do i have to put all folders back into data.pak or should the game work unzipped :confused:

Heres what i've changed I set anexation value to 50.0 default 5.0,set AI build prefences for each nation to not build militia and changed AI ship building % to 25%Sloop,35%Frigate,40%SoTL and i may have changed the price of a few units too :cool:

Mike_B
8th Jul 2005, 15:49
What now do i have to put all folders back into data.pak or should the game work unzipped :confused:

The game works unzipped (if you unzipped in the correct dir that is (the maps all go in the Imperial Glory dir)).

Cpt.HooK
9th Jul 2005, 10:04
I must have done something wrong all i get is blackscreens :confused: i will try again this afternoon it would be much easyier if i were spanish :rolleyes:

Toblakai
10th Jul 2005, 21:58
I've been wondering about this for a while. Is it possible to mod the game to increase the map size from Europe to a world map? If not, and if some dev is reading this, will an expansion pack be created that will feature a world map? It is after all the era of colonisation.

Phillippe
10th Jul 2005, 22:01
I've been wondering on that myself, because I'm thinking on a Civil War in America Mod, and from my understanding of Rise of Nations, if it uses a similar system to create the map, then it should be possible.

A major undertaking would be new maps of terrain wise, the actual Europe map, wouldn't be so hard. I expect if it is possible the first lot will be increasing the number of territories in Europe, but then comes Trade Routes and there needs...

Phillippe
11th Jul 2005, 19:54
Well, here are some initial things by me, on the whole I've just documented the *.sb [apart from one] and it just describing what each of the code pieces is on about, for those not Spanish, or in the mood to go to FreeTranslation websites.

Collected by Phillippe - 9th July 2005
Although not useful if you want to completely alter the workings of the

game, these files below are basically to do with the Campaign map, and its

is the numbers and generally percentage figures of things. I'll be going

over some of it again and again to check the numbers, and see what you

can do. Unless I saw otherwise most things cannot be set above 100 or

below 0, and any # indicate that its a commet, so if this is over code as

such, it means that code isn't in use. Maybe I'll play around with this to find

out what effects this has on a later date.

Towards commented code, I've not described them in my findings, so just

follow the names, which I've inputted for ease of use.


====================================================

Commercial Trade [33%, 66%, 100%]

C:\Program Files\Pyro Studios\Imperial

Glory\Game\GameModes\Gestion\Reglas\DefReglasComercio.sb

Though some study have concluded that this file while not replacing

C:\Program Files\Pyro Studios\Imperial

Glory\Game\GameModes\Gestion\gestion/comercio\DefComercio.sb in

fact likely adds more factors onto it, including differences if its a Capital

City, use of Bonus's, such as Commercial Treaties used to improve

relations. It is also heavily commented compared to the already written

about .sb. However its modification is likely more deadly.

It appears its maximums are 225% although this may not be the case.

These seems less about trade but rather bonus's that can be applied, so

that 150% would be the amount again plus a half for the bonus, I'll be going

through this again to see what possible differences it makes. It in fact gets

extremely complicated, and I'm unsure how much use it has at present.

[NOTES; Este fichero está obsoleto. Usar el script

Gestion\Reglas\DefReglasComercio.sb and that doesn't need translation,

it means the Comercio is out of date, but may still have effect]

====================================================

Money - Currency

C:\Program Files\Pyro Studios\Imperial

Glory\Game\GameModes\Gestion\Reglas\DefReglasEdificios.sb

.OFICINA_RECAUDACION, .DPTO_TESORO, .MINISTERIO_HACIENDA
Percentage Increase towards Cash
.ASERRADERO, .MINAS_PROFUNDIDAD, .ALTOS_HORNOS
Percentage Increase towards Materials
.ALMACEN_VIVERES, .REGADIOS, .MINISTERIO_AGRICULTURA
Percentage Increase towards Food
.HOSPITAL_LOCAL, .HOSPITAL_MODERNO, .CASA_ALISTAMIENTO
Percentage Increase towards Poulation
.ESCUELA_BASICA, .LICEO, .UNIVERSIDAD
Percentage Increase towards Scientific Points [research points]


.CONSULADO, .PERIODICO, .CTO_CULTURAL, .BOLETIN_ARMADA,
.INFRAESTRUCTURAS, .COMISARIA
6th and onwards are very nice, dealing with the amount of points

generated towards Annex through buildings, including initial and by turn.

Consulate also needed to begin Annex system.

.COMISARIA
War Annex and its percentage may likely be based on some strength to

determine time to Annex Country.

.CUARTEL_ELITE, .CUARTEL_AVANZADO, .CUARTEL_BASICO
Spaces provided for troops to be housed in, working in reverse order

from how you build them.

.BANCO
Must be a maximum of sometype, now I believe this to be of Troops.

====================================================

Scoring - Playwise

C:\Program Files\Pyro Studios\Imperial

Glory\Game\GameModes\Gestion\Reglas\DefReglasPuntuaciones.sb

This simply deals with the amount of points awarded to a player, including

Ai for doing a something within the game, beyond altering these I can't

think how you'd add to them. The Victoria is dealing with the final game,

and where you appear on it, describing the points needed to reach a

certain level, and then activiting the correct text name and description, to

which I'll find to allow you to alter this as well.

====================================================

Information on Combat Experience

C:\Program Files\Pyro Studios\Imperial

Glory\Game\GameModes\Gestion\Reglas\DefReglasPuntuaciones.sb

.INC_EXP_COMBATES_TIERRA
First things are just experienced gained depending on the fight, be it

normal, average or difficult, and for fleeing. [Likely to be on land]

.INC_EXP_COMBATES_MAR
Second are just these but for a Sea Battle.

The wierd comment crap is actually just the mathematics behind how it

works out whether it was a difficult fight, average fight or normal fight.

Therefore, if Army A [generally you] divided by Army B [enemy] = C,
and R = your Rank coming into the Battle.
If C > 1 + R, then its easy for the player A,
If C < 1 - R, then its difficult for the player A,
If C >= 1 - R or C <= 1 + R then its neither easy or hard for either player,

.RANGO_DIFICULTAD_COMBATE
Range I believe is 0.3, this is what you alter on the combat scale, though

god knows what happens when you do.

.EXP_RANGOS_MANDOS
Then we move to stuff on Generals and what each needs to become the

next level, these altered make it easier to gain a rank or harder as you

wish.

.INC_MORAL_MANDOS 1
Next is a tiny piece on moral earned from battle, simply set at 1, hard to

deal what you could do with this, maybe setting higher would improve

moral, but what levels it can input/output/process...

.EXP_RANGOS_BATALLON
Then we move onto the units themselves and upgrading their levels of

experience so that they become better soldiers, again alter as you wish.

.EXP_CALIDAD_TRIPULACION
Believe the next is just set on Naval info.

.CAPTURAS_POR_HUIDA
This deals with the likelihood of how many captures you'll make based on

flights and such from the enemy.
.FACTOR_EXITO_HUIDA
This is for units about how good they are at getting away, between 0-100,

the lower you set it the worse they are at escaping.
.FACTOR_EXITO_PERSECUCION
I think this deals with how good you are at catching enemy, so that higher

rates mean more likely to catch something.

.MODIFICADORES_PROBABILIDAD_EXITO_HUIDA_EJERCITO
This wonderful thing is obviously the maths behind what will be captured

and not.

Positive values of course add to likelihood of capture while negatives

mean less likely. So first is [you own where they are fleeing to, second is

where you don't own the fleeing desination. Third is where its your

original area where battle was fought[IE they invaded you], and fourth is its

not your original area [IE you invaded them].]

.EMBOSCADA
This deals with ambushes of enemy units and it likely is between 0 - 100 as

well. I believe its probability set, so that you have a starting rate of 25%

and that the minimum units killed is 5% or 45%.

.TRATAMIENTO_PRISIONEROS
This deals with your treatment of the prisoners, but be careful on how

much you change this, i think its based per person, so if you execute

them, its -0.009 on global opinion per ONE. and as is banishing them 0.007,

while exile is Total captured with 0.5 difference likely meaning this one is

just standard, you get 0.5 added globally for being a nice guy.

====================================================

Technologies and Percentages For Plunder [seems basic a Misc selection]

C:\Program Files\Pyro Studios\Imperial

Glory\Game\GameModes\Gestion\Reglas\DefReglasTecnologias.sb

These are all Technology based increases, which likely are from

researching these technologies, this is only how to alter their levels, not

their names or descriptions

.REPRESION
Percentage in reduction towards Military Annex

.MECENAZGO, .ILUSTRACION
Percentage of increase in production of Scientific Points in a Country

.CATASTRO, .CAPITALISMO
Percentage of increase in production of Gold [maybe global?]

.SINDICALISMO, .REVOLUCION_INDUSTRIAL
Percentage of increase in production of materials [maybe global?]

.DIEZMO, .PREFECTURA
Percentage of increase in production of food [maybe Global?]

.PROTECCIONISMO, .LIBERALISMO
Percentage of increase in the commercial trade routes [internal/external?]

.CUERPO_VOLUNTARIOS [this'll no doubt be the name of the Technology]
.PORCENTAJE_REDUCCION_DINERO
Percentage in price reduction for Units.
.PORCENTAJE_REDUCCION_MAT_PRIMAS
Percentage in commodities reduction for Ships.
.PORCENTAJE_REDUCCION_POBLACION
Percentage in population reduction for Units

.NACIONALISMO [this'll no doubt be the name of the Technology, arrr]
.PORCENTAJE_REDUCCION_DINERO
Percentage in price reduction for Units.
.PORCENTAJE_REDUCCION_MAT_PRIMAS
Percentage in commodities reduction for Ships.
.PORCENTAJE_REDUCCION_POBLACION
Percentage in population reduction for Units

.RECLUTAMIENTO_FORZOSO
.TURNOS_ESPERA
Seems to describe turns for activation, maybe the wait to use it.
.TURNOS_ACTIVO
How long it seems to last turn wise, from activation
.PORCENTAJE_AHORRO
How much percentage you save on cost of troops

.INSTRUCCION_OFICIALES
Percentage of the Units held by the "caballeria" [Military Buildings or

Generals?]

.INFRAESTRUCTURA_NAVAL, .ORGANIZACION_NAVAL, .ARMADA_MODERNA
Number of ships held at a port [concluding that this likely means how many

ships the port can hold

.CONTRABANDO
How much trade from blocked routes, on land routes.

.PIRATERIA
How much trade from blocked routes, on sea routes.

.MANIOBRAS_MILITARES
.EXP_INICIAL
Initial experience of troops created
.MEJORA_RESISTENCIA_CUERPO_A_CUERPO
Improvement of resistance of troops (Hand to hand combat)
.MEJORA_DANYO_DIST_FUSILES
Improvement of damage done by Ranged Firing (Rifles)

.MANIOBRAS_NAVALES
.EXP_INICIAL
Initial experience of ships created (you know, their crews!)

.MANIOBRAS_NACIONALES
.EXP_INICIAL
Initial Experience of troops recruited (Experienced Rank)
.MEJORA_AREA_DANYO_ARTILLERIA
Improvement to area of fire from Cannons
.MEJORA_RESISTENCIA_ARTILLERIA
Improvement in resistance to Cannon Fire

.ALTO_MANDO
.MEJORA_DANYO_CUERPO_A_CUERPO
Something about improvement of "danyo" body to body, could mean

energy of the unit?
.MEJORA_DANYO_CARGA
Improvement to the cargo held by "Caballeria" [Building...]

reddis
28th Jul 2005, 18:18
Any idea about how can we give a nation the same privileggies that empires have?

The mod that let's you play with Spain instead of France has the problem that some of the actions that you can do with current empires don't work on Spain.

i.e. After getting the technology to promote captains to coronels you can't build the building so altough your captains have much experience, they never promote.

I don't know what files should I change.

Emperor of the French
9th Aug 2005, 20:41
Does anyone know how to modify Dictatorships so that they don't kill the royal family, and that arranged marriages can still be performed?

Edit: Also, I haven't tried unzipping that big data.pak file since it takes a lot of resources, but I've a question for those that do. Does data.pak really compress the files, or is it more of a consolidation? I'm wondering, because I'd prefer to play with the files extracted for easy modification, but only if the extracted version isn't dramatically larger. Is it the same size, or much larger?

Phillippe
13th Aug 2005, 14:59
It'll increase the size slightly, but the bigger problem is that there is a longer loading time between maps and such, but if your willing to work with that its pretty useful in that format.

timetraveller
13th Aug 2005, 17:27
Also, I haven't tried unzipping that big data.pak file since it takes a lot of resources, but I've a question for those that do. Does data.pak really compress the files, or is it more of a consolidation? I'm wondering, because I'd prefer to play with the files extracted for easy modification, but only if the extracted version isn't dramatically larger. Is it the same size, or much larger?

Yes, it's compressed, like a .ZIP file is. Once uncompressed, the resulting folder structure is about double in size (2.4GB) versus the .pak file (1.2GB). The .pak file is basically a .RAR compressed file (uncompressed with WinRAR). Change the .PAK extension to .RAR, then uncompress using WinRAR. Uncompress in place, i.e., "Extract to Here"".

http://www.rarlab.com/index.htm

TT

Emperor of the French
13th Aug 2005, 21:02
Great. I'll just change the extension to .zip and let XP unzip it. It's more effective a tool than winRAR, because it's shell integrated and won't use more system resources than necessary.

That's one thing solved. Has anyone found the files that control governments yet?

timetraveller
13th Aug 2005, 22:31
Great. I'll just change the extension to .zip and let XP unzip it. It's more effective a tool than winRAR, because it's shell integrated and won't use more system resources than necessary.

That's one thing solved. Has anyone found the files that control governments yet?

It's compressed, "like a .ZIP file is". But it's not a .ZIP file. It's a .RAR compressed file. Last I checked, Winzip doesn't do .RAR compression format. You must change the file extension to .RAR.

TT

edou20_nl
14th Aug 2005, 19:55
:thumbsup: getting the game without anexations(peaceful ones).
.... DefReglasEdificios.sb

to not to get so much anexations i put all buildings that give better relations
CONSULADO,PERIODICO,CTO_CULTURAL,BOLETIN_ARMADA,INFRAESTRUCTURAS, put all to 0.0, it works but i think ai will still build and try to get relations to 100 and like thats not very easy they will spend lot of money, how can i change the ai to not spend money on buildings for anexations?

nice helping post u guys put helped me much:thumbsup:

Phillippe
14th Aug 2005, 22:09
That'll only be done in the Ai Script, I don't know about those, anyone got a clue?

Likely it'll be a percentage factor on how much the Ai spends into building these things, and you'd just need to set it to zero.

Quickly scan through Yorke's and mine lists to see if such an options appears, but I'll try looking into it.

edou20_nl
15th Aug 2005, 18:09
C:\Programas\Pyro Studios\Imperial Glory\Game\GameModes\Gestion\IA ...
.PERFIL_PRIMARIO
if i modify the quantity of .PORCENTAJE_DIPLOMATICO 0.10 # Porcentaje de la faceta economica, what does it really do? lesser seaking of agrements and comecial stuff or lesser money to peace anexations ??(if i put les percentage)

other question: Modificatador_Anexion_Easy is this for anexaion peacefully or when in war and taking that province , i think is the last but not sure.

other question: where can i find the file with the province stats, with the amount of money raw materials etc that is "maked" in each province.
:thumbsup:
thks

edou20_nl
15th Aug 2005, 18:41
nice thing make peace anexations almost impossible if i put all buildings to make beter realations to 0 (i played some time a game and uk still anexes much countrys(hanover denmark portugal moroco in the time i played some 10 years) batavia not because maked a coalition:),so then putted in
C:\Programas\Pyro Studios\Imperial Glory\Game\GameModes\Gestion\Reglas
BONUS_HOSTILIDAD_MENSAJES_DIPLOMATICOS
.MEJORA_RELACION 1.0 very low ,
but still need to know how to put investements of the countries in peaceful anexations to 0 somewhere :thumbsup:

Michael1
18th Aug 2005, 16:49
I'm sure I'm missing something, but when I install the new patch files, and then try to expand the data.pak, and text.pak to modify some files- the game tells me that I'm using version 1.0 and the new features in the patch are not there. Is there a way to expand the files and modify them, as explained in the first post by BenJ, and still have the benefit of patch 1.1?

Thanks,
Michael

Hengist_Sharpe
18th Aug 2005, 18:12
I haven't read this whole thread in depth, but the bits I did read were about modding the strategy map, e.g. Trade, research, etc.

I'm happy with the strategy map gameplay, what I want to know is, is it possible to mod the tactical gameply, i.e. unit stats, make militia weaker, reduce all units melee charge fixation, etc?

Aeons
20th Aug 2005, 06:41
Hi im a lil new to Modding Imperial Glory, But i was wondering if you can change the build times of units , Like i did with the technical Advances in 1 turn?

MAXB
20th Aug 2005, 08:02
I am trying to change the number of generals you can put in a provence with notepad but it tells me it is a read only file when I try to save it. Could someone tell me what Im doing wrong? Thanks.

MAXB
20th Aug 2005, 08:20
Never mind. I figured it out.

Phillippe
20th Aug 2005, 12:48
I haven't read this whole thread in depth, but the bits I did read were about modding the strategy map, e.g. Trade, research, etc.

I'm happy with the strategy map gameplay, what I want to know is, is it possible to mod the tactical gameply, i.e. unit stats, make militia weaker, reduce all units melee charge fixation, etc?

This area is currently hard to locate we think its a *.sb file that we can't understand with most programs at the time. Hopefully someone will crack it soon.

Icanus
20th Aug 2005, 17:32
This area is currently hard to locate we think its a *.sb file that we can't understand with most programs at the time. Hopefully someone will crack it soon.
The unit stats are in Imperial Glory/Game/Gamemodes/ModeloCombate.dt, which is a binary file. I've made some progress figuring out the format, and have posted some details to the Mod Discussion forum over on TAFN.

I'm working on a more in-depth guide, as well as a program to make things easier (at the moment to change anything you need to get stuck in with a hex editor), both of which I'll post here as soon as they're finished.

So far I've been able to change: unit strength (number of soldiers), weapon range & accuracy, movement speed & the size of the gaps between soldiers.

MAXB
20th Aug 2005, 19:55
Has anyone found where the inital starting forces of each country is located? I found the ships but not the ground forces. I want to do away with militia altogether. Any help would be appreciated!

Lakefather
27th Aug 2005, 10:40
Has anyone looked in the Batalla folder yet?, i've looked briefly through it and from what I can tell it controls the AI behaviour during battle. I've been mostly looking at the DatosAIBatalla.sb.

Icanus
27th Aug 2005, 14:53
Has anyone looked in the Batalla folder yet?, i've looked briefly through it and from what I can tell it controls the AI behaviour during battle. I've been mostly looking at the DatosAIBatalla.sb.
I think the actual AI decision making process is controlled by LUA scripts (not something I know a huge amount about, but I think it's the same as was used for the AI in Warhammer 40,000: Dawn of War.

Some people modding that had some success in altering the AI, so hopefully the same is possible for IG.

The scripts are in \Imperial Glory\Game\LuaScripts\IA_Batalla\ is anyone fancies having a look.

Lakefather
27th Aug 2005, 18:11
I think the actual AI decision making process is controlled by LUA scripts (not something I know a huge amount about, but I think it's the same as was used for the AI in Warhammer 40,000: Dawn of War.

Some people modding that had some success in altering the AI, so hopefully the same is possible for IG.

The scripts are in \Imperial Glory\Game\LuaScripts\IA_Batalla\ is anyone fancies having a look.

The DatosAIBatalla.sb file does affect the AI in a small way, i've been playing with it today and changed a few things. The line containing ARTILLERY_DANGER_BONUS_COEF for example, if you set this to a low number then the AI hardly uses its artillery.

OldBean
8th Sep 2005, 09:38
Hi guys,
Has anyone come up with a way to go beyond the 100 Infantry limit? Forming square seems to be the limiting factor.

Also, I am looking to add more starting troops to the map. Does anyone know how to do that?

Thanks,

OB :o

Emperor of the French
17th Jan 2006, 11:39
Which file contains information about the things in the Gamemodes\gestion\edificios folder? I've determined that it's the folder where the buildings on the strategy map appear--but I can't find a *.sb file that controls it.

I'm looking for it, mostly since I want to see if there's a way that I can use that awesome equestrian statue from the Dictatorship government on any government type I use as France, but where the other empires don't have it unless they do use the actual Dictatorship government. I'm not even sure if it's possible, which is why I want to be able to find these files...

[TFN]Silver Surfer
6th Jan 2007, 01:17
It's compressed, "like a .ZIP file is". But it's not a .ZIP file. It's a .RAR compressed file. Last I checked, Winzip doesn't do .RAR compression format. You must change the file extension to .RAR.

TT

Hi there, I have just started to MOD Imperial Glory. Em I have tried to extract the file but it shows a Error "The archive is unknown format or damaged" I have tried renaming the extension to RAR and rar but it doesnt work and I cannot extract the files. HELP ANYONE???

Silver Surfer

ytareh
14th Jan 2007, 23:26
Hi.Its well worthwhile modding this game!!!However its not the work of an hour or two....You will have to research it by looking up old posts by the likes of Icanus/Naihreann and even me!!!
Sounds like Uninstalling and reinstalling IG might be a good ides .it only takes 5-10 mins and if you dont have the patience for that forget about modding the game!!!
Dont forget patch v1.1 to slow down the gameplay (half speed is actually more historically accurate)
The Icanus stat/unit mod utilities come in an earlier and later type.The later is simpler to use but wont allow much longer artillery range.
NB NB NB!!!!!You must rightclick the game folder and untick the READ ONLY box or no mods will be allowed/remain
Once you have got even a single mod eg 6 cannons per unit instead of 3 you can do alll the rest at your leisure-it takes a LOT of time
The 'Battle' mod of a more recent poster does a kind of all in one pre-ready mod....
See tafn dot info for all the files you need

Zygmunt I
4th Jul 2007, 07:52
So all you need is winrar to unpack the pak files? Wow that's easy.

officerpuppy
4th Jul 2007, 16:22
So all you need is winrar to unpack the pak files? Wow that's easy.

Yes it's that easy:nut:

tommytoxen
20th Oct 2008, 00:24
Anyone figured out how to disable the timer yet?

p.jakub88
22nd May 2009, 07:24
Hi everyone :)
I would like to ask how to modify the music in the Audio/Battle/Music folder to become a music that changes in real time during the land battle.

Of course i putted in the music in this folder BUT during the battle game played the same music and after that repeat and repeat... never ending story :(

So i have already song in main menu from the Patriot movie :D in wav format but in other cases the music didn't change.

For example in the Audio/Battle/Music folder are 6 songs :confused: but ONLY one is played during a battle.....:scratch:

What is going on ??

One sb file defines the in-game music but beside the music volume i didn;t know how to change other stats :hmm:

I'm not a modder unfortunately :( so i changed only some in game units stats and installed some mods.

But it will be great to put own music to the Imperial Glory.

Col.Feren
20th Mar 2010, 13:51
Is there a way to change the soldiers in each fraction, I mean like swap them from one fraction to another?

Thanks, Feren