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Thread: Manpower Mini Mod 1.0

  1. #1
    T.C.'s Avatar Ultima Ratio Regum
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    Default Manpower Mini Mod 1.0

    After promising this quite a while back, here is a standalone manpower mod. It is based on the EIC manpower system, but has been re-wrote with a more Object-Oriented approach. As such it is now far more compact, and far faster than the version supplied in EIC This is also fully customisable - almost every aspect of this mini mod can be tweaked to suit your own mod, whether it's for playing the Episodic campaigns, or playing an overhauled grand campaign. An ETW version is planned, if anyone wants/needs one urgently let me know.

    If you wish to include this in your own mods, please pm me.



    Features

    Spoiler Alert, click show to read: 
    Introduction
    During the Napoleonic Wars manpower and supply were two of the biggest factors influencing how generals fought their campaigns. Without enough ready men, there was no army. And without enough supplies, whatever army there was would soon melt away. Many people feel that this feature is one of the many that should have been included in vanilla NTW, and this mod aims to do that. Read on for more info!


    Preview Every faction starts off with a "bank" of supply points. A certain amount of these supply points are used up by the starting armies, and there are some points left over to recruit more troops. Every soldier takes up one supply point, and when you are out of supply points you can no longer recruit any units. But this bank does not simply grow of it's own accord - no interest here! In order to gain more supply points the player will have to conquer more regions. The larger the region, the more supply points. In order to keep the calculations simple, we are using a simple formula for supply points:
    Total Population divided by 2000
    This is approximately 500 soldiers per 1 million people. Now you may say this is a totally unrealistic figure, you may say it's a little off, or you may say it's the best thing since sliced bread. Well it's none of those - it's practical. These are the calculations that lends themselves best to the game. It's necessary to keep a lid on things, seeing as a stack is ~ 4000 men it wouldn't make much sense allowing the player or AI 500,000 men.

    The first sceenshot shows where the total manpower figures are displayed,
    Spoiler Alert, click show to read: 





    And the next ones show you how you can tell the exact value of each region (ignore the "region health" bit, that's an old pic from EIC).

    Spoiler Alert, click show to read: 





    You can see that the prestige information has been replaced, but I feel that this feature is much more relevant to the player than prestige. And there is still a whole UI page dedicated to prestige, so it's not too many clicks away for the player to access



    At the moment, there is no technology integration and no pop-up's telling the player when manpower is running low (they'll just have to keep an eye on the relevant UI page). This is to keep this mod as compatible with others as possible. If people want these features added I'll release another version.



    Installation
    Spoiler Alert, click show to read: 

    Download the attached files and drop the folder called "Manpower Mod" and the pack file called "Manpower_Mod" into your NTW data directory. Add the following code to the start of your scripting.lua file (data/campaigns/eur_napoleon for French campaign, data/campaigns/mp_eur_napoleon for campaigns of the coalition):
    Code:
    local StartManpowerMod = assert(loadfile("Manpower Mod/manpower manager"))	
    setfenv(StartManpowerMod, getfenv())
    StartManpowerMod()

    Activate with Mod Manager.



    How to integrate this with your own mod.
    Spoiler Alert, click show to read: 


    Integrating this with your own mod couldn't be simpler. Download the relevant files and open "Manpower Mod/manpower_config.lua" in a text editor. The values are explained below. If you're having problems integrating this, send me a pm.

    CF_Manpower_Divisor - This is used in manpower calculations. Region population divided by this number = manpower value of the region

    CF_Manpower_AI_Modifier - This value represents the amount of extra manpower points that the AI gets. AI manpower = default faction manpower multiplied by this value.

    CF_manpowerFactions - This is a list of all factions to calculate manpower for. The names must be a valid NTW db faction name, and any new entries to the list must be formatted the same way entries already there are (name in double quotes, comma after the name if there is another entry to be made). The list can be shortened or lengthened. If a faction is entered here, it must be entered in all of the following tables.

    CF_factionManpowerBanks - The starting manpower banks of all the manpower factions.

    CF_HomeRegions - The starting regions of all the manpower factions. These are the regions that do not count towards manpower, as the starting bank covers them. The regions must be valid region names (not keys), found in the last column of regions_tables in the db.

    CF_AoRUnitsTable - This table stores data on AOR units, if they are used in your mod. For help with this, send me a pm.

    CF_unitsTable - The units associated with each manpower faction which will be restricted when the faction runs out of manpower points.
    Attached Files Attached Files
    Last edited by T.C.; April 29, 2012 at 08:29 AM.
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    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
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  2. #2
    General Brewster's Avatar The Flying Dutchman
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    Default Re: Manpower Mini Mod 1.0

    Nice +rep!


    My modding projects
    It's pathetic.

  3. #3
    lordargento's Avatar Taihō no heishi
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    Icon10 Re: Manpower Mini Mod 1.0

    T.C. thank you so much... first of all, because you kept your word and released this mod for us players who want to add immersion and a higher strategic level to the main map.
    Thank you, you are really improving the Napoleon basic game.
    I´m also wondering if some day perhaps you can release a mini-mod including the "disease" feature that you have so masterfully developed.
    Thanks once again, you have earned a Rep

  4. #4
    Steph's Avatar Jukutatsu shita
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    Default Re: Manpower Mini Mod 1.0

    Very nice of you to share that, it must have been a very long job to do!

  5. #5
    lordargento's Avatar Taihō no heishi
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    Icon6 Re: Manpower Mini Mod 1.0

    Hi T.C,, the mod is not working for me... the supply numbers appear, but if i recruit new units or even if i lost entire armies, the numbers do not change at all!. Probably i did something wrong during the installation process.
    Apart from that, when i start playing as Austria (or any other country) the camera do not appear in Vienna or any other austrian city... it just appears in the top of the map, is this normal?
    Thanks for your answer.
    Last edited by lordargento; April 30, 2012 at 07:05 AM.

  6. #6
    T.C.'s Avatar Ultima Ratio Regum
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    Default Re: Manpower Mini Mod 1.0

    Quote Originally Posted by lordargento View Post
    T.C. thank you so much... first of all, because you kept your word and released this mod for us players who want to add immersion and a higher strategic level to the main map.
    Thank you, you are really improving the Napoleon basic game.
    I´m also wondering if some day perhaps you can release a mini-mod including the "disease" feature that you have so masterfully developed.
    Thanks once again, you have earned a Rep
    Perhaps, I've been meaning to re-write that also.


    Quote Originally Posted by lordargento View Post
    Hi T.C,, the mod is not working for me... the supply numbers appear, but if i recruit new units or even if i lost entire armies, the numbers do not change at all!. Probably i did something wrong during the installation process.
    Apart from that, when i start playing as Austria (or any other country) the camera do not appear in Vienna or any other austrian city... it just appears in the top of the map, is this normal?
    Thanks for your answer.
    Can you show me your scripting.lua file where you made the changes?
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  7. #7
    lordargento's Avatar Taihō no heishi
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    Default Re: Manpower Mini Mod 1.0

    Hi T.C., here´s the scripting.lua attached.
    Thanks for your time, hope you can help me.
    EDIT: mistake in the files, please read the following one. Thanks!
    Attached Files Attached Files
    Last edited by lordargento; April 30, 2012 at 08:37 PM.

  8. #8
    lordargento's Avatar Taihō no heishi
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    Default Re: Manpower Mini Mod 1.0

    Here´s the correct one attached.
    Attached Files Attached Files

  9. #9
    T.C.'s Avatar Ultima Ratio Regum
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    Default Re: Manpower Mini Mod 1.0

    Quote Originally Posted by lordargento View Post
    Here´s the correct one attached.
    You appear to have used a different type of double quotes, which is causing the error. What type of keyboard are you using?

    Your file has these double quotes - “” while a correct file should have these double quotes "".

    Did you try copying and pasting from the example in the first post?
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  10. #10
    lordargento's Avatar Taihō no heishi
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    Icon7 Re: Manpower Mini Mod 1.0

    I´ve already copyed your type of double quotes (even before asking for your help) but nothing happened. I´ll try this again, to copy yours and see if it works. Thank you very much T.C., you are very polite.

  11. #11
    lordargento's Avatar Taihō no heishi
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    Icon6 Re: Manpower Mini Mod 1.0

    I tried with the correct double quotes anbd nothing worked. I´ll try copy /pasting from your first post (the only problem of doing that is that the part copied has a brown background, the same colour of the thread one). Let´s see if like this the mod works. Thank you once again T.C.
    NOT WORKIG, it pastes the text of your first post as an image.
    A last question: must i modify both lua files (eur and mp) if i´m just using Austria for example (only mp)?
    Thanks, you are very good trying to help me.
    Last edited by lordargento; May 02, 2012 at 02:47 AM.

  12. #12
    lordargento's Avatar Taihō no heishi
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    Icon10 Re: Manpower Mini Mod 1.0

    Hi T.C, hope you are right. I´ve just installed your mod once again and it´s working perfectly. The problem was that i did not add it to both .LUA files (DATA/CAMPAIGNS/EUR and MP), since i was only playing with Austria and i had thought there was no need to modify the EUR too.
    Thanks once again for this marvelous mod, thanks for giving us this tool to increase immersion and realism.
    I´m now only wondering if some day will you realease a "Disease" mod....
    Thanks.

  13. #13
    Steph's Avatar Jukutatsu shita
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    Default Re: Manpower Mini Mod 1.0

    Out of curiosity. Your mod track the total manpower. How feasable would it be to make a version that could also track the categories of units?
    For instance to make it so that you need at least 4 French fusilier before you can recruit a grenadier?

  14. #14
    T.C.'s Avatar Ultima Ratio Regum
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    Default Re: Manpower Mini Mod 1.0

    Quote Originally Posted by Steph View Post
    Out of curiosity. Your mod track the total manpower. How feasable would it be to make a version that could also track the categories of units?
    For instance to make it so that you need at least 4 French fusilier before you can recruit a grenadier?
    It's relatively easy to access the relevant data, using the CampaignUI.RetrieveFactionMilitaryForceLists() function (see documentation here). From that table you can get just about all the info there is on any given units including, importantly, class and unit key data. I'd be a bit worried about how slow that would render the game though, but if the code was written with care it shouldn't be too bad.

    FYI, the data contained in that table would allow for some very interesting mods. For example, you can find out what region in the map the unit is in from that table.

    It's a pity that CA only made a handful of setter functions. The quality of mods would increase tenfold with a few more powerful setters, even just for the unit details table.
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

  15. #15
    lordargento's Avatar Taihō no heishi
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    Icon7 Re: Manpower Mini Mod 1.0

    T.C., is there any possibility of creating a "Disease" plug-in, similar to this one?.
    Thanks in advance for your answer

  16. #16
    Sukauto
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    Default Re: Manpower Mini Mod 1.0

    How's the version for Empire going? Me and a friend was talking about how the recruitment was in the 18th century. And then I stumble upon this. Great! Exactly what I wanted!

  17. #17
    Baltizar's Avatar Sukauto
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    Default Re: Manpower Mini Mod 1.0

    Is there a way of adding to your mod a way of deleting men lost in battle total from the overall population

  18. #18
    Papalord's Avatar Ashigaru
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    Default Re: Manpower Mini Mod 1.0

    Can somebody explain, how to get it work with the darthmod ? ..

  19. #19
    Goutlard's Avatar Shisai
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    Default Re: Manpower Mini Mod 1.0

    Wow, is there any way to have this working in E:TW ?
    +rep
    The Home Guard pike was issued in early 1942 as the result of a note Winston Churchill wrote to the War Office in June 1941 ordering that "every man must have a weapon of some kind, be it only a mace or pike."

    Unfortunately the War Office took this instruction literally and in July 1941 ordered the production of 250,000 long metal tubes with surplus sword bayonets welded in one end.

  20. #20
    JaM's Avatar Empire Realism
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    Default Re: Manpower Mini Mod 1.0

    i second that.. this would be great with ETW...

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