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:
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.
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
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
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.
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.
Originally Posted by lordargento
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?
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
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!
Last edited by lordargento; April 30, 2012 at 08:37 PM.
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
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.
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.
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.
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?
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.
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
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!
Wow, is there any way to have this working in E:TW ?
+rep
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