Overview of Game Files
From AGEWiki
In the game folder on youur hard drive, there is a file/folder structure that is common to AGE games. For Birth of America, look under \BOA\ For American Civil War, \ACW\ For Napoleon's Campaigns, \NCP\ For Wars in America, \WIA\ For Rise of Prussia, \ROP\ For Vain Glory of Nations, \VGN\
Contents |
Aliases
These files must all have the .ini suffix. An alias is the 'translation' of a name of something into it's game 'UID' (User Identification) number. For each group of file types (ex: Regions, Models, Units, Weathers, Factions, etc.) there cannot be any duplication of UID. Sme Alias fles can be generated automatically, but many require manual editing during creation or modding processes.
Events
These files are the scripts for 'the Action' each turn. Every scenario must have an event file with identical name, but .scn suffix rather than .sct suffix [ex: 1775 Campaign.sct is the event file for 1775 Campaign.scn] Events can create reinforcements, build structure, change objectives, assist the AI, influence control of areas, etc. Note: The scripting language and syntax of events is identical to that of the Scnario Setup. In fact, a 'Setup Script' is merely a large, single event!
Fonts
Any unique fonts used in the game are saved here.
FrontEnd
These files define the boxes, windows, popups, etc. in the game. They can be modded, but ne ones must be added by the developers, as they are deeply imbedded in 'the code'.
GameData - The building blocks
There are some Alias and data files located here also [Fonts, Areas]
Note on Areas and Regions Areas: Areas are a collection of provinces ... or areas. If you specify a value (with an alias), like $TerraNova, then it will be added as a province. If you prefix it with a §, like §$TerraNova, then the code will look for an area (the one of UID $TerraNova) and will add all provinces defined therein in the first area. Theaters are areas, but are a subset of the areas defined in the game. They are used by the AIEngine (mostly) and some others parts of the code, to know what to do. IMPORTANT: A region has to know to which area it is attached. You can list a region several times in areas which are of lowest hierarchy (-1), but a region has to be cited exactly once (no less no more) in an area of Mid (0) and highest hierarchy (1). There are 3 hierarchies levels: -1: various (one province areas, scripting/events areas), 0 (USA States) and 1 (Grand Region & theaters, like New England). ALSO: Don't forget to give the list of theaters (grand area but for the AI) ALSO: Dont forget to manually add one-province areas
Abilities
These are the 'special characteristics' of leaders and units. Such things as 'Fast Mover' or 'Charismatic' can be added to a model to give it special capabilities. Not all abilities are positive!
AI
Files used by the AI (Artificial Intelligence) to define or modify it's behavior.
Doodads
huh???
Factions
These are the 'Nationalities' that participate. In the current AGEOD games, there are only two playing sides, but each may have defined 'Allies'. Every participating 'Nation' must have a defined Faction file. Included are many names, text strings, graphics, etc. for that Faction. Factions definitions should be numbered in sequence, without gaps, starting at 0. Prefix the name of the faction with the UID (was made to speed access to data).
Merchandises
VGN Only to define the, well, Merchandises!
Models
These are the basic building blocks that make up the 'playing pieces' in the game. All of the strengths, weaknesses, abilities, combat values, etc. etc are defined here. Models are then referenced into 'Units' to actually define the 'pieces' you see in the game.
Particles
??? huh Particles should be numbered in sequence, without gaps. Prefix the name of the particle with the UID (is made to speed access to data).
Regions
These files are the definitions for the playing areas on the map. Each region is equivalent to the 'hexes' of traditional boardgames. Region files should not be editied directly with a text editor, but rather the AGEOD Map Utility [ExMap] should be used. Serious loss of playing map integrity can occur from 'direct editing'.
Structures
Buildings, ports, depots etc. are defined here. The inherent cost and capabilites are defined. Structures should be numbered in sequence, without gaps. Prefix the name of the structure with the UID (is made to speed access to data).
Terrains
These files define the 'shape of the earth'. Movement rates, weather effects, combat effects are contained for each terrain. Additionally, various 'links' [Jumplink, Translink] are defined that can be applied in ExMap to regulate the cost of movement between regions. Movement can even be totally prevented between region if desired! The syntax of the files is sensitive, so it is recommended that the Spreadsheet Database and 'csv splitter' method be used when modifications are desired.
Units
These are the 'playing pieces' that are in the game. Each unit definition utilizes Models' as defined. In most cases, it is the 'Unit Alias' that is referenced by Setup and Event scripts when building scenarios and new events.
Weathers
These are the 'matrix' of weather for defined weather zones. Each zone can have unique patterns of Fair, Mud [should be thought of as 'Stormy' or 'Rain'], Snow, Frozen or Blizzard for each month. A series of random 'dice rolls' of 'D100' is made each turn and compared to the matrix for each zone. The syntax of the files is sensitive, so it is recommended that the Spreadsheet Database and 'csv splitter' method be used when modifications are desired.
Graphics
These are, well, the graphics! The file structure organizes the graphics by their use, similar to GameData structure.
Includes
All .inc 'includes' files are located here. These are generated for use by Scenario setups and events, being 'refernced' by the include command. The contents are the same 'scripting lanhuage' used by Setips and events. This method allows 'common information' to be used by several scenarios or event files, reducing the effort to create repetitive data, and allowing a single change to affect all instances of use.
Logs
The 'game engine' creates log files here during loading and executon. Critical information is available. Additionally the !BattleLog.txt file will allow scrutiny of the blow by blow details of combat each turn.
Saves
The game puts saved game files here. Each turn, the previous turn is converted into a 'Backup' sub-folder, which is what allows the 'restore previous turn' function to work. Currently, up to 24 previous turns are 'backed up' The 'replay' files are also located here.
Scens
The scenarios. These files are generated by the Game Editor during the creation process. While they can be edited directly, close examination sows that they are quite cryptic, as the editor saves your scenario using UID numbers, etc. It is highly recommended that the Spreadsheet > csv > splitter > editor method always be used.
Scripts
The Script.ini file tat is created from your 'Setup' is tored ere for use by the game editor. During game play, these sript files are not referenced at all.
The ScriptReport.txt file serves two purposes:
- During new scenario compiling, it reports any error found tat prevent successful compilation
- During game play, it captures the processing of all events. Ou can see what probability roll actually occurred, and find error messages to explain why your new event doesn't work!
The ScriptReport.txt is overwritten each turn, so be sure to check it before executng another turn.
Settings
Many important [and moddable] game parameters are located here. The files are generally 'self documented'.
- General.opt and Display.opt are updated by the game each time it is loaded
- LocalStrings_XXX.csv are text strings [and their translations] specific to each game.
- LocalStrings_AGE.csv is a collection of text strings common to all AGE games.
- It is recommended that these text files be edited using the spreadsheet Databases, as keeping the columns in proper order can be somewhat overwhelming.
Sounds
The sound and music files are located here, as are the 'playlists' for each.