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  #11  
Old November 10th, 2007, 05:56 PM
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lch lch is offline
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Default Re: No Independent .map file Request

Maybe you're expecting the wrong thing, though. What this is supposed to do is to remove the possibility of recruiting independents on the provinces in the map. This forces the AI to use national units and can make it play a stronger game. What it does not do is remove the indy defenders. You achieve that by setting the strength of independents to zero when you create the game (and only in case this is really possible).
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  #12  
Old November 10th, 2007, 06:00 PM

VedalkenBear VedalkenBear is offline
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Default Re: No Independent .map file Request

No, I'm thinking correctly in that you should not be able to recruit independent commanders on the map. Unfortunately, you still can. I'll try adding #end at the end to see if that changes anything. Thanks for all the help so far. =)

Edit: This is getting frustrating. >< I don't know exactly why it's not working. The only thing I can think of is that there are no CRs or spaces in the .map file except for the pasted portion. AFAIK this normally does not change things, but could it be in this case?

Honestly, I'd like to try this but nothing I seem to do works. ><
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  #13  
Old November 11th, 2007, 03:20 PM
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Agrajag Agrajag is offline
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Default Re: No Independent .map file Request

Attached to this post is an .exe that has been .rared.
When you start it it will open up a console window, and wait for your input.
You will need to insert two numbers, the first one will be the number of lands you need to #setland on (so if you want lands 1-241, you will type in 241), the second number will determine the poptype that will be set for all. (In this case I guess you'll want 100)
The program will create a file called IO.txt that will contain the lines you want.

(I see that you already found a better way of doing it, but since it only took a few seconds to code, I did it anyway )

No spaces in the .map file sounds like it could cause problems, if #land 3 is turned to #land3 maybe it can give the game problems? (I never actually made a map, so I know nothing about those things)
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  #14  
Old November 11th, 2007, 07:52 PM

VedalkenBear VedalkenBear is offline
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Default Re: No Independent .map file Request

Well, let me actually copy/paste what the random map generator makes for a file.

Hm. When I paste it, it comes out in order. Let me just type it. (And yeah, I have word wrap on in Notepad, so I know it's not that.

#neighbor 1 14#neighbor 2 17#neighbor 2 19#etc. etc.

Whereas when I use the file Ich gave me, I get the standard

#setland 1
#poptype 100
.
.
.

So I don't know if there's something else going on. But I can tell you that it's just not working. ><
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  #15  
Old November 29th, 2007, 05:35 PM

IndyPendant IndyPendant is offline
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Default Re: No Independent .map file Request

Heh. Simple fix for this:

1) Copy *only* the setland/poptype pairs in Sombre's list from #1 to #199 into any standard text/rich text editor.

2) Do it again, into a separate file, so that you now have two lists in two different files, each with setland/poptypes sequenced from 1 to 199.

3) Delete the setland/poptype pairs in that second file from #1 to #99, leaving you with only the ones from setland #100 through to setland #199.

4) Now use the 'Replace' command to search for "setland 1" and replace with "setland 2". Select "Replace All".

5) Copy the new list--now #200 to #299--into the original, 'master' file.

6) Repeat steps 4 and 5 as much as needed, incrimenting the setland # each time as you go.

You should very quickly get into the thousands, if need be.
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