mael15 wrote:- what are SpecialAreas?
When starting a new game, Colonial Conquest set some "weak" and "strong" areas.
By default, weak areas have between 2 and 9 men, strong ones between 10 and 399 men.
The <SpecialAreas> tag allows you to configure the number of weak and strong areas and the number of men for each of them (random numbers allowed).
mael15 wrote:- what are SpecialSprites?
Special sprites define the position and size of 3 special sprites (see special.png) :
- attacked area (id 0)
- conquered area (id 1)
- subversioned area (id 2)
I would not recommend changing the values (but you can change the gfx).
mael15 wrote:i have 5 major players. at first, when i made the flags.gif with 5 units, the flags were distorted in the game. only when i added a sixth dummy flag, everything looked great. maybe less than 6 players need to be take into account when it comes to flags?
I will try to reproduce this behavior.
mael15 wrote:please explain the whole xml "AI" group in the major element
Groups define the starting locations (areas and their values, which take precedence over the <DefaultArea> and <Area> tags).
If <CanChangeGroup> is set to True in the <Settings> tag, the majors can choose their starting locations (=group).
Vanilla scenarios do not allow you to play Russia at the starting location of Japan, but you could by changing this value.
The default group of a major is set by the <DefaultGroupId> of a major (which will be the definitive group if <CanChangeGroup> is set to False).
mael15 wrote:what use is the "DefaultArea"?
Default area set the default area values if no value is given in their <Area> tag.
As said above, values set in the <Area> tag take precedence other the ones set in the <DefaultArea> tag.
For example, this allows you to set a default "worth" value for the areas instead of setting 150 areas one by one with the same value.