Questions about modding


#1

Hello! My name is Davide, and I’m Italian (from Rome).
I love Democracy 2, and i’m doing a Mega-Modding to implement all the management aspect of a State.

For example, for the TAX department, i’have implemented some new policy:

Income Tax 1 (for poors)
Income Tax 2 (for middle class)
Income Tax 3 (for richs)
Poll Tax
Transfer Tax
Consumption Tax (for water, gas, phone and light consumption).
Commuting Tax (for harbour, airport and rail tariffs)
Voting Tax (tax for voting, historical in GB)
Church Tax (tax on Church)
Adveristing Tax
TV Tax (in Italy exist)
Retirement Tax
Welfare Tax
Export Tariffs
Tithe
Financial Guard (= Guardia di Finanza in Italy, en.wikipedia.org/wiki/Guardia_di_Finanza)
Church Shelters

And new simulations:

Inflation
Economic Equality
Fiscal Pressure

And new situations … Etc …
And I’m doing this for all departments.
When I will finish this labour I will post it here.

But for advance I need help.
This is the list of my questions (please, cliff, help me!):

  1. How I can modify the .dds files ? I have Irfanview and Photoshop (with the plug-in for .dds) and I can open the files .dds. But I cannot modify the files and at the same time lefting them openable by the program. You what program use ? A very shot user guide is necessary for me. Infact I neew of about eigthy new icons for policy, simulations and situations.

  2. the field Overriden of the Votertypers lets to link the membership of a Votertype (as Poor) to a situation value (as LowIncome). It is possible do the same for another new votertype (as Socialist). And if it is possible, how I can do it ?

  3. the membership of a Votertype OVERRIDEN depend ONLY of the value of the linked situations or not ? Are there other influences (as, for esample, the value of the respective Votertype_freq) ?

  4. If two Votertypes are opposed, what it involves ? If it ONLY prevent the mutual belonging, why in this line:
    #,Socialist,Socialist,socialist,voter_socialist.dds,0,0,0.25,Capitalist,“blablabla”,#,“Capitalist,-1.0”,“Wealthy,-0.9”,
    the field “Capitalist,-1.0” is necessary ? Is it pleonastic ?

  5. I have understand the function of the flag MULTIPLYINCOME. But exist MULTIPLYCOST, too ?

  6. What is the difference beetween Votertype_freq and Votertype_perc ? It’s the same parameter ?

  7. It is possible put Votertype_freq (and Votertype_perc) like imput value for policy income multiplier ? I’have many problems to do it. I want multiply the Income_Tax1 (for poor) by the effective numer of poors (= poor_freq). But it d’ont work …

  8. In the simulations, waht is the function of the four fields after the department field:
    #,CrimeRate,Crimine,“blablabla”,LAWANDORDER,0.5,0,1,0,icons_crimerate.dds,#,#,“All,0-(0.13x)","GDP,0-(0.08x)”,
    In this line are the fields: 0.5,0,1,0

Thank you for your patient attention …

P.S.: … and sorry for my very poor English. Sigh!

Davide


#2

Ciao Davide! Sono anche in Italia - a Trento! Sono inglese, ma sono gli studi in Italia (in cerca di un appartamento ora). I’m learning all about the differences between a monolocale and a miniappartamento (voglio un miniappartamento). :slight_smile:

I just got my copy of Democracy 2 during the Gamersgate special offer a few weeks ago - so I’m afraid I can’t answer your questions. But I’m slowly learning how it all works - I’m also working on adding more economic options to the simulation (but more to do with monetary policy than fiscal policy). Perhaps we could work together?

Uno commento: I know it sounds crazy - but maybe you have too many good ideas! If you add too many new simulation and policy objects to the game, the screen might become too crowded and confusing. Perhaps make a list of only your most important new objects and add an object or two at a time until you reach a good balance.

Having said that - you have some great ideas!

As for your questions - I’m afraid I can only really help with question 1 (and I won’t really be much help!)

I don’t use Photoshop, unfortunately (although my wife has a copy on her laptop). However, it is very easy to edit .dds files in GIMP. I’m actually temporarily using a mac, so I don’t have access to Democracy 2 or GIMP - but I think it’s just a case of putting the plug-in into the right folder and opening the .dds files as normal (you can find the dds plug-in I use HERE - and it should come with a readme explaining how to install it)

Sorry I couldn’t be much help! Good luck with the mod!

Joe


#3

Outstanding find on the plug-in! I"m a GIMP user myself, and that should be quite useful. Thanks for the tip!


#4

Thak you for all.

I’m leargnit to use GIMP.

But, for the other questions ?


#5

I could only take a guess at a couple of them. I don’t know about the rest of the questions you brought up.

I think that the “Capitalist, -1.0” means that a person cannot be in both the capitalist AND socialist camps. The “Wealthy,-0.9” would mean that there is only a 10% overlap between the Wealthy and Socialist populations. But this i just a guess.

Don’t worry too much about your English. Anyone who can use the word “pleonastic” properly is ahead of most people!


#6

hi the OVERRIDEN keyword means that membership of the group is hardcoded in the game, and cannot be modded, it’s used for the income groups, where the engine actually calculates individual salaries of voters and assigns them to the applicable group, rather than using the normal influence system.


#7

First of all, thank you for the responses.

I have translated the 50 % of the texts in Italian. When I will finish this work I intend send all to the Positech (= Cliff).
So, Democracy will support my language, too.

My modding proceed slowly, too.

I need to know the answers of this three questions, please.

  1. If two Votertypes are opposed, what it involves ? If it ONLY prevent the mutual belonging, why in this line:
    #,Socialist,Socialist,socialist,voter_socialist.dds,0,0,0.25,Capitalist,“blablabla”,#,“Capitalist,-1.0”,“Wealthy,-0.9”,
    the field “Capitalist,-1.0” is necessary ? Is it pleonastic ?

  2. What is the difference beetween Votertype_freq and Votertype_perc ? It’s the same parameter ?

  3. In the simulations, waht is the function of the four fields after the department field:
    #,CrimeRate,Crimine,“blablabla”,LAWANDORDER,0.5,0,1,0,icons_crimerate.dds,#,#,“All,0-(0.13x)","GDP,0-(0.08x)”,
    In this line there are the fields: 0.5,0,1,0. What they means ?


#8

those 4 fields are:

default: the base value from which the final value is calculated.
the minimum value of the variable
the max value
ishighgood is either 1 (true) or false). this decides whether the game perceives a high value asa positive or negative thing for the country, as as I recall it is used in the GUI. So high unemployment is bad (false) and high GDP is good (true).

Votertype_freq is a value that is used to determine upwards or downwards pressure on the membership of that group. So if you have a value that increases the number of parnts it will raise votertype_freq.
votertype_perc is totally different. It is the final, current, calculated percentage of the population that belong to that group. This variable is effectively a read-only one. So if you want to have something affected by number of parents, you use _perc as an input. If you want to change the value, you use _freq as an output.


#9

Thank you very much for your explanations!

Now is all clear.