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Epistolary Richard
04-24-2005, 11:58
Client Kingdoms ~
A Rome Total War expansion modification

Update 22/5/05 - Downloads before today will have included a CTD bug in the export_descr_advice file which affects some users. Please see this post (https://forums.totalwar.org/vb/showpost.php?p=786261&postcount=58) for how to fix it or download the mod again and use the later export_descr_advice. Apologies and many thanks to those who brought it to my attention.

Update 29/4/05 - The file has been updated with a new descr_model_battle file, the only changes are to ensure that Roman centurions & standard bearers always appear with the correct Julii skin. If you've already downloaded Client Kingdoms then to save you downloading it again you can find the new dmb here (http://www.twcenter.net/forums/index.php?showtopic=29034&st=0&).

Also, please ensure that when you're installing the unit cards you always click 'No' when you're asked if you want to replace an existing file - otherwise some of your 'vanilla' units may appear with the wrong unit card.


Filesize
695k

Download (http://www.twcenter.net/downloads/db/?mod=517)

Client Kingdoms expands the original game by bringing a fresh new dynamic to the player’s relationship with their conquered territories. Defend them and govern them well and – from time to time – you will be offered the chance to recruit a small army of their local troops, including their unique specialists.


http://www.geocities.com/epistolaryrichard/ck/client_promo_thumb.jpg (http://www.geocities.com/epistolaryrichard/ck/client_promo.jpg) http://www.geocities.com/epistolaryrichard/ck/client_promo3_thumb.jpg (http://www.geocities.com/epistolaryrichard/ck/client_promo3.jpg) http://www.geocities.com/epistolaryrichard/ck/client_promo4_thumb.jpg (http://www.geocities.com/epistolaryrichard/ck/client_promo4.jpg) http://www.geocities.com/epistolaryrichard/ck/client_promo5_thumb.jpg (http://www.geocities.com/epistolaryrichard/ck/client_promo5.jpg)

Use them wisely however, as you have no means of replenishing their numbers unless your clients offer you more.

Due to the mechanism by which Client Kingdoms operates, it is compatible with both the vanilla game and with most modifications. If you want to check if your modded game is compatible them have a look at the specific criteria posted in the living readme (http://www.twcenter.net/forums/index.php?act=Attach&type=post&id=1812072585).

Duke Malcolm
04-24-2005, 16:56
Looks like a good mod, can't wait to get it.

Epistolary Richard
04-24-2005, 17:46
You're in luck, it's now being hosted. It's really just a fragment of what scripting allows us to accomplish. Hopefully we'll be seeing many more mods incorporate scripting commands in the future.

Wishazu
04-24-2005, 19:03
so how do i get this to work? do i need to create a seperate installation of rome etc.


woohoo, 500 posts lol

Epistolary Richard
04-24-2005, 20:58
No, have a look at the install instructions in the readme. There are only four text files which overwrite your existing ones:
- export_descr_advice
- export_descr_advice_enums
- export_advice
- descr_model_battle

Though, aside from dmb, I doubt your versions of these files have changed from vanilla - the rest of the files you can copy in as per the readme instructions and they'll sit there without affecting anything if you restore your original versions of the above files.

If your using a heavily modded game then you'll have to check the list of units and settlements in the readme to ensure you still have them all.

shifty157
04-24-2005, 21:49
What dictates how many units you get, what kind they are, and when you get them?

Does the AI get units as well?

Myrddraal
04-25-2005, 08:30
As ER said, the powers of scripting are very large...

Epistolary Richard
04-25-2005, 09:21
The units you receive (and the price you pay for them) are in the individual script files so they can be easily changed to fit an existing mod. Each client faction has several scripts so you'll be offered a variety of different client armies after you conquer them.

When you get them is determined by each script's trigger so you can have a look at those if you want to get the exact requirements.

The AI doesn't get units at present as the scripting requirements are more complicated - though that's obviously a prime avenue to be explored in any sequel.

If you'd like to learn more about scripting I've posted a beginner's guide (https://forums.totalwar.org/vb/showthread.php?t=46738) on the other forum.

Bwian
04-25-2005, 12:35
This is a really neat idea!

It always seemed odd that you could conquer and occupy settlements, but never actually build units other than your own there. If ( when ) the Romans take over, say, Carthage... where do all the Elephants go ;)

This adds a neat little extra to the game by allowing you to utilise some of the special units available to other peoples, and I think this is a going to make for a much more interesting game. Should also provide an incentive to occupy and rule well, rather than slash and burn ;)

SwordsMaster
04-25-2005, 13:42
Does this mean that if you repeatedly exterminate the population they wont give you any units?

Vengative Buggers ~D

Epistolary Richard
04-25-2005, 15:51
@ Bwian
Thanks, just to say that you can actually build them (or retrain them for that matter) 'foreign' units only come by 'grant' of the client state. Oh, and if you hang around Carthage for long enough you might be in for a pleasant surprise. :evilsmile:

@ SwordsMaster
:beam: I played around a bit with the impact on the population but it proved slightly more complicated because it would vary as to small, normal, large, huge unit size settings and I know of no way to reference those into the scripts - a bit too difficult for this initial but we'll have something for the next version. :grin:

Myrddraal
04-25-2005, 16:57
I wonder if theres a way to check happiness with scripts... Make it dependent on you keeping the people happy.

Myrddraal
04-25-2005, 17:15
Why don't you use the spawn army command? This would make the game much more interesting. You could even get local commanders volunteering. You could also add more character to the armies that appear, such as experience or depleted units. Instead of this:


script
console_command create_unit Rome "roman velite" 1
console_command create_unit Rome "roman hastati" 2
console_command create_unit Rome "roman princeps" 2
console_command create_unit Rome "roman triarii" 2
console_command create_unit Rome "roman light cavalry" 1
console_command add_money -3550

end_script

Use this:


script
spawn_army
faction romans_julii
character Gaius Julius, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 54, y 124
unit roman generals guard cavalry soldiers 20 exp 9 armour 1 weapon_lvl 0
unit roman velite soldiers 40 exp 0 armour 0 weapon_lvl 1
unit roman hastati soldiers 60 exp 0 armour 1 weapon_lvl 0
unit roman princeps soldiers 60 exp 3 armour 0 weapon_lvl 0
end

console_command add_money -3550

end_script

Epistolary Richard
04-26-2005, 11:37
I wonder if theres a way to check happiness with scripts... Make it dependent on you keeping the people happy.

One of the conditionals in the triggers is:
and SettlementLoyaltyLevel = loyalty_happy
so the trigger will only ever fire if the citizens are happy with your governance. Of course, there are ways and there are ways of enforcing this 'happiness' :evilgrin: Sometimes grants are given out of thanks, and sometimes they are given out of fear...


Why don't you use the spawn army command?

I did try that but I couldn't get it to work, along with a few others that I tried using such as provoke_rebellion. If it can be used, though, that would be great as it's the key to a Reappearing Factions mod.

Myrddraal
04-26-2005, 12:14
Hm, did you use the exact script I typed there?

Epistolary Richard
04-26-2005, 13:23
No, I can't test things atm. I used the sample in commands.txt but I replaced Foedus Chaerea with Gaius Julius (as you did). If this script works for you then that's brilliant.

Myrddraal
04-26-2005, 16:26
No I haven't tested it, I just wondered if you had only copied part of it or something. When I first looked at it thats what I did.

Pannonian
04-28-2005, 02:38
Due to the mechanism by which Client Kingdoms operates, it is compatible with both the vanilla game and with most modifications. If you want to check if your modded game is compatible them have a look at the specific criteria posted in the living readme (http://www.geocities.com/epistolaryrichard/ck/readme.txt).

Do I need 1.2 for this to work, or does it work with earlier versions?

Simetrical
04-28-2005, 05:21
How many pictures are there of Victoria? If there are multiples, as suggested by EDA.txt's "Attitude" lines, you could replace some with other pictures (say, a barbarian portrait for offers from barbarians).

-Simetrical

Epistolary Richard
04-28-2005, 12:48
Do I need 1.2 for this to work, or does it work with earlier versions?

I don't know if 1.2 changed any of the files that I'm using, but I think the chances are that it probably is compatible as I don't believe they changed the edu unit type names. I'm afraid to be sure, however, it's going to be a matter of installing it and having a go.


How many pictures are there of Victoria? If there are multiples, as suggested by EDA.txt's "Attitude" lines, you could replace some with other pictures (say, a barbarian portrait for offers from barbarians).

That's an excellent idea. According to the eda there are four different attitudes:
Attitude Angry
Attitude Concerned
Attitude Excited
Attitude Normal
but we'll have to see whether or not these actually reference different pictures or if they're just another unimplemented idea.

Lord_Eitho
04-28-2005, 12:50
All i got to say is
VERY NICE!

buujin
04-28-2005, 13:39
Incredible

Richard great stuff sir, thank you so much

This may sound far fetched.. but with your current knowledge of rtw's scripting capabilities, would u say its possible to somehow implement religion and/or religious crusades into the game ?

This may take some deep thought on your behlalf but from what you say it seems as though it might be possible.

Please Excuse my ignorance


buu.

Southern Hunter
04-28-2005, 14:10
Great work. Looks like the basis of a fantastic improvement to the game.

Pritzl
04-28-2005, 15:12
Brilliant idea. Quick question, can you remove as well as spawn new stacks? Also can you check for the existence of a particular stack or access it via some sort of index? If both are feasible I'd think having some of your stacks rebel on you is not that far off an idea.

Epistolary Richard
04-28-2005, 17:16
This may sound far fetched.. but with your current knowledge of rtw's scripting capabilities, would u say its possible to somehow implement religion and/or religious crusades into the game ?

That very much depends on how abstract you want to make it. I wasn't around for MTW and so I don't know what sort of qualities people regard TW Crusades as having. However, if it was just a glorified senate mission, say capture a city within ten years and get a reward of some kind, then it would be very easy.


can you remove as well as spawn new stacks? Also can you check for the existence of a particular stack or access it via some sort of index? If both are feasible I'd think having some of your stacks rebel on you is not that far off an idea.

Note that we cannot currently spawn new stacks, we can only place units in a settlement. While potentially there is the spawn_army command, there isn't anything to remove them. Theoretically, the way to do it would be to spawn a diplomat nearby and have them force-bribe the stack - however, the more specific things have to be the more complicated the scripting gets.

SigniferOne
04-28-2005, 18:13
ER, this is brilliant work! I especially like how you camouflaged the fact that you have to press 'Show me' to run the script by making it an event, like 'start a festival'. That's wonderful ideas! Can you do things like start barbarian migrations? I think you said that you can only create armies in cities, but what if you have a general out in the field, can you add more units for him and make him travel down Cisalpine Gaul and try to invade Italy?

Lord_Eitho
04-29-2005, 00:04
I tried to install on 1.2 but it didn't work :(
I think i didn everything right and it ctd at the first loading screen.
I'm going to reinstall and give it another shot after school...

SwordsMaster
04-29-2005, 00:15
ER, this is brilliant work! I especially like how you camouflaged the fact that you have to press 'Show me' to run the script by making it an event, like 'start a festival'. That's wonderful ideas! Can you do things like start barbarian migrations? I think you said that you can only create armies in cities, but what if you have a general out in the field, can you add more units for him and make him travel down Cisalpine Gaul and try to invade Italy?


Yep, you just happened to pick a random event, havent you? ~;)

Epistolary Richard
04-29-2005, 11:14
I especially like how you camouflaged the fact that you have to press 'Show me' to run the script by making it an event, like 'start a festival'.

Yes, it's all a glorified "Would you like to run this script or not?" but it adds to the roleplay element that vanilla RTW is sadly lacking.


Can you do things like start barbarian migrations? I think you said that you can only create armies in cities, but what if you have a general out in the field, can you add more units for him and make him travel down Cisalpine Gaul and try to invade Italy?

You can currently give extra units to a general, the only limitation there is is that you have to know the general's name. So you can implement it for the first few years while all the characters in descr_strat are still alive, but beyond that the names become random and so nothing can be predicted.

Controlling his movement is also possible, it's done in the prologue, however the more ways the player can respond to it, the more complicated the script becomes.


I tried to install on 1.2 but it didn't work :(
I think i didn everything right and it ctd at the first loading screen.
I'm going to reinstall and give it another shot after school...

A few tips:
- Make sure you back up any files you change.
- Install the critical files one by one and test in between them to ensure the game still works. Install them in this order:
export_text
export_descr_advice_enums
export_descr_advice
the remaining files
- Use show_err (http://www.twcenter.net/forums/index.php?showtopic=28507) in your command line.

Kraxis
04-29-2005, 12:28
Ahh... But couldn't you create a rebel army to pop up at some point? We know the rebels just pop up. The same could be done here? With a script that has it marching on Mediolanum or Arretium or something like that.

buujin
04-29-2005, 12:37
That very much depends on how abstract you want to make it. I wasn't around for MTW and so I don't know what sort of qualities people regard TW Crusades as having. However, if it was just a glorified senate mission, say capture a city within ten years and get a reward of some kind, then it would be very easy.

Well that would certainly be better than nothing :bow:



The crusades were actually one of the more complex and unique features of mtw, and come to think of it more so than most of rtw's !

Ill explain how it functioned, then perhaps you can give it some thought and then tell me to what extent it would be possible with rtw scripting.

The crusade is initially accquired in the same way as a unit ( trained in a province/settlement taking a certain time to build and requiring certain buildings in that province ), it often required you to make a small payment 500-2000 florins to the pope.

It is then activated by specifying its target location (this can be any province owned by a faction of an opposing culture/religion). Once activated the crusade magically becomes a small army formed from a selection of specific units, a selection which differs from faction to faction.

Here comes the interesting part :)
As the crusade begins to make its way towards its target province it will be joined to different extents by the troops from armies of the settlements/provinces it passes through. The level at which foreign troops join your crusade each turn largely depends on the "zeal" rating and "religion" of the province it is in.

Example: If a crusade happens to be passing through Poland on its way to ....
Uzbekistaan ... and the zeal rating in Poland is 78%,.. of the 40 royal knights and 200 spearmen in poland, perhaps 24 knights and 120 spearmen from the polish would join the crusade and become under your control. On the other hand if the zeal rating is lower, less troops will join. If the crusade passes through a province where there is very low zeal rating, troops will actually begin to disband from the crusade and the crusading army will become smaller. If the crusade is passing through a country which has no christian occupants then no troops will join, regardless of the zeal rating.

If the crusade drops below a certain number of men before it manages to take its target settlement then is disbands completely and the crusade has failed.
If the crusade fails it negatively effects the loyalty of the populous and the generals in your home province.

When a crusade passes over the boarder of another faction, the faction receiving the crusade into its lands has the choice to dis-allow access in order to stop the crusade from stealing forces from its settlement. The crusade will then either decide to attack that province or abandon the crusade. If implemented for rtw however, it could perhaps take another route to its target.

Crusades can not be launched it you have been " excommunicated " by the papacy.

Muslims also have their own form of crusades exept its named a "Jihad", it does not require you to only attack opposing cultures and does not require you to be friendly with the papacy.

Jihads however, can only be launched by the muslims agasint provinces which originally belonged to hem but were taken by an enemy.

Thats about it :)



Now i know that is a bit long winded and lot of it is most likely inpossable, but making it that complex would be a perfect world. Anything like that, even if its drastically simplified would be far past good enough :)

Id very much like to hear your views, thankyou for reading,

buu kenshin

Myrddraal
04-29-2005, 12:45
Kraxis I'm currently working on a project, (with ER) on making the AI better by using scripts. At the momement though, its all resting on a knife edge, we need either the spawn army or spawn character commands to work in full really. I suppose it could be gotten around, but it would make our job a lot easier if we could use these commands.

Epistolary Richard
04-29-2005, 12:58
Thanks for the explanation buujin I have wondered about crusades but I've not found such a detailed account. I'll have a think about it.

Kraxis
04-29-2005, 15:39
Damn something is wrong... I wonder what it could be.
I know it is the scripts that are messingthings up because as soon as I replace the file in 'text' and the two in 'Data' there is no problem.

I have renamed some units, but not in their basic name, only the name that will appear in the game, I have also added officers to some cavalry units (problem?). And since we discussed the problem with the eastern musicians it could be them. I'll try getting rid of them.

[EDIT]Hmm... That was not the problem. The game crashes even before I get to the loadscreen, and I get no message from show_err

Epistolary Richard
04-29-2005, 15:48
Try copying across the files in the following order -
export_advice
export_descr_advice_enums
export_descr_advice
and see when it falls over

There shouldn't be any problem in having unused entries in export_advice or export_descr_advice_enums, so it should work at least until you put export_descr_advice in.

Kraxis
04-29-2005, 15:57
Good idea...

It stumbles when I have copied the export_descr_advice, which I find odd...

[EDIT]Well not so odd really. It must be in the scripts something is wrong... But for the love of (insert local deity here) I can't see what... I guess I will have to go over every single script to make certain the unit is there.

Epistolary Richard
04-29-2005, 17:11
There's a complete list of the units used in the readme, however I doubt the problem lies in the scripts as they wouldn't be parsed on start-up. If it crashed when the script was actually run then that would be it, however as it is it's more likely something in the triggers in eda - and there the only specific reference is to the settlements.

Pannonian
04-29-2005, 17:27
Damn something is wrong... I wonder what it could be.
I know it is the scripts that are messingthings up because as soon as I replace the file in 'text' and the two in 'Data' there is no problem.

I have renamed some units, but not in their basic name, only the name that will appear in the game, I have also added officers to some cavalry units (problem?). And since we discussed the problem with the eastern musicians it could be them. I'll try getting rid of them.

[EDIT]Hmm... That was not the problem. The game crashes even before I get to the loadscreen, and I get no message from show_err

I've got the same problem here. I've even reinstalled the game in case I'd modded something somewhere that was affecting it, but the new install also crashes on export_descr_advice, even before it reaches the loading screen. The other files seem to be ok.

Kraxis
04-29-2005, 17:31
I've got the same problem here. I've even reinstalled the game in case I'd modded something somewhere that was affecting it, but the new install also crashes on export_descr_advice, even before it reaches the loading screen. The other files seem to be ok.
Ok... ~:confused:
This is getting very confusing, for I have all the correct settlements and units. So I wonder what the problem is, and damn show_err for not telling me!

a_b_danner
04-29-2005, 18:04
Kraxis I'm currently working on a project, (with ER) on making the AI better by using scripts. At the momement though, its all resting on a knife edge, we need either the spawn army or spawn character commands to work in full really. I suppose it could be gotten around, but it would make our job a lot easier if we could use these commands.

This would be a huge leap forward in the evolution of the game. It would be incredible for the barbarians to randomly generate HUGE armies every 30 to 50 turns - similar to the Mongol appearance in MTW. I remember what a shock that was the first time playing MTW, and how routine it became once I knew the game (since it was alway on 1230ad).

To have the Germans and Gauls (& daciens & sarmations), randomly create a double stack of good units - representing a tribal migration - would completely change the dymamics of the game. It would also be realistic. It would give the Romans a big vested interest in taking over Gaul and Germany, to reduce these 'migrations' and the problems they cause.

The units should be 'special' in that they should cost almost nothing for upkeep, or they could really hurt an AI economy. They should also only start after a certian time, and perhaps become worse over time.

Epistolary Richard
04-29-2005, 18:23
We'll have to try adding a single Client Kingdom advice thread and its corresponding trigger into the vanilla export_descr_advice to see if your game accepts them at all. They're all marked as Client Kingdoms in the eda file.

Pannonian
04-29-2005, 20:00
We'll have to try adding a single Client Kingdom advice thread and its corresponding trigger into the vanilla export_descr_advice to see if your game accepts them at all. They're all marked as Client Kingdoms in the eda file.

Put in the Macedon King event, pushed the probability up, and it worked. I guess I'll have to look through all the events.

Question: when it says RandomPercent > 95, does this mean that the game will generate a probability each turn that will be > 95, or does it mean that the random number will have to be > 95 (thus making the probability =< 5)?

Question 2: Is the threshold the number of times it will happen per game? The Macedon event worked the first time, when I forgot to put the troops into Tarentum rather than Thessalonika, but didn't work on subsequent occasions despite RandomPercent > 95 or = 100. Tried deleting the persistent logs, but they just wouldn't appear again.

Question 3: How high does the advisor level need to be for the mod to work? It's potentially the most interesting mod I've seen so far, but Victoria is annoying.

Epistolary Richard
04-29-2005, 21:10
BTW I've noticed that in the readme it lists Memphis as at critical city, when in fact it should read Alexandria. I doubt you guys have renamed Alexandria but just in case... :embarrassed:


Put in the Macedon King event, pushed the probability up, and it worked. I guess I'll have to look through all the events.

There are about 47 sets in all, if the basic method works then the quickest way to narrow things down is to install the first half at once, then if it works you know the problem's in the second half, if it doesn't you know that (at least) one problem's in the first half. Then go half way back or forward again. It narrows the search quicker.


Question: when it says RandomPercent > 95, does this mean that the game will generate a probability each turn that will be > 95, or does it mean that the random number will have to be > 95 (thus making the probability =< 5)?

The RandomPercent picks a random number between 0 & 100 and then looks to see if the condition is true or false - thus }95 is the same as {5. This could be the reason why you only got the troops once. For testing purposes you might want to remove the randompercent and the settlement not owned by lines - this means that you don't have to conquer anywhere as you'd get the troops in your own capital consistently each turn as long as you fulfil the other criteria.


Question 2: Is the threshold the number of times it will happen per game? The Macedon event worked the first time, when I forgot to put the troops into Tarentum rather than Thessalonika, but didn't work on subsequent occasions despite RandomPercent > 95 or = 100. Tried deleting the persistent logs, but they just wouldn't appear again.

I tried testing the advicethread parameters but few of them seemed to work as I expected. Threshold, however, appears to be the number of times the trigger has to be activated before the advicethread starts up - there are a few good vanilla examples of this in incremental advicethreads like the below:

;------------------------------------------
AdviceThread Characters_Agent_Fleet_Early_Advice_Thread
GameArea Campaign

Item Characters_Agent_Fleet_Early_Advice_Text_01
Suppressible y
Uninhibitable
Verbosity 1
Threshold 2
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_01_Title
Text Characters_Agent_Fleet_Early_Advice_Text_01_Text1

Item Characters_Agent_Fleet_Early_Advice_Text_02
Suppressible y
Uninhibitable
Verbosity 1
Threshold 9
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_02_Title
Text Characters_Agent_Fleet_Early_Advice_Text_02_Text1

Item Characters_Agent_Fleet_Early_Advice_Text_03
Suppressible y
Uninhibitable
Verbosity 1
Threshold 18
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_03_Title
Text Characters_Agent_Fleet_Early_Advice_Text_03_Text1

Item Characters_Agent_Fleet_Early_Advice_Text_04
Uninhibitable
Verbosity 1
Threshold 27
Attitude Normal
Presentation Default
Title Characters_Agent_Fleet_Early_Advice_Text_04_Title
Text Characters_Agent_Fleet_Early_Advice_Text_04_Text1


Question 3: How high does the advisor level need to be for the mod to work? It's potentially the most interesting mod I've seen so far, but Victoria is annoying.

It works with the advisor turned off, I believe. The reason I say believe is that I did all my initial testing with the advisor switched off, but then I replayed the prologue to research the scripts there and that reset her settings and I can't remember if I then completed it with it on low or off entirely. I think Victoria's appearance is based upon the Suppressible/Verbosity values - the Client Kingdom threads have the same values as the Request Advice advicethreads which always appear whether you have advice switched off or not. So 90% sure you can switch her off, but if you could confirm it I'd appreciate it.

Kraxis
04-29-2005, 23:22
This is wierd... I tested every trigger (by putting in the sets one city at a time, meaning three sets). Surprisingly the game now works. I must have missed something...

Epistolary Richard
04-29-2005, 23:28
That's good news! I hope you find the mod worth your perseverence. :wink: As you're familiar with the files, you should feel free to adjust the conditions and the troop types you receive to suit your own taste.

Kraxis
04-30-2005, 00:07
Don't mind if I do... But so far it looks good. They are good, but not overpowering (unless you get those eles or Spartans).
Just too bad that there isn't a way for the AI to do the same. But I have wondered about upgrades though... Possible?

tommh
04-30-2005, 00:50
SO I thought of a way to possibly add free standing stacks of units. It uses the currently broken spawn_character command. Essentially you create a dummy character where you want the stack, add the units, then delete the dummy. Of course this would need to be tested.

Pannonian
04-30-2005, 01:38
This is wierd... I tested every trigger (by putting in the sets one city at a time, meaning three sets). Surprisingly the game now works. I must have missed something...

Same here.

Richard's zipfile contained the unit files, but not the unit_info files, so to save everyone the effort of copying and pasting from the various folders, copy the below into a batch file, save the batch file to the Data\UI\UNIT_INFO folder, create a folder named unitinfo2 in the Data\UI\UNIT_INFO folder, then run the batch file. For some reason, it copies some assorted files as well as the specified ones. When the files are in the unitinfo2 folder, copy into each faction's folder as normal, taking care not to overwrite any existing files.


copy /b DACIA/bARB_ARCHER_DACIAN_INFO.TGA unitinfo2/bARB_ARCHER_DACIAN_INFO.TGA
copy /b GERMANS/bARB_BERSERKER_GERMAN_INFO.TGA unitinfo2/bARB_BERSERKER_GERMAN_INFO.TGA
copy /b GAULS/bARB_CAVALRY_GAUL_INFO.TGA unitinfo2/bARB_CAVALRY_GAUL_INFO.TGA
copy /b BRITONS/bARB_CHARIOT_HEAVY_BRITON_INFO.TGA unitinfo2/bARB_CHARIOT_HEAVY_BRITON_INFO.TGA
copy /b BRITONS/bARB_CHARIOT_LIGHT_BRITON_INFO.TGA unitinfo2/bARB_CHARIOT_LIGHT_BRITON_INFO.TGA
copy /b SCYTHIA/bARB_HORSE_ARCHERS_SCYTHIAN_INFO.TGA unitinfo2/bARB_HORSE_ARCHERS_SCYTHIAN_INFO.TGA
copy /b BRITONS/bARB_INFANTRY_BRITON_INFO.TGA unitinfo2/bARB_INFANTRY_BRITON_INFO.TGA
copy /b DACIA/bARB_INFANTRY_DACIAN_INFO.TGA unitinfo2/bARB_INFANTRY_DACIAN_INFO.TGA
copy /b DACIA/bARB_NOBLE_CAVALRY_DACIAN_INFO.TGA unitinfo2/bARB_NOBLE_CAVALRY_DACIAN_INFO.TGA
copy /b SCYTHIA/bARB_NOBLE_HORSE_ARCHERS_SCYTHIAN_INFO.TGA unitinfo2/bARB_NOBLE_HORSE_ARCHERS_SCYTHIAN_INFO.TGA
copy /b GAULS/bARB_PEASANT_GAUL_INFO.TGA unitinfo2/bARB_PEASANT_GAUL_INFO.TGA
copy /b GERMANS/bARB_PEASANT_GERMAN_INFO.TGA unitinfo2/bARB_PEASANT_GERMAN_INFO.TGA
copy /b BRITONS/bARB_SLINGER_BRITON_INFO.TGA unitinfo2/bARB_SLINGER_BRITON_INFO.TGA
copy /b DACIA/bARB_WARGUARD_DACIAN_INFO.TGA unitinfo2/bARB_WARGUARD_DACIAN_INFO.TGA
copy /b THRACE/bRONZE_SHIELD_INFO.TGA unitinfo2/bRONZE_SHIELD_INFO.TGA
copy /b SPAIN/bULL_WARRIORS_INFO.TGA unitinfo2/bULL_WARRIORS_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_ARCHER_INFO.TGA unitinfo2\CARTHAGINIAN_ARCHER_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_CAVALRY_INFO.TGA unitinfo2\CARTHAGINIAN_CAVALRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_ELEPHANT_AFRICAN_CATAPHRACT_INFO.TGA unitinfo2\CARTHAGINIAN_ELEPHANT_AFRICAN_CATAPHRACT_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_HEAVY_INFANTRY_INFO.TGA unitinfo2\CARTHAGINIAN_HEAVY_INFANTRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_MEDIUM_CAVALRY_INFO.TGA unitinfo2\CARTHAGINIAN_MEDIUM_CAVALRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_MEDIUM_INFANTRY_INFO.TGA unitinfo2\CARTHAGINIAN_MEDIUM_INFANTRY_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_PELTAST_INFO.TGA unitinfo2\CARTHAGINIAN_PELTAST_INFO.TGA
copy /b CARTHAGE\CARTHAGINIAN_SLINGER_INFO.TGA unitinfo2\CARTHAGINIAN_SLINGER_INFO.TGA
copy /b GAULS\DRUIDS_GAUL_INFO.TGA unitinfo2\DRUIDS_GAUL_INFO.TGA
copy /b PONTUS\EAST_ARCHER_INFO.TGA unitinfo2\EAST_ARCHER_INFO.TGA
copy /b PONTUS\EAST_CAPPODOCIAN_CAVALRY_INFO.TGA unitinfo2\EAST_CAPPODOCIAN_CAVALRY_INFO.TGA
copy /b ARMENIA\EAST_CATAPHRACT_ARCHER_INFO.TGA unitinfo2\EAST_CATAPHRACT_ARCHER_INFO.TGA
copy /b PONTUS\EAST_CAVALRY_INFO.TGA unitinfo2\EAST_CAVALRY_INFO.TGA
copy /b PONTUS\EAST_CHARIOT_ARCHER_INFO.TGA unitinfo2\EAST_CHARIOT_ARCHER_INFO.TGA
copy /b PARTHIA\EAST_ELEPHANT_AFRICAN_INFO.TGA unitinfo2\EAST_ELEPHANT_AFRICAN_INFO.TGA
copy /b PARTHIA\EAST_HEAVY_CATAPHRACT_INFO.TGA unitinfo2\EAST_HEAVY_CATAPHRACT_INFO.TGA
copy /b ARMENIA\EAST_HEAVY_INFANTRY_INFO.TGA unitinfo2\EAST_HEAVY_INFANTRY_INFO.TGA
copy /b ARMENIA\EAST_HILLMEN_INFO.TGA unitinfo2\EAST_HILLMEN_INFO.TGA
copy /b PARTHIA\EAST_HORSE_ARCHER_INFO.TGA unitinfo2\EAST_HORSE_ARCHER_INFO.TGA
copy /b PARTHIA\EAST_INFANTRY_INFO.TGA unitinfo2\EAST_INFANTRY_INFO.TGA
copy /b ARMENIA\EAST_PELTAST_INFO.TGA unitinfo2\EAST_PELTAST_INFO.TGA
copy /b PARTHIA\EAST_SLINGER_INFO.TGA unitinfo2\EAST_SLINGER_INFO.TGA
copy /b EGYPT\EGYPTIAN_ARCHER_ELITE_INFO.TGA unitinfo2\EGYPTIAN_ARCHER_ELITE_INFO.TGA
copy /b EGYPT\EGYPTIAN_CHARIOT_INFO.TGA unitinfo2\EGYPTIAN_CHARIOT_INFO.TGA
copy /b EGYPT\EGYPTIAN_CLERUCH_INFO.TGA unitinfo2\EGYPTIAN_CLERUCH_INFO.TGA
copy /b EGYPT\EGYPTIAN_ELITE_GUARDS_INFO.TGA unitinfo2\EGYPTIAN_ELITE_GUARDS_INFO.TGA
copy /b EGYPT\EGYPTIAN_NILE_CAVALRY_INFO.TGA unitinfo2\EGYPTIAN_NILE_CAVALRY_INFO.TGA
copy /b EGYPT\EGYPTIAN_NILE_INFANTRY_INFO.TGA unitinfo2\EGYPTIAN_NILE_INFANTRY_INFO.TGA
copy /b EGYPT\EGYPTIAN_NUBIAN_SPEARMEN_INFO.TGA unitinfo2\EGYPTIAN_NUBIAN_SPEARMEN_INFO.TGA
copy /b EGYPT\EGYPTIAN_PELTAST_INFO.TGA unitinfo2\EGYPTIAN_PELTAST_INFO.TGA
copy /b GERMANS\GOTHIC_CAVALRY_GERMAN_INFO.TGA unitinfo2\GOTHIC_CAVALRY_GERMAN_INFO.TGA
copy /b MACEDON\GREEK-LIGHT_LANCER_INFO.TGA unitinfo2\GREEK-LIGHT_LANCER_INFO.TGA
copy /b MACEDON\GREEK_ARCHER_INFO.TGA unitinfo2\GREEK_ARCHER_INFO.TGA
copy /b THRACE\GREEK_BASTARNAE_INFO.TGA unitinfo2\GREEK_BASTARNAE_INFO.TGA
copy /b THRACE\GREEK_CAVALRY_INFO.TGA unitinfo2\GREEK_CAVALRY_INFO.TGA
copy /b SELEUCIDGREEK_ELEPHANT_SMALL_INFO.TGA unitinfo2\GREEK_ELEPHANT_SMALL_INFO.TGA
copy /b MACEDON\GREEK_HEAVY_CAVALRY_INFO.TGA unitinfo2\GREEK_HEAVY_CAVALRY_INFO.TGA
copy /b GREEK_CITIES\GREEK_HEAVY_PELTAST_INFO.TGA unitinfo2\GREEK_HEAVY_PELTAST_INFO.TGA
copy /b GREEK_CITIES\GREEK_HOPLITE_INFO.TGA unitinfo2\GREEK_HOPLITE_INFO.TGA
copy /b SELEUCID\GREEK_HOPLITE_MILITIA_INFO.TGA unitinfo2\GREEK_HOPLITE_MILITIA_INFO.TGA
copy /b GREEK_CITIES\GREEK_HOPLITE_SPARTAN_INFO.TGA unitinfo2\GREEK_HOPLITE_SPARTAN_INFO.TGA
copy /b MACEDON\GREEK_MEDIUM_CAVALRY_INFO.TGA unitinfo2\GREEK_MEDIUM_CAVALRY_INFO.TGA
copy /b SELEUCID\GREEK_PELTAST_INFO.TGA unitinfo2\GREEK_PELTAST_INFO.TGA
copy /b THRACE\GREEK_PIKEMEN_INFO.TGA unitinfo2\GREEK_PIKEMEN_INFO.TGA
copy /b MACEDON\GREEK_ROYAL_PIKEMEN_INFO.TGA unitinfo2\GREEK_ROYAL_PIKEMEN_INFO.TGA
copy /b SELEUCID\GREEK_SCYTHED_CHARIOTS_INFO.TGA unitinfo2\GREEK_SCYTHED_CHARIOTS_INFO.TGA
copy /b SELEUCID\GREEK_SILVER_SHIELDS_INFO.TGA unitinfo2\GREEK_SILVER_SHIELDS_INFO.TGA
copy /b SCYTHIA\HEAD_HUNTING_MAIDENS_SCYTHIAN_INFO.TGA unitinfo2\HEAD_HUNTING_MAIDENS_SCYTHIAN_INFO.TGA
copy /b SPAIN\NAKED_FANATICS_SPAIN_INFO.TGA unitinfo2\NAKED_FANATICS_SPAIN_INFO.TGA
copy /b GERMANS\NIGHT_RAIDERS_GERMAN_INFO.TGA unitinfo2\NIGHT_RAIDERS_GERMAN_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_CAMEL_RIDERS_INFO.TGA unitinfo2\NUMIDIAN_CAMEL_RIDERS_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_CAVALRY_INFO.TGA unitinfo2\NUMIDIAN_CAVALRY_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_DESERT_WARRIORS_INFO.TGA unitinfo2\NUMIDIAN_DESERT_WARRIORS_INFO.TGA
copy /b NUMIDIA\NUMIDIAN_JAVELINMEN_INFO.TGA unitinfo2\NUMIDIAN_JAVELINMEN_INFO.TGA
copy /b ROMANS_JULII\ROMAN_HASTATI_INFO.TGA unitinfo2\ROMAN_HASTATI_INFO.TGA
copy /b ROMANS_JULII\ROMAN_LEGIONARY_COHORT_I_INFO.TGA unitinfo2\ROMAN_LEGIONARY_COHORT_I_INFO.TGA
copy /b ROMANS_JULII\ROMAN_LEGIONARY_FIRST_COHORT_I_INFO.TGA unitinfo2\ROMAN_LEGIONARY_FIRST_COHORT_I_INFO.TGA
copy /b SLAVE\ROMAN_LIGHT_CAVALRY_INFO.TGA unitinfo2\ROMAN_LIGHT_CAVALRY_INFO.TGA
copy /b ROMANS_JULII\ROMAN_MEDIUM_CAVALRY_INFO.TGA unitinfo2\ROMAN_MEDIUM_CAVALRY_INFO.TGA
copy /b ROMANS_JULII\ROMAN_PRINCIPES_INFO.TGA unitinfo2\ROMAN_PRINCIPES_INFO.TGA
copy /b ROMANS_JULII\ROMAN_TRIARII_INFO.TGA unitinfo2\ROMAN_TRIARII_INFO.TGA
copy /b ROMANS_JULII\ROMAN_VELITE_INFO.TGA unitinfo2\ROMAN_VELITE_INFO.TGA
copy /b SPAIN\SCUTARII_INFO.TGA unitinfo2\SCUTARII_INFO.TGA
copy /b SCYTHIA\SCYTHIAN_NOBLES_SCYTHIAN_INFO.TGA unitinfo2\SCYTHIAN_NOBLES_SCYTHIAN_INFO.TGA
copy /b SCYTHIA\SCYTHIAN_NOBLE_WOMEN_SCYTHIAN_INFO.TGA unitinfo2\SCYTHIAN_NOBLE_WOMEN_SCYTHIAN_INFO.TGA
copy /b DACIA\WARBAND_ARCHER_DACIAN_INFO.TGA unitinfo2\WARBAND_ARCHER_DACIAN_INFO.TGA
copy /b GERMANS\WARBAND_AXE_GERMAN_INFO.TGA unitinfo2\WARBAND_AXE_GERMAN_INFO.TGA
copy /b GERMANS\WARBAND_DHAXE_GERMAN_INFO.TGA unitinfo2\WARBAND_DHAXE_GERMAN_INFO.TGA
copy /b THRACE\WARBAND_FALX_THRACIAN_INFO.TGA unitinfo2\WARBAND_FALX_THRACIAN_INFO.TGA
copy /b GAULS\WARBAND_HUNTSMAN_GAUL_INFO.TGA unitinfo2\WARBAND_HUNTSMAN_GAUL_INFO.TGA
copy /b BRITONS\WARBAND_HURLER_BRITON_INFO.TGA unitinfo2\WARBAND_HURLER_BRITON_INFO.TGA
copy /b GERMANS\WARBAND_SPEAR_GERMAN_INFO.TGA unitinfo2\WARBAND_SPEAR_GERMAN_INFO.TGA
copy /b BRITONS\WARBAND_SWORD_BRITON_INFO.TGA unitinfo2\WARBAND_SWORD_BRITON_INFO.TGA
copy /b GAULS\WARBAND_SWORD_GAUL_INFO.TGA unitinfo2\WARBAND_SWORD_GAUL_INFO.TGA
copy /b BRITONS\WARBAND_WOAD_BRITON_INFO.TGA unitinfo2\WARBAND_WOAD_BRITON_INFO.TGA



It works with the advisor turned off, I believe. The reason I say believe is that I did all my initial testing with the advisor switched off, but then I replayed the prologue to research the scripts there and that reset her settings and I can't remember if I then completed it with it on low or off entirely. I think Victoria's appearance is based upon the Suppressible/Verbosity values - the Client Kingdom threads have the same values as the Request Advice advicethreads which always appear whether you have advice switched off or not. So 90% sure you can switch her off, but if you could confirm it I'd appreciate it.


It does indeed work with advisor set to none.

Kraxis
04-30-2005, 04:28
So does it only work with new games or even old savegames? For I haven't been asked yet (I'm sitting in Alesia with the Julii).

Btw, I can't remember anymore, but didn't teh Hastati have those 'shoulderpads' of mail? You know those they have in their images. Mine haven't got theirs anymore. It i not that I want them back, for they were a bit off, but just to set things clear.

Epistolary Richard
04-30-2005, 13:42
Just too bad that there isn't a way for the AI to do the same. But I have wondered about upgrades though... Possible?

Oh, it's perfectly possible, but it'll have to incorporated into a background script which will need to be restarted on reload the same as Myrddraal's multiple turn script. The AI will get them in the second version which will hopefully be released next time I have a day with my copy of RTW which will be in about two weeks.


SO I thought of a way to possibly add free standing stacks of units. It uses the currently broken spawn_character command. Essentially you create a dummy character where you want the stack, add the units, then delete the dummy. Of course this would need to be tested.

Nice idea, it would certainly work around the lack of a working spawn_army command. In Myrddraal's account of his test of the spawn_character, it wasn't clear whether he was able to add units to the character or not, so it's something else to look at.


Richard's zipfile contained the unit files, but not the unit_info files, so to save everyone the effort of copying and pasting from the various folders, copy the below into a batch file, save the batch file to the Data\UI\UNIT_INFO folder, create a folder named unitinfo2 in the Data\UI\UNIT_INFO folder, then run the batch file.

Thanks for this, Pannonian, I tend not to include the unit_info files in a release as they normally make the download five or ten times the size. The unit cards are definitely the most unwieldy thing about installing any kind of mod that swaps units without an auto-installer, but I've got an idea that may make like a bit simpler.


So does it only work with new games or even old savegames?

I'm not sure about savegames, I suppose it would all depend on whether the savegame includes info about eda as I believe it does edu (don't have any savegames myself, having deleted them all in disgust after Christmas).


Btw, I can't remember anymore, but didn't the Hastati have those 'shoulderpads' of mail?

Nothing to do with me, squire, the Hastati dmb entry is exactly the same as in the vanilla version.

MiniKiller
05-18-2005, 04:46
damn i waqnt this in but am clueless as to how to put it in lol

Epistolary Richard
05-18-2005, 13:01
Try reading the readme.

Marshal Murat
05-21-2005, 14:30
Problems, problems
the export-advice text that everyone is giving me problems. I haven't made the UI folders, etc its just that file. It works fine without it.

Epistolary Richard
05-21-2005, 17:15
What kind of problems?

Marshal Murat
05-21-2005, 18:08
The aforementioned problems.
I got in the show me script, the advice in the text folder, advice enums and the battle descrip. It runs fine, not to many problems.
However, when I add the export advice to data, it CTD before the loading screen.

Edit;
Yes I am

Epistolary Richard
05-21-2005, 21:37
Are you putting export_advice in data/text/ and replacing the existing file there?

vale
05-22-2005, 05:57
Hey Richard I got the same problem here with the - export_descr_advice don't know why though. I even try to reinstall my game a few time but have no luck putting - export_descr_advice in to my data file. Everytime I did that it crash right away when I try to turn on my rtw. How is it that you able to make it work in your game?

Epistolary Richard
05-22-2005, 11:23
I think I may have found where the problem is, it looks like I left a testing script reference in there so when you started the game it looked for a script in the show_me folder that wasn't there.

To fix it, search in the export_descr_advice for "wakka" and you'll see the following line:

;------------------------------------------ ; wakka
AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
GameArea Campaign

Item Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01
Uninhibitable
Verbosity 0
Threshold 1
Attitude Normal
Presentation Default
Title Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Title
Script scripts\show_me\perfect_spy.txt
Text Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Text1
Remove the line that starts with Script so it now looks like this (though obviously without the spaces in the last two lines caused by this board's issues with word length):

;------------------------------------------ ; wakka
AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
GameArea Campaign

Item Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01
Uninhibitable
Verbosity 0
Threshold 1
Attitude Normal
Presentation Default
Title Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Title
Text Help_Campaign_Keyboard_Shortcuts_Scroll_Text_01_Text1
Hopefully it should now work. Many apologies for not having spotted this sooner, obviously the reason it's not been spotted before was that some people already have the perfect_spy script in their show_me folder for other reasons . I've corrected the uploads and many thanks for bringing it to my attention.

Marshal Murat
05-22-2005, 16:50
Much better, got it to work

vale
05-22-2005, 20:59
Hey thanks for finding out the problem for us here Richard really appreciated, I haven't try the mod out yet but I will soon. BTW does your mod work with the unlimited cheat patch? cause I install that with my vanilla version 1.0, if that not the problem then it must be mod other mod that mess with it. Keep up the good work that is a very good way to get other unit without the modding and skinning of other units from other factions to play.

Epistolary Richard
05-22-2005, 21:34
I don't know, I've never used it.

In more uplifting news than bug-squashing, I'm happy to announce that Client Kingdoms 2 (The AI Strikes Back) will be released in mid-June.

buujin
05-26-2005, 13:47
Richard,

Hi.. just wondering if you had thought any further about mtw crusades and how they could be includedinto the rtw engine using scripting. And to what level of detail...

If you can help please let me know, im from the Chivalry - Total War mod team, here is our forum:

http://www.stratcommandcenter.com/forums/index.php?showforum=40

Being a medieval mod, crusades are a odviously very important feature to us. Our team leader Adherbal has thought a little on this subject but scripting is not his true area of expertise and so i hoped you may be able to help us out, lest the crusades in our mod be quite basic ( like sentate missions in RTW ).

Epistolary Richard
05-26-2005, 16:11
After some rumination, I've put my opinion here (http://www.stratcommandcenter.com/forums/index.php?showtopic=9854).

Spartacus
05-27-2005, 18:08
Wow this mod looks amazing. Will it work with SPQR 3.0

Epistolary Richard
05-27-2005, 18:23
I'm afraid I don't know. Have a look at the readme linked in the first post. If all the cities and units exist then hopefully it should. Just don't use the descr_model_battle file included in the mod as it's adapted for the vanilla skins, not the SPQR ones.

rs2k2
01-15-2006, 18:42
hey, not to be one to practice my necrophilia but i'm curious is this mod still working (and more importantly) with 1.5?

from what i can see it should but perhaps scripting was changed or something..

Epistolary Richard
01-18-2006, 00:15
Scripting hasn't been changed at all. The only trouble with this mod is that it replaces the descr_model_battle file. I don't know what if any changes were made in 1.5 that won't be reflected in this file.

rs2k2
01-19-2006, 05:47
thanks :)

Biges
03-03-2006, 17:45
This looks good. I like mods driven by a good idea rather then extensive "industrial monsters" (you know these >100MB mods). Thanks

B1ueBa11
03-08-2006, 04:28
I have a good one for you.

I managed to install the mod and did it after I installed the 1.5 patch. I noticed I had not received an offer in many turns even though I held carthage and sparta. I also noticed that the game would crash to desktop once in a while.

I put the probability up to 100 on sparta trigger and tried 3 times. It crashed every time. I unpacked the files so the unit cards should be there. "show err" gives me nothing.

Nicodemus
03-18-2007, 13:06
Hi,

Not sure if this thread is still read, but I have a question regarding this mod.

I have tried ( and to a certain extent suceeded ) in making this work, but have an issue with the text displaying.

Sometimes ( & usually on first loading a game ) it works perfectly, Victoria appears, text shown, sgow clicks and army added.

Most other times Victoria appears, but no text and no showme highlighted :embarassed:

Any advice would be welcomed....

( I should add that I am using BI, not 1.5, so this may be a drawback.)