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View Full Version : Single Player Campaign Information. Part1



giskard
09-08-2002, 08:23
Hello guys.

Time to share some stuff with your peeps. You may already have figured it out but a lot of this will be new to others so here I go. This is a VERY Long post as it is taken from a real working custom campaign. I am going to explain it as I go so you guys can see the problems I hit and understand why some quick fix campaigns are crashing.

This is a break down of how the campaign files seem to work. I am still figuring some stuff out so excuse any errors.
Any area boxed in by # is my Quote to you in this forum and will cause an error if used in the game.
I will cut excess lines and try and leave just a few examples for you.

//========================================
//========================================
//campaign name: can either be text or a
//label. Set predefined accordingly
//========================================
####################################################
# This part enables the campaign name in the new campaign menu. These settings work fine.
####################################################

cn_predefined::false
cn_title::"Pagan Dawn"
cn_short_title::"Pagan Dawn"

//========================================
//campaign description: can either be text
//or a label. set predefined accordingly
//========================================
####################################################
# The method used below produces an in game briefing that only appears after you have clicked on an original campaign then back on your custom campaign. Dont know why it doesnt auto update yet. As you can see it supports multiple lines and spaces.
####################################################

cd_predefined::false
cd_line::"Updates to Pagan Dawn can be found at http://www.respawn.co.uk. This is full campaign that will slowly grown in future versions."
cd_line::" "
cd_line::"The Roman Empire never really made a splash in this timeline. Vikings dominated most of Europe and Muslim Cultures were left to their own devices."

//cd_line::"Rome_was_never_that_great"

cd_predefined::true

//========================================
//hidden: set to true or false
//true means it won't show up on custom battle screens
//========================================
##########################################################
# This next part doesnt seem to work on any setting, it still appears in the custom battle menu. Looking in to it in V2 of my campaign though.
#########################################################

cd_hidden::false

//========================================
//Start Date
//The year in which this
//campaign will begin
//========================================
#####################################################
# This is easy to follow, it dictates the start date.
#####################################################

SetStartDate:: 1087
SetPeriod:: Early
SetEarlyPeriodStartDate:: 1087
SetHighPeriodStartDate:: 1205
SetLatePeriodStartDate:: 1321

//========================================
//How do the regions link together?
//Region in question first, followed
//by its neighbours.
//Regions can have a maximum number of
//15 neighbours. Any more and Medieval
//will crash.
//========================================

#############################################
# Here you can add new links to countries or remove lines, these effect movement between areas
# The game does a lot of cross referencing so these may be linked to the section later on
# that tells what the border regions are link. So you might have to create an entry for new links
# between nations down below too, eg between scotland and irland. I'll cut the excess entries here.
#############################################

SetNeighbours:: ID_SCOTLAND ID_NORTH_UMBRIA ID_NORTH_SEA ID_NORTH_ATLANTIC ID_IRISH_SEA
SetNeighbours:: ID_NORTH_UMBRIA ID_MERCIA ID_SCOTLAND ID_NORTH_SEA ID_IRISH_SEA
SetNeighbours:: ID_MERCIA ID_NORTH_UMBRIA ID_WALES ID_WESSEX ID_NORTH_SEA ID_ENGLISH_CHANNEL ID_IRISH_SEA
SetNeighbours:: ID_WALES ID_MERCIA ID_WESSEX ID_IRISH_SEA
SetNeighbours:: ID_WESSEX ID_MERCIA ID_WALES ID_FLANDERS ID_ENGLISH_CHANNEL ID_IRISH_SEA
SetNeighbours:: ID_IRELAND ID_IRISH_SEA ID_NORTH_ATLANTIC

//========================================
//Border Info
//Attributes of borders between provinces
//and the maps available to each border
//========================================
####################################################
# The ID_Name is used through out the campaign doc to name the area/county. The From / To Region uses these names to
# to tell the game these two counties are side by side and even gives the type of terrain at the end as you can see.
# It also refers to the type of terrain to use so the game can automatically select a map for battles (i believe). Most if it
# explains it self but the part that doesnt is the two number entries. Heres the first entry for ID_NORTH_UMBRIA.
# 7480 4496. These two numbers match almost exactly the coordinates of the border between NORTH_UMBRIA and scotland
# in the MapTex2.tga when loaded in to Adobe photoshop and measured in picas. Castles and other entries use this system too I noticed.
# More excess cut.
#####################################################

//region from //region to //terrain //architecture //land lie //vista //river
SetBorderInfo:: ID_NORTH_UMBRIA ID_SCOTLAND 7480 4496 0 LUSH AT_WESTERN_EUROPEAN INLAND HLL2MNT NO_RIVER
SetBorderInfo:: ID_NORTH_SEA ID_SCOTLAND 8152 2672 0 LUSH AT_WESTERN_EUROPEAN COAST HILLY NO_RIVER
SetBorderInfo:: ID_NORTH_ATLANTIC ID_SCOTLAND 7520 1728 0 LUSH AT_WESTERN_EUROPEAN COAST MOUNTAIN NO_RIVER
SetBorderInfo:: ID_IRISH_SEA ID_SCOTLAND 6552 4656 0 LUSH AT_WESTERN_EUROPEAN COAST HILLY NO_RIVER
SetBorderInfo:: ID_MERCIA ID_NORTH_UMBRIA 7880 5864 0 LUSH AT_WESTERN_EUROPEAN INLAND HILLY NO_RIVER
SetBorderInfo:: ID_SCOTLAND ID_NORTH_UMBRIA 7688 4632 0 LUSH AT_WESTERN_EUROPEAN INLAND HILLY NO_RIVER


//========================================
//Region Castle coordinates
//Where the x,y position that the castle
//appears at in this region, once it's built
//========================================
#####################################################
# Castle coordinates using the system described above.
####################################################
SetCastle:: ID_SCOTLAND 7144 4056
SetCastle:: ID_NORTH_UMBRIA 7928 5688
SetCastle:: ID_MERCIA 7800 6816
SetCastle:: ID_WALES 6600 6272
SetCastle:: ID_WESSEX 7896 7976
SetCastle:: ID_IRELAND 5304 6096
SetCastle:: ID_NORWAY 13672 1600
SetCastle:: ID_SWEDEN 15768 2496
SetCastle:: ID_DENMARK 14024 5224


//========================================
//Region Origin coordinates
//Where the x,y position that pieces
//moving into this region head towards.
//========================================
#####################################################
# Same Coordinates again, not sure how this relates to entire arenas but i believe its something to do
# with the colour map being located at that location.
####################################################

SetOrigin:: ID_SCOTLAND 7448 2992
SetOrigin:: ID_NORTH_UMBRIA 7424 5072
SetOrigin:: ID_MERCIA 8344 7152
SetOrigin:: ID_WALES 6600 7048
SetOrigin:: ID_WESSEX 7096 7904
SetOrigin:: ID_IRELAND 4616 5200
SetOrigin:: ID_NORWAY 12296 2120


//========================================
//Region Port coordinates
//Where the x,y position and orientation
//of the port that appears in this region,
//once it's built.
//NOTE: If a SetPort isn't specified for a
//region, it's a assumed that that region
//can't have a port.
//========================================

#####################################################
# Port coordinates using the system described above. Not sure what the final number is for yet. Perhaps a trade value.
####################################################

SetPort:: ID_SCOTLAND 7576 3912 2
SetPort:: ID_NORTH_UMBRIA 8176 5336 2
SetPort:: ID_MERCIA 8400 6704 2
SetPort:: ID_WALES 6392 7424 5
SetPort:: ID_WESSEX 8624 8192 0
SetPort:: ID_IRELAND 4464 6552 7
SetPort:: ID_NORWAY 11528 1640 5
SetPort:: ID_SWEDEN 14320 3720 5
SetPort:: ID_DENMARK 13384 4512 0


//========================================
//Castle Map Groups
//specifies the number of castle map groups
//available to this start pos.
//This is needed for determining which
//castle maps are to be used for each region
//in siege battles.
//========================================
#############################################################
# See above, beyond that i have not even looked at this yet.
#########################################################

SetNumCastleMapGroups:: 4

//========================================
//Region Attributes
//The special characteristics for a region
//========================================
//NOTES:
// region id = code reference for this region
// name = name of region ( pointer to string in "Names.txt" )
// pop = population ( used for disaster calculations )
// culture = culture of this region ( taken into account for rebellions, faith, happiness, etc )
// terrain = Battlemap terrain attribute ( can be LUSH, ARID or ROCK_DESERT )
// architechture = battlemap building styles ( can be AT_WESTERN_EUROPEAN, AT_SOUTHERN_EUROPEAN, AT_EASTERN_EUROPEAN or AT_ISLAMIC )
// mapgroup = which group of maps this region looks up when a castle map is called for. values are from 0 -> ?. -1 specifies a random group.
// income = the income the owner of this region gets every year from un-augmented harvests.
// castle_name = name of the castle in this region ( pointer to string in "Names.txt" )
// region attributes = the type of map a battle would be fought on should it occur in this region:
// location - can be INLAND or COAST
// vista - can be FLAT, PLAINS, HILLY, or MOUNTAIN

#####################################################
# Most of this explains it self, some parts I dont know yet but heres the info i do have.
# Income appears to be Taxes from that region. Rebelious is as stated but a setting of 2 is very rebelous,
# 3 would be constant chaos and large armies needed to subdue that arena. Culture is vitally important. The game cross links this to
# the owner of the areas own culture and the troops you place there. Giving an "attempting to play unit from different culture" error if you get wrong.
# This happens a lot and requires a lot of work to get right because of all the related areas that use the culture setting.
# Again you have the type of land the game should use which dictates the map and may need matching with the settings further up for that region.
# Castle name i believe is pure fiction. I dont believe its a file, just a name made up in this document. Though I have not tested this yet.
####################################################

// region id NAME REBELLIOUS CULTURE TERRAIN ARCHITECHTURE MAPGROUP INCOME CASTLE NAME REGION ATTRIBUTES

// MUSLIM_CULTURE EGYPTIAN
SetAttributes:: ID_LIBYA "Libya" 0 MUSLIM_CULTURE SAND_DESERT AT_ISLAMIC -1 90 "Libya Castle_xzy" INLAND FLAT NO_RIVER
SetAttributes:: ID_ARABIA "Arabia" 0 MUSLIM_CULTURE SAND_DESERT AT_ISLAMIC -1 85 "Arabia Castle_xzy" INLAND HILLY NO_RIVER
SetAttributes:: ID_EGYPT "Egypt" 0 MUSLIM_CULTURE SAND_DESERT AT_ISLAMIC -1 650 "Egypt Castle_xzy" INLAND FLAT NO_RIVER

// ORTHODOX_CULTURE BYZANTINE
SetAttributes:: ID_BULGARIA "Bulgaria" 0 ORTHODOX_CULTURE LUSH AT_EASTERN_EUROPEAN -1 300 "Bulgaria Castle_xzy" INLAND FLAT NO_RIVER
SetAttributes:: ID_CROATIA "Croatia" 0 ORTHODOX_CULTURE ARID AT_SOUTHERN_EUROPEAN -1 305 "Croatia Castle_xzy" INLAND HILLY NO_RIVER

// CATHOLIC_CULTURE ITALIAN
SetAttributes:: ID_GENOA "Genoa" 0 CATHOLIC_CULTURE ARID AT_SOUTHERN_EUROPEAN -1 316 "Genoa Castle_xzy" INLAND HILLY NO_RIVER
SetAttributes:: ID_MILAN "Milan" 0 CATHOLIC_CULTURE ARID AT_SOUTHERN_EUROPEAN -1 390 "Milan Castle_xzy" INLAND FLAT NO_RIVER

// PAGAN_CULTURE POLISH
SetAttributes:: ID_POLAND "Poland" 0 PAGAN_CULTURE LUSH AT_EASTERN_EUROPEAN -1 420 "Poland Castle_xzy" INLAND FLAT NO_RIVER
SetAttributes:: ID_POMERANIA "Pomerania" 0 PAGAN_CULTURE LUSH AT_WESTERN_EUROPEAN -1 270 "Pomerania Castle_xzy" INLAND FLAT NO_RIVER
SetAttributes:: ID_PRUSSIA "Prussia" 1 PAGAN_CULTURE TEMPERATE AT_EASTERN_EUROPEAN -1 200 "Prussia Castle_xzy" INLAND PLAINS NO_RIVER


//============================================================================
// Adding ANY building MUST be done after the regions ATTRIBUTES have been set.
//============================================================================


//========================================
//Castle Maps
//special castle maps. If there is a valid
//map available for this type of castle,
//specified, a castle battle is played on
//this map instead of a map from the mapgroup

//specify a list of castle upgrade types,
//followed by the name of the map associated
//with the upgrade
//========================================
####################################
# This is the bit I like, you can name which castle maps to use for each area. As you can see it
# requires 1 castle map for each upgrade available though.
###################################

//SetCastleMap:: ID_CONSTANTINOPLE 0 "constantinople" 1 "constantinople" 2 "constantinople" 3 "constantinople" 4 "constantinople" 5 "constantinople" 6 "constantinople" 7 "constantinople" 8 "constantinople" 9 "constantinople" 10 "constantinople" 11 "constantinople" 12 "constantinople" 13 "constantinople"

//========================================
//Region Resources
//The resources available in a region.
//These have to be processed by buildings
//in the region before their benefits
//can be reaped.
//========================================

//========================================
//Region Goods Available
//The Goods available in a region.
//These are products that can be exploited
//immediately without requiring further
//buildings to be constructed.
//========================================
####################################
# Following the formula below you can add and remove the trade goods listed. These trade goods are also mentioned
# inside the loc/eng directory along with a lot of other related material.
# SetResources:: = stuff you need to build mines first for.
# SetTradableGoods:: = stuff that can be traded right away.
###################################


//WOOL, SALTFISH, SPICE, WINE, LINEN, SILK, COTTON

//WOOL, FISH, SPICES, WINE, LINEN, SILK, COTTON

SetTradableGoods:: ID_ANJOU SILK LINEN
SetResources:: ID_ALGERIA GOLD
SetTradableGoods:: ID_ANJOU LINEN SILK
//SetResources:: ID_ANTIOCH
SetTradableGoods:: ID_ANTIOCH SILK SPICES GEMS
SetResources:: ID_AQUITAINE SALT
SetTradableGoods:: ID_AQUITAINE WINE
SetResources:: ID_ARAGON IRON
SetTradableGoods:: ID_ARMENIA SILK SPICES GEMS
SetResources:: ID_AUSTRIA COPPER
SetResources:: ID_BAVARIA SALT
SetResources:: ID_BOHEMIA IRON SILVER

//========================================
//Active Factions
//which factions are to appear in the game
//and which of these factions are playable
//========================================

########################################
# I know most of you have started fiddling with this already but here goes.
# FT_Major = Playable factions
# FT_Minor = AI only factions.
# The Swiss and BURGUNDIAN managed to crash out my campaign, never found out which one did it or why
# but be warned their may be issues enabling these two.
# FN_name means the entry is for a faction and not a region.
########################################

SetActiveFaction:: FN_BYZANTINE FT_MAJOR
SetActiveFaction:: FN_EGYPTIAN FT_MAJOR
SetActiveFaction:: FN_FRENCH FT_MAJOR
SetActiveFaction:: FN_GERMAN_HRE FT_MAJOR
SetActiveFaction:: FN_ITALIAN FT_MAJOR
SetActiveFaction:: FN_TURKISH FT_MAJOR
SetActiveFaction:: FN_ALMOHAD FT_MAJOR
SetActiveFaction:: FN_DANISH FT_MAJOR
SetActiveFaction:: FN_HUNGARIAN FT_MAJOR


//SetActiveFaction:: FN_NOVGOROD FT_MINOR

SetActiveFaction:: FN_ARAGONESE FT_MINOR
SetActiveFaction:: FN_GOLDEN_HORDE FT_MINOR
SetActiveFaction:: FN_PAPIST FT_MINOR
//SetActiveFaction:: FN_SWISS FT_MINOR
SetActiveFaction:: FN_ENGLISH FT_MINOR
SetActiveFaction:: FN_POLISH FT_MINOR
SetActiveFaction:: FN_RUSSIAN FT_MINOR
//SetActiveFaction:: FN_SPANISH FT_MINOR
//SetActiveFaction:: FN_BURGUNDIAN FT_MINOR

//========================================
//Starting Treasury
//Sets the amount of cash available to
//each faction at the start of the game.
//you can specify 4 values for the four
//difficulty levels in the order EASY,
//NORMAL, HARD and EXPERT. Specify only one
//value to start all difficulty levels with
//the same size treasury.
//If you don't set this, the default
//is 2000 florins for all difficulty levels.
//========================================

########################################
# Money for easy, normal, hard and expert difficulty levels. Easy ay http://www.totalwar.org/ubb/smile.gif
########################################

SetTreasury:: FN_ALMOHAD 10000 8000 6000 4000
SetTreasury:: FN_BYZANTINE 10000 8000 6000 4000
SetTreasury:: FN_DANISH 10000 8000 6000 4000
SetTreasury:: FN_EGYPTIAN 10000 8000 6000 4000
SetTreasury:: FN_ENGLISH 10000 8000 6000 4000
SetTreasury:: FN_FRENCH 10000 8000 6000 4000
SetTreasury:: FN_GERMAN_HRE 10000 8000 6000 4000
SetTreasury:: FN_ITALIAN 10000 8000 6000 4000
SetTreasury:: FN_POLISH 10000 8000 6000 4000
SetTreasury:: FN_RUSSIAN 10000 8000 6000 4000
//SetTreasury:: FN_SPANISH 10000 8000 6000 4000
SetTreasury:: FN_TURKISH 10000 8000 6000 4000
SetTreasury:: FN_NOVGOROD 10000 8000 6000 4000
SetTreasury:: FN_ARAGONESE 10000 8000 6000 4000
SetTreasury:: FN_GOLDEN_HORDE 12000 10000 8000 6000
SetTreasury:: FN_HUNGARIAN 12000 10000 8000 6000
SetTreasury:: FN_PAPIST 12000 10000 8000 6000
//SetTreasury:: FN_SWISS 10000 8000 6000 4000
//SetTreasury:: FN_BURGUNDIAN 10000 8000 6000 4000

//========================================
//Faction Cultures
//The culture system that each faction
//adheres to
//========================================
########################################
# Looks straight forward right ? Wrong, its linked to other culture entries above and below. All must match.
# So if the the catholic french own Egypt at the start of the game then Egypt must also be catholic if you want
# to place french troops there from year 1. The type of troops must also be built by Catholics but thats covered later.
########################################

SetCulture:: FN_FRENCH CATHOLIC_CULTURE
SetCulture:: FN_GERMAN_HRE CATHOLIC_CULTURE
SetCulture:: FN_ITALIAN CATHOLIC_CULTURE
//SetCulture:: FN_SPANISH CATHOLIC_CULTURE
SetCulture:: FN_ARAGONESE CATHOLIC_CULTURE
SetCulture:: FN_PAPIST CATHOLIC_CULTURE
//SetCulture:: FN_SWISS CATHOLIC_CULTURE


//========================================
//Faction Religions
//The main faith of each of the factions
//========================================

########################################
# Look here, another religion setting, guess what. Yup the Culture and Religion for a nation must match too.
########################################

SetReligion:: FN_FRENCH REL_CATHOLIC
SetReligion:: FN_GERMAN_HRE REL_CATHOLIC
SetReligion:: FN_ITALIAN REL_CATHOLIC
SetReligion:: FN_ARAGONESE REL_CATHOLIC
SetReligion:: FN_PAPIST REL_CATHOLIC
//SetReligion:: FN_SWISS REL_CATHOLIC
//SetReligion:: FN_SPANISH REL_CATHOLIC

//========================================
//Faction Behaviour
//This is the default behaviour of each
//faction, various in game factor will
//alter it. Rebel are always set to REBEL
//these are the available options
//also note that these are related to the
//product spreadsheet
//CATHOLIC_EXPANSIONIST_CRUSADER
//CATHOLIC_EXPANSIONIST
//CATHOLIC_NAVAL_EXPANSIONIST
//CATHOLIC_ISOLATIONIST
//CATHOLIC_TRADER
//CATHOLIC_CRUSADER_TRADER
//CATHOLIC_DEFENSIVE_CRUSADER
//CATHOLIC_DEFENSIVE
//ORTHODOX_EXPANSIONIST
//ORTHODOX_STAGNANT
//ORTHODOX_DEFENSIVE
//MUSLIM_EXPANSIONIST
//MUSLIM_PEACEFUL
//MUSLIM_DEVOUT
//POVERTY_STRICKEN
//DESPERATE_DEFENCE
//CLOSE_TO_SUPPORT_LIMIT
//POPE
//BARBARIAN_RAIDER
//REBELS
//========================================

########################################
# These settings are great, a good way to make the campaigns much hard is to mess with these.
# Next time a play says the campaigns too easy, try setting MUSLIM_DEVOUT below http://www.totalwar.org/ubb/smile.gif
# FN means faction and is used all the way through this script to descript the faction rather than
# an area. something else to get used too.
########################################

SetBehaviour:: FN_ALMOHAD MUSLIM_PEACEFUL
SetBehaviour:: FN_EGYPTIAN MUSLIM_EXPANSIONIST
SetBehaviour:: FN_TURKISH MUSLIM_DEVOUT


//========================================
//Faction Shields
//the filenames of the large and small
//shield images that each faction uses.
//These should be BIF images and stored in
//"campmap/shields"
//========================================

########################################
# You can use the Bif reader available from www.totalwar.org (http://www.totalwar.org) download area to make more flags for use
# in the game. As you can see there are two types. Both are found in the Medieval Total War\campmap\shields directory.
# The game doesnt seem to like the same shield being used for 2 different factions but does accept the same
# the same file saves with a different name and edited slightly. This doesnt control the banners you see
# on the battle screen or on the campaign map. Only the info page it would seem. Not all factions
# have banners, some are just grey.
########################################

//faction name, large image name, small image name
// Playable factions
SetShieldImage:: FN_ALMOHAD "Almohad_lge" "Almohad_sml"
SetShieldImage:: FN_BYZANTINE "Byzantium_lge" "Byzantium_sml"
SetShieldImage:: FN_DANISH "Denmark_lge" "Denmark_sml"
SetShieldImage:: FN_EGYPTIAN "Egypt_lge" "Egypt_sml"
SetShieldImage:: FN_ENGLISH "England_lge" "England_sml"

//========================================
//Region Owners
//How the regions are divided up. Specify
//an owner, or control is given over to
//rebels by default
//NOTE: Sea regions shouldn't be owned.
//========================================
#################################################
# This tells the game ID_Region belongs to FN_faction. Simple stuff.
#################################################

//major faction lands
//===================
SetRegionOwner:: ID_ALGERIA FN_ALMOHAD
SetRegionOwner:: ID_GRANADA FN_ALMOHAD
SetRegionOwner:: ID_MOROCCO FN_ALMOHAD
SetRegionOwner:: ID_TUNISIA FN_ALMOHAD
SetRegionOwner:: ID_CORDOBA FN_ALMOHAD
SetRegionOwner:: ID_LEON FN_ALMOHAD
SetRegionOwner:: ID_ARAGON FN_ALMOHAD
SetRegionOwner:: ID_Valencia FN_ALMOHAD

#################################################
# Notice Africa is commented out, this disables a region.
#################################################
//disabled lands
//==============
//SetRegionOwner:: ID_AFRICA FN_NONE


//========================================
//Region Governor Titles
//Each region should have a governorship
//available, to be awarded to a general
//========================================
#################################################
# Most of this explains it self, but it is good to quickly cover why this area is important.
# If you wanted the scots to be very loyal to their masters you could make the title for king of scotland
# a rather special one and award the unit that is given that title major bonuses. You could also in theory give
# negative bonuses. Or make a pope out of the ruler of Irland using high piety setting. Warlike
# factions can have high warcraft settings. Thus each faction starts out with unique abilities just from this
# small part of the script.
#################################################

//region //name loyalty acumen dread warcraft piety vice_index virtue_index description
//AddTitle:: ID_WESSEX "Warden Of The Royal Privies" +1 +1 +1 -1 +1 -1 -1


//region //name loyalty acumen dread warcraft piety vice_index virtue_index description
AddTitle:: ID_SCOTLAND "ClanLord Grimfang" +2 0 1 1 0 0 0
AddTitle:: ID_NORTH_UMBRIA "ClanLord Vileone" +1 0 0 1 0 0 0
AddTitle:: ID_MERCIA "ClanLord Clawfoot" +1 0 0 1 0 0 0
AddTitle:: ID_WALES "ClanLord WoolyBeast" +1 0 0 1 0 0 0
AddTitle:: ID_WESSEX "ClanLord Flasher of the Hords" +2 0 0 1 0 0 0
AddTitle:: ID_IRELAND "ClanLord Arrowhawk" +1 0 0 1 0 0 0
AddTitle:: ID_NORWAY "ClanLord Wolfsden" +1 0 0 1 0 0 0
AddTitle:: ID_SWEDEN "ClanLord Bearclaw" +1 0 0 1 0 0 0
AddTitle:: ID_DENMARK "ClanLord Boewolf of the Hords" +2 0 0 1 0 0 0
AddTitle:: ID_FINLAND "ClanLord Eagleclaw" +1 0 0 1 0 0 0 //title means "sheriff"


//========================================
//Faction Offices
//These act like titles, but only appear on
//the map when the associated building has
//been built.
//========================================

#################################################
# This is the same as above but these ranks appear when certain buildings are built.
# Be warned not all factions have an entry here, you need to check when enabling minor factions to be fair on the player.
# I added some my self to my script.
#################################################

//faction //associated building //name loyalty acumen dread warcraft piety vice_index virtue_index description

AddOffice:: FN_ALMOHAD royal_palace "Qadi al-Quda" +2 +2 0 0 0 0 0
AddOffice:: FN_ALMOHAD constables_palace "Master of the Kalifah's Horses" +2 0 0 2 0 0 0
AddOffice:: FN_ALMOHAD marshals_palace "Vizier of the Army" +2 0 0 2 0 0 0
AddOffice:: FN_ALMOHAD chancellery "Grand Vizier" +3 1 0 1 0 0 0
AddOffice:: FN_ALMOHAD admiralty "Amir al-Bahr" +1 0 0 2 0 0 0
AddOffice:: FN_ALMOHAD cathedral "Archbishop of Cordoba" 0 2 0 0 3 0 0


//========================================
//Place Faction Leaders
//Place the Leader of each active faction
//in a country.
//If the leader of an active faction is
//not placed, that faction will die out
//immediately after the first turn is made
//========================================

#################################################
# No idea what these numbers mean, theres 9 numbers but only 7 attibutes as seen above. That gives us 2 more I cannot account for.
# FN is a faction though.
#################################################

SetStartLeader:: FN_ALMOHAD 8 1 3 2 2 1 4 1 1
SetStartLeader:: FN_BYZANTINE 6 1 4 8 4 3 11 2 2
SetStartLeader:: FN_DANISH 7 3 3 2 6 4 3 1 2
SetStartLeader:: FN_EGYPTIAN 4 1 1 1 1 2 1 1 1
SetStartLeader:: FN_ENGLISH 8 3 2 1 1 2 1 2 1
SetStartLeader:: FN_FRENCH 6 10 3 1 5 1 0 0 0


#################################################
# A simple place leader in region entry. This tends to work no matter watch, my cultures where all messed up
# and the kings still got placed. Very little esle did though.
#################################################

PlaceLeader:: ID_GRANADA FN_ALMOHAD
PlaceLeader:: ID_GREECE FN_BYZANTINE
PlaceLeader:: ID_DENMARK FN_DANISH
PlaceLeader:: ID_EGYPT FN_EGYPTIAN
PlaceLeader:: ID_WESSEX FN_ENGLISH

#################################################
# If you dont want a faction to die off with out an Heir, make sure theres and entry here.
#################################################

AddHeir:: FN_ALMOHAD 1 13
AddHeir:: FN_ALMOHAD 1 11
AddHeir:: FN_ALMOHAD 1 8
AddHeir:: FN_BYZANTINE 1 13
AddHeir:: FN_BYZANTINE 0 12
AddHeir:: FN_BYZANTINE 1 5
AddHeir:: FN_BURGUNDIAN 1 12
AddHeir:: FN_BURGUNDIAN 1 8
AddHeir:: FN_BURGUNDIAN 0 6
AddHeir:: FN_EGYPTIAN 1 13
AddHeir:: FN_EGYPTIAN 1 8
AddHeir:: FN_EGYPTIAN 1 2
AddHeir:: FN_ENGLISH 1 12
AddHeir:: FN_ENGLISH 1 8

//========================================
//Buildings
//place buildings in each country.
//Buildings become controlled by the
//faction controlling the region.
//========================================

// Province Building
//============================================================================
// Adding ANY building MUST be done after the regions ATTRIBUTES have been set.
//============================================================================
//Buildings
//place buildings in each country.
//Buildings become controlled by the
//faction controlling the region.
//========================================

#################################################
# This bit requires a good knowledge of the game.
# Some buildings may not get placed if the region doesnt contain all
# buildings it requires to be placed along side it.
# Also I doubt placing a muslim building in a catholic region would work too well.
# Not tested that though.
#################################################

// MUSLIM_CULTURE EGYPTIAN
MakeBuilding:: ID_EGYPT Castle3
MakeBuilding:: ID_EGYPT Improved_farmland
MakeBuilding:: ID_EGYPT Royal_palace
MakeBuilding:: ID_EGYPT Port
MakeBuilding:: ID_LIBYA Castle
MakeBuilding:: ID_ARABIA Castle
MakeBuilding:: ID_JERUSALEM Castle
MakeBuilding:: ID_SINAI Castle
MakeBuilding:: ID_TRIPOLI Castle
MakeBuilding:: ID_ANTIOCH Castle
MakeBuilding:: ID_SYRIA Castle
MakeBuilding:: ID_EDESSA Castle

//========================================
//Create Unit
//Create a unit in a specified region
//The Faction that controls that region
//then controls the army.
//========================================

#################################################
# This also requires a good working knowledge of the game.
# It is also one the hardest parts to get right. You must only place catholic troops in catholic regions.
# The same is true for the other religions too. Failure to do so causes and error. Beyond that
# you just need to check that a factions taxes can actually support the troops you place. Place
# too many and the factions income will be reduced to below zero. I will leave 1 example from
# each cult listed below so you have something to work with.
# Also notice that some entries have the culture listed at the end. These are rebel arenas
# that according to the script must have their cultures named at the end of the unit
# your trying to place.
#################################################

//region, unit type, number of men, number of kills

// MUSLIM_CULTURE EGYPTIAN
MakeUnit:: ID_EGYPT MuslimPeasants 100

// MUSLIM_CULTURE REBEL
MakeUnit:: ID_LESSER_ARMENIA MuslimPeasants 100 MUSLIM_CULTURE

// ORTHODOX_CULTURE BYZANTINE
MakeUnit:: ID_GREECE ByzantineInfantry 100

// ORTHODOX_CULTURE REBEL
MakeUnit:: ID_WALLACHIA ByzantineInfantry 100 ORTHODOX_CULTURE

// CATHOLIC_CULTURE FRENCH
MakeUnit:: ID_FRANCONIA Peasants 100

// CATHOLIC_CULTURE REBEL
MakeUnit:: ID_SARDINIA Peasants 100 CATHOLIC_CULTURE

// PAGAN_CULTURE POLISH
MakeUnit:: ID_POLAND Spearmen 100

MakeUnit:: ID_FLANDERS Spearmen 100 PAGAN_CULTURE


##############################################
# nightmare time, same problem here as you get with other units.
# Match the unit with the culture. Still figuring these out even though
# it looks simple. Trouble is not all cultures allow these and I dont know which ones
# they are yet. Princesses are also listed below here along with their date of birth.
# Princesses grow old so it matters, Emissaries dont so all they birthdays are 1074.
#############################################

//agents
//------

// MUSLIM_CULTURE EGYPTIAN
// MakeUnit:: ID_EGYPT Emissary 1074

giskard
09-08-2002, 08:29
As you can see its a massive file and the inter related cultures and religions make it a lot of difficult to edit than you may first have thought. This is not because of a general lack on knowledge but rather because you have to remember what culture each faction and region and make sure they match. Then everything else also as to match those two as well.

The typical error that appears when you get it wrong is the "attempt to place unit from different culture" one. This annoyed me greate (nice way of putting it) when i saw it.

Anyway, thats the break down of it all.

Other related directorys include

Medieval Total War\campmap\shields
E:\Medieval Total War\Loc\Eng

Both contain files used by the campaign script.

The actual campaign map images are in the following folder.

Medieval Total War\Textures\campmap

Hope this helps.

My turn now http://www.totalwar.org/ubb/smile.gif

If anybody figures out how to add a brand new campaign map to the game (doesnt matter if you dont get the regions right) without overwriting the existing tga's let me know. Spent all day trying to figure this one out and missed out on some serious online fun because of it.

Once I can add a new tga I can make brand new maps and campaigns too. My old project left me with the skills to make the maps extremely realistic too. Probably too realistic. Trouble the high detail tga of the campaign map is 35meg.

Giskard

[This message has been edited by giskard (edited 09-08-2002).]

barocca
09-08-2002, 09:30
giskard,
EXCELLENT!!!
i can probably fill in one or two gaps for you,

ie
//========================================
//Region Origin coordinates
//Where the x,y position that pieces
//moving into this region head towards.
//========================================
#####################################################
# Same Coordinates again, not sure how this relates to entire arenas but i believe its something to do
# with the colour map being located at that location.
####################################################

SetOrigin:: ID_SCOTLAND 7448 2992
SetOrigin:: ID_NORTH_UMBRIA 7424 5072
SetOrigin:: ID_MERCIA 8344 7152
SetOrigin:: ID_WALES 6600 7048
SetOrigin:: ID_WESSEX 7096 7904
SetOrigin:: ID_IRELAND 4616 5200
SetOrigin:: ID_NORWAY 12296 2120
XXXXXX
these are where the units try to stand in the region on the map,
this is why they all clump together,
this tells them Where to clump together
XXXXXX

===============================

#################################################
# If you dont want a faction to die off with out an Heir, make sure theres and entry here.
#################################################

AddHeir:: FN_ALMOHAD 1 13
XXXXXX
1 is a male heir, 0 is female
XXXXXX

===============================

#################################################
# This also requires a good working knowledge of the game.
# It is also one the hardest parts to get right. You must only place catholic troops in catholic regions.
# The same is true for the other religions too. Failure to do so causes and error. Beyond that
# you just need to check that a factions taxes can actually support the troops you place. Place
# too many and the factions income will be reduced to below zero. I will leave 1 example from
# each cult listed below so you have something to work with.
# Also notice that some entries have the culture listed at the end. These are rebel arenas
# that according to the script must have their cultures named at the end of the unit
# your trying to place.
#################################################

//region, unit type, number of men, number of kills

// MUSLIM_CULTURE EGYPTIAN
XXXXXX
Placing Unique units may also cause errors, ie:- the Sicilian Dromon can cause a culture/unit conflict if one is created for sicily at the start of a game
XXXXXX

===============================

http://www.totalwar.org/ubb/biggrin.gif

please add my notes to your document so we can have the whole thing in one piece
>> edit them into your text for neatness
http://www.totalwar.org/ubb/smile.gif

giskard
09-08-2002, 12:24
Will do mate.

Im hoping to get figure out how to get the game to recognise a new tga for the map too. Doesnt look possible right now but its only early yet.

Need to type up that doc properly. Also i dont think anything below the regions has to be in any sort of set order so perhaps it may be possible to make a template thats easier to follow in the future.

Either providing settings by region or by faction. So mod makers can clearly follow who owns what and which religion they follow.

That alone will make one big difference to people editing this very big file.

I'll leave the readers with this thought.

Campaigns dont have to big. You can disable the East and Russia and have a purely European campaign.

Could be interesting for people following the English French 100 year war wouldnt you say http://www.totalwar.org/ubb/smile.gif

Especially with custom maps for each battle, which is supported in the campaign script.

No plans to do it my self though. Not at this time.

Anyway a thought just struct me. The game supports multiple entries for some things, like units. Perhaps the orgin lines would also support multiple locations too. EG 2 entries for scotland etc. Will have to test that i think.

Giskard.

[This message has been edited by giskard (edited 09-08-2002).]

[This message has been edited by giskard (edited 09-08-2002).]

Wellington
09-09-2002, 18:51
//========================================
//Region Port coordinates
//Where the x,y position and orientation
//of the port that appears in this region,
//once it's built.
//NOTE: If a SetPort isn't specified for a
//region, it's a assumed that that region
//can't have a port.
//========================================

#####################################################
# Port coordinates using the system described above. Not sure what the final number is for yet. Perhaps a trade value.
####################################################

SetPort:: ID_SCOTLAND 7576 3912 2
SetPort:: ID_NORTH_UMBRIA 8176 5336 2
SetPort:: ID_MERCIA 8400 6704 2
SetPort:: ID_WALES 6392 7424 5
SetPort:: ID_WESSEX 8624 8192 0
SetPort:: ID_IRELAND 4464 6552 7
SetPort:: ID_NORWAY 11528 1640 5
SetPort:: ID_SWEDEN 14320 3720 5
SetPort:: ID_DENMARK 13384 4512 0

Hi Giskard,

Good work!

My twopenny worth. The final number is in the range 0-7 and represents the orientation of the port as seen on the map (0-7 relate to N,NE,E,SE,S,SW,W,NW).

giskard
09-09-2002, 21:52
Great http://www.totalwar.org/ubb/smile.gif

Thanks bud, I added your info to the list. Im going to write up a tutorial for it at some point. Giving more information and some tips for would be campaign writers.

I'll be sure to thank you both properly in the tutorial http://www.totalwar.org/ubb/smile.gif

Giskard