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View Full Version : How To Change Cultures For Any Faction (1.5 and 1.6)(And Others



The Spartan (Returns)
08-15-2006, 19:50
this is very easy. all you need to do is mod the descr_sm_factions.txt in your data folder. to start look up a faction you want to change cultures. I'll start with Thrace.

faction thrace
culture greek
symbol models_strat/symbol_thrace.CAS
rebel_symbol models_strat/symbol_greek_rebel.CAS
primary_colour red 161, green 199, blue 199
secondary_colour red 76, green 76, blue 76
loading_logo loading_screen/symbols/symbol128_thrace.tga
standard_index 19
logo_index 249
small_logo_index 262
triumph_value 5
intro_movie fmv/intros/greek_intro_640x480_bars.wmv
victory_movie fmv/victory/greek_outro_320x240.wmv
defeat_movie fmv/lose/illyria_eliminated.wmv
death_movie fmv/death/death_thrace_sand_320x240.wmv
custom_battle_availability yes
can_sap yes
prefers_naval_invasions noall you have to do is change the word greek to any culture you want.
RTW 1.5 cultures:
roman,barbarian,greek,eastern,carthaginian and egyptian.

BI 1.6 cultures:
roman,nomad,hun,barbarian,eastern,carthaginian (such as African factions)
personally i choose to change the Goths to barbarian. but they can still use the horde feature.

Other things you can mod in the descr_sm_factions.txt:

can_sap yesif you want this faction to have sapping as an assault tool, put yes. most barbarians dont have sap on.

prefers_naval_invasions no
if you want this faction to use naval invasion more often, put yes.

custom_battle_availability yes
if you want this faction available in custom battles (and quick battles) put it at yes. so you can even play rebels in custom battles (and quick battles)

i hope this tutorial was easy for you!

The Spartan (Returns)
08-16-2006, 01:08
changing culture features:
different music (if you have a music mod)different portriats, triats and ancillaries,and different buildings and cities. possibly different units; i havent tested to much into this part.

The Spartan (Returns)
09-02-2006, 01:11
changing cultures does change units in that faction.


I tried changing Thrace to barbarian, and their archers and peltasts were removed...

Makanyane
09-02-2006, 15:03
Which units change will depend on how the relevant bits of export_descr_building.txt and export_descr_units.txt are written

in EDB for your example you will lose units that are written with culture instead of faction, ie

recruit "greek peltast" 0 requires factions { greek, }

it would be equally valid for that to have been written

recruit "greek peltast" 0 requires factions { thrace, macedon, greek_cities, seleucid, }
in which case you wouldn't have noticed any change when you changed culture.

similar thing applies to ownership line in EDU

type greek peltast
dictionary greek_peltast ; Peltasts
category infantry
class missile
voice_type Light_1
soldier greek_peltast, 40, 0, 0.8
mount_effect elephant +6, chariot +6
attributes sea_faring, hide_improved_forest, hide_long_grass, can_sap
formation 1.6, 2, 3.2, 4, 3, square
stat_health 1, 0
stat_pri 6, 1, javelin, 50, 6, thrown, archery, piercing, spear, 25 ,1
stat_pri_attr thrown
stat_sec 3, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 0, 2, 2, flesh
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 2, 0, 3, 0
stat_mental 4, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 180, 170, 20, 30, 180
ownership greek, slave

The Spartan (Returns)
09-03-2006, 17:11
yea i know.