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View Full Version : Adding New Faction from Nothing – Step by Step



DukeofSerbia
01-18-2007, 19:02
Hello.

I write new tutorial for adding new faction from nothing. I call this operation cloning as basically it is.

I needed 4 hours to write whole tutorial and additional 5 minutes to solve files which crashed game in campaign – custom battles worked without problems :).

WARNING:
Use my_mod to add new faction, not vanilla folders!

IN THEORY

First I will examine and show all files necessary for adding new faction.

- Unpack all files with Unpacker.
- Open Start/Search/For Files or Folders…
- Look at screenshot how to find files what you need. Type in field Containing text France, England or some other state. Manually set folder data for searching.
- After search you will see a lot of files. Bad? Not bad as you maybe think.

https://img266.imageshack.us/img266/7241/novafakcijauc3.jpg (https://imageshack.us)

I will first eliminate all files which you don’t need. Those are:
- .textures
- .dds
- .tga
- .tga.dds
- .cas

Those files are important for faction, but initially you don’t need them. They are not needed as you can clone those files from other factions and simple rename it.

What .xml and .txt files are needed?
descr_banners_new.xml
descr_character.txt
descr_lbc_db.txt
descr_model_strat.txt
descr_movies_tracks.xml (NOT necessary from what I researched)
descr_names.txt
descr_offmap_models.txt
descr_sm_factions.txt
export_descr_advice.txt (NOT necessary from what I researched)
export_descr_advice_enums.txt (NOT necessary from what I researched)
export_descr_advice_timing.txt (NOT necessary from what I researched)
export_descr_buildings.txt
export_descr_unit.txt
factionintrosubtitles_lookup.txt (NOT necessary from what I researched)
campaign_descriptions.txt
expanded.txt
export_advice.txt (NOT necessary from what I researched)
export_units.txt (NOT necessary from what I researched)
menu_english.txt (NOT necessary from what I researched)
names.txt
prebattle_speeches_subtitles.txt (NOT necessary from what I researched)
campaign_script.txt (not sure is that necessary)
descr_win_conditions.txt
descr_strat.txt

Basically, there are 14 files with which work is needed. For units you can use mercs as they can be attached to every faction. Plus you can use symbols from other factions.

Just copy one faction in .xml and .txt files and change name from france (or something else) to norway, aragon, austria and etc – it is irrelevant for research.


IN PRACTICE

I will clone France to add new faction – Bulgaria (this is irrelevant – you can put whatever you want).

Step 1

Open descr_banners_new.xml with Notepad. Hit Ctrl+F and type France.
In this file you define banners for faction. I will clone France to new faction Bulgaria. Copy/paste lines for France and rename France into Bulgaria.



</Banner>
<Banner Name="main_spear" MainMesh="data\banners\main_spear.mesh" MiniMesh="data\banners\mini_spear.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.1" EffectOffsetZ="-0.1">
<Textures>
<Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>




</Banner>
<Banner Name="main_infantry" MainMesh="data\banners\main_infantry.mesh" MiniMesh="data\banners\mini_infantry.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.9" EffectOffsetZ="-0.1">
<Textures>
<Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>




</Banner>
<Banner Name="main_cavalry" MainMesh="data\banners\main_cavalry.mesh" MiniMesh="data\banners\mini_cavalry.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.1" EffectOffsetZ="0.0">
<Textures>
<Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>




</Banner>
<Banner Name="main_missile" MainMesh="data\banners\main_missile.mesh" MiniMesh="data\banners\mini_missile.mesh" GeneralMesh="data\banners\main_general.mesh" BuildingMesh="data\banners\main_spear.mesh" EffectOffsetX="0.0" EffectOffsetY="8.1" EffectOffsetZ="0.0">
<Textures>
<Texture Faction="Bulgaria" DiffuseMap="banners\textures\Faction_banner_france.texture" TranslucencyMap="banners\textures\Faction_banner_france_trans.texture"/>


We added banners for spearmen, infantry, cavalry and missile infantry. Because new faction will not have special Crusader units I will not add their banners. The last on is royal banner used by faction leader:



<RoyalBanner Name="royal">
<!--Only single royal banner is supported-->
<MeshesAndTextures>
<MeshAndTexture Faction="Bulgaria" Mesh="data\banners\main_royal.mesh" DiffuseMap="banners\textures\royal_banner_france.texture" TranslucencyMap="banners\textures\royal_banner_trans.texture"/>


In battle banners won’t be French (see screenshot) – just white transparent banners and I don’t know why. Anyway, you will have to work new banners.
-------------------------

Update I

RTR Fan wrote this:


About banners, to see them, just place descr_banners_new.XML in your main MTWII folder. It will not work from a mod folder.

NOTICE AGAIN:
Put descr_banners_new.XML in your main MTWII folder!


Step 2

Open descr_character.txt with Notepad. Now I will use Byzantium for cloning characters.

We’ll first add Named character:



faction bulgaria
dictionary 2
strat_model southern_general
battle_model Northern_General
battle_equip gladius, chainmail shirt helmet and rectangular shield


General:



faction bulgaria
dictionary 2
strat_model southern_captain
battle_model Northern_Captain
battle_equip gladius, chainmail shirt helmet and rectangular shield


Spy:



faction bulgaria
dictionary 2
strat_model southern_spy


Assassin:



faction bulgaria
dictionary 2
strat_model southern_assassin


Diplomat:



faction bulgaria
dictionary 2
strat_model southern_ambassador


Admiral:



faction bulgaria
dictionary 2
strat_model greek_cities_admiral


Princess:



faction bulgaria
dictionary 2
strat_model southern_princess


Merchant:



faction bulgaria
dictionary 2
strat_model southern_merchant


And finally Religious agents:



faction bulgaria
dictionary 2
strat_model orthodox_priest ; default model
strat_model orthodox_bishop ; medium level priest
strat_model orthodox_patriarch ; advanced priest



Step 3

Open descr_lbc_db.txt with Notepad. I am not sure what that file means but it seems that you here define civilians. I will use Russia for that.



faction bulgaria
model barb_male_peasant 40
model barb_female_peasant 60



Step 4

Open descr_model_strat.txt with Notepad. In this file you define textures for characters. Because I used Byzantium for pattern I will again use it. I admit that’s the weirdest file I saw so far. :inquisitive:

Add following line in under Ambassador for Byzantium:



texture bulgaria, models_strat/textures/southern_ambasador_byzantium.tga


Add following line in under Spy for Byzantium:



texture bulgaria, models_strat/textures/southern_spy_byzantium.tga


Add following line in under Assassin for Byzantium:



texture bulgaria, models_strat/textures/assassin_southern_byzantium.tga


Add following line in under Princess for Byzantium:



texture bulgaria, models_strat/textures/SouthernPrincess_byzantium.tga


Add following line in under Merchant for Byzantium:



texture bulgaria, models_strat/textures/southern_european_merchant_byzantium.tga


Add following line under Orthodox priest for Byzantium:



texture bulgaria, models_strat/textures/orthodox_priest_byzantium.tga


Add following line under Orthodox bishop for Byzantium:



texture bulgaria, models_strat/textures/orthodox_bishop_byzantium.tga


Add following line under Orthodox patriarch for Byzantium:



texture bulgaria, models_strat/textures/orthodox_patriarch_byzantium.tga


Add following line under General for Byzantium:



texture bulgaria, models_strat/textures/late_general_byzantium_strat.tga


Add following line under Captain for Byzantium:



texture bulgaria, models_strat/textures/late_northern_captain_byzantium_strat.tga


After that you will see bunch of code lines which were used in Rome Total War. Yes, weird. Somebody left them. :inquisitive:
Firstly I ignored all those files and game crashed. :wall: So, it is obligation and has to be used.

I copied parts of files and bolded what I added. I used greek for Bulgaria (same as Byzantium):



type princess
skeleton strat_diplomat
scale 0.6
indiv_range 40
texture venice, models_strat/textures/princess_julii.tga
texture sicily, models_strat/textures/princess_brutii.tga
texture milan, models_strat/textures/princess_scipii.tga
texture papal_states, models_strat/textures/princess_senate.tga
texture denmark, models_strat/textures/princess_macedon.tga
texture egypt, models_strat/textures/princess_egypt.tga
texture scotland, models_strat/textures/princess_seleucid.tga
texture aztecs, models_strat/textures/princess_carthage.tga
texture mongols, models_strat/textures/princess_parthia.tga
texture turks, models_strat/textures/princess_pontus.tga
texture france, models_strat/textures/princess_gaul.tga
texture hre, models_strat/textures/princess_german.tga
texture england, models_strat/textures/princess_briton.tga
texture saxons, models_strat/textures/princess_german.tga
texture normans, models_strat/textures/princess_briton.tga
texture portugal, models_strat/textures/princess_armenia.tga
texture poland, models_strat/textures/princess_dacia.tga
texture byzantium, models_strat/textures/princess_greek.tga
texture bulgaria, models_strat/textures/princess_greek.tga
texture moors, models_strat/textures/princess_numidia.tga
texture russia, models_strat/textures/princess_scythia.tga
texture spain, models_strat/textures/princess_spain.tga
texture hungary, models_strat/textures/princess_thrace.tga
texture timurids, models_strat/textures/princess_parthia.tga
;texture slave, models_strat/textures/princess_slave.tga
model_flexi_m models_strat/princess.cas, max
shadow_model_flexi models_strat/shadow_model_princess.cas, max


type merchant
skeleton strat_named_with_army
scale 0.8
indiv_range 40
texture venice, models_strat/textures/merchant_julii.tga
texture sicily, models_strat/textures/merchant_brutii.tga
texture milan, models_strat/textures/merchant_scipii.tga
texture papal_states, models_strat/textures/merchant_senate.tga
texture denmark, models_strat/textures/merchant_macedon.tga
texture egypt, models_strat/textures/merchant_egypt.tga
texture scotland, models_strat/textures/merchant_seleucid.tga
texture aztecs, models_strat/textures/merchant_carthage.tga
texture mongols, models_strat/textures/merchant_parthia.tga
texture turks, models_strat/textures/merchant_pontus.tga
texture france, models_strat/textures/merchant_gaul.tga
texture hre, models_strat/textures/merchant_german.tga
texture england, models_strat/textures/merchant_briton.tga
texture saxons, models_strat/textures/merchant_german.tga
texture normans, models_strat/textures/merchant_briton.tga
texture portugal, models_strat/textures/merchant_armenia.tga
texture poland, models_strat/textures/merchant_dacia.tga
texture byzantium, models_strat/textures/merchant_greek.tga
texture bulgaria, models_strat/textures/merchant_greek.tga
texture moors, models_strat/textures/merchant_numidia.tga
texture russia, models_strat/textures/merchant_scythia.tga
texture spain, models_strat/textures/merchant_spain.tga
texture hungary, models_strat/textures/merchant_thrace.tga
texture timurids, models_strat/textures/merchant_parthia.tga
texture slave, models_strat/textures/merchant_slave.tga
model_flexi_m models_strat/merchant.cas, max
shadow_model_flexi models_strat/shadow_model_merchant.cas, max


type priest
skeleton strat_diplomat
scale 0.8
indiv_range 40
texture venice, models_strat/textures/priest_julii.tga
texture sicily, models_strat/textures/priest_brutii.tga
texture milan, models_strat/textures/priest_scipii.tga
texture papal_states, models_strat/textures/priest_senate.tga
texture denmark, models_strat/textures/priest_macedon.tga
texture egypt, models_strat/textures/priest_egypt.tga
texture scotland, models_strat/textures/priest_seleucid.tga
texture aztecs, models_strat/textures/priest_carthage.tga
texture mongols, models_strat/textures/priest_parthia.tga
texture turks, models_strat/textures/priest_pontus.tga
texture france, models_strat/textures/priest_gaul.tga
texture hre, models_strat/textures/priest_german.tga
texture england, models_strat/textures/priest_briton.tga
texture saxons, models_strat/textures/priest_german.tga
texture normans, models_strat/textures/priest_briton.tga
texture portugal, models_strat/textures/priest_armenia.tga
texture poland, models_strat/textures/priest_dacia.tga
texture byzantium, models_strat/textures/priest_greek.tga
texture bulgaria, models_strat/textures/priest_greek.tga
texture moors, models_strat/textures/priest_numidia.tga
texture russia, models_strat/textures/priest_scythia.tga
texture spain, models_strat/textures/priest_spain.tga
texture hungary, models_strat/textures/priest_thrace.tga
texture timurids, models_strat/textures/priest_parthia.tga
texture slave, models_strat/textures/priest_slave.tga
model_flexi_m models_strat/priest.cas, max
shadow_model_flexi models_strat/priest.cas, max


type bishop
skeleton strat_assassin
scale 1.2
indiv_range 40
texture venice, models_strat/textures/bishop_julii.tga
texture sicily, models_strat/textures/bishop_brutii.tga
texture milan, models_strat/textures/bishop_scipii.tga
texture papal_states, models_strat/textures/bishop_senate.tga
texture denmark, models_strat/textures/bishop_macedon.tga
texture egypt, models_strat/textures/bishop_egypt.tga
texture scotland, models_strat/textures/bishop_seleucid.tga
texture aztecs, models_strat/textures/bishop_carthage.tga
texture mongols, models_strat/textures/bishop_parthia.tga
texture turks, models_strat/textures/bishop_pontus.tga
texture france, models_strat/textures/bishop_gaul.tga
texture hre, models_strat/textures/bishop_german.tga
texture england, models_strat/textures/bishop_briton.tga
texture saxons, models_strat/textures/bishop_german.tga
texture normans, models_strat/textures/bishop_briton.tga
texture portugal, models_strat/textures/bishop_armenia.tga
texture poland, models_strat/textures/bishop_dacia.tga
texture byzantium, models_strat/textures/bishop_greek.tga
texture bulgaria, models_strat/textures/bishop_greek.tga
texture moors, models_strat/textures/bishop_numidia.tga
texture russia, models_strat/textures/bishop_scythia.tga
texture spain, models_strat/textures/bishop_spain.tga
texture hungary, models_strat/textures/bishop_thrace.tga
texture timurids, models_strat/textures/bishop_parthia.tga
texture slave, models_strat/textures/bishop_slave.tga
model_flexi_m models_strat/bishop.cas, max
shadow_model_flexi models_strat/bishop.cas, max


type cardinal
skeleton strat_spy
scale 1.6
indiv_range 40
texture venice, models_strat/textures/cardinal_julii.tga
texture sicily, models_strat/textures/cardinal_brutii.tga
texture milan, models_strat/textures/cardinal_scipii.tga
texture papal_states, models_strat/textures/cardinal_senate.tga
texture denmark, models_strat/textures/cardinal_macedon.tga
texture egypt, models_strat/textures/cardinal_egypt.tga
texture scotland, models_strat/textures/cardinal_seleucid.tga
texture aztecs, models_strat/textures/cardinal_carthage.tga
texture mongols, models_strat/textures/cardinal_parthia.tga
texture turks, models_strat/textures/cardinal_pontus.tga
texture france, models_strat/textures/cardinal_gaul.tga
texture hre, models_strat/textures/cardinal_german.tga
texture england, models_strat/textures/cardinal_briton.tga
texture saxons, models_strat/textures/cardinal_german.tga
texture normans, models_strat/textures/cardinal_briton.tga
texture portugal, models_strat/textures/cardinal_armenia.tga
texture poland, models_strat/textures/cardinal_dacia.tga
texture byzantium, models_strat/textures/cardinal_greek.tga
texture bulgaria, models_strat/textures/cardinal_greek.tga
texture moors, models_strat/textures/cardinal_numidia.tga
texture russia, models_strat/textures/cardinal_scythia.tga
texture spain, models_strat/textures/cardinal_spain.tga
texture hungary, models_strat/textures/cardinal_thrace.tga
texture timurids, models_strat/textures/cardinal_parthia.tga
texture slave, models_strat/textures/cardinal_slave.tga
model_flexi_m models_strat/cardinal.cas, max
shadow_model_flexi models_strat/cardinal.cas, max


Long file indeed. But, not the end.



type diplomat
skeleton strat_diplomat
scale 0.7
indiv_range 40
texture venice, models_strat/textures/diplomat_julii.tga
texture sicily, models_strat/textures/diplomat_brutii.tga
texture milan, models_strat/textures/diplomat_scipii.tga
texture papal_states, models_strat/textures/diplomat_senate.tga
texture denmark, models_strat/textures/diplomat_macedon.tga
texture egypt, models_strat/textures/diplomat_egypt.tga
texture scotland, models_strat/textures/diplomat_seleucid.tga
texture aztecs, models_strat/textures/diplomat_carthage.tga
texture mongols, models_strat/textures/diplomat_parthia.tga
texture turks, models_strat/textures/diplomat_pontus.tga
texture france, models_strat/textures/diplomat_gaul.tga
texture hre, models_strat/textures/diplomat_german.tga
texture england, models_strat/textures/diplomat_briton.tga
texture saxons, models_strat/textures/diplomat_german.tga
texture normans, models_strat/textures/diplomat_briton.tga
texture portugal, models_strat/textures/diplomat_armenia.tga
texture poland, models_strat/textures/diplomat_dacia.tga
texture byzantium, models_strat/textures/diplomat_greek.tga
texture bulgaria, models_strat/textures/diplomat_greek.tga
texture moors, models_strat/textures/diplomat_numidia.tga
texture russia, models_strat/textures/diplomat_scythia.tga
texture spain, models_strat/textures/diplomat_spain.tga
texture hungary, models_strat/textures/diplomat_thrace.tga
texture timurids, models_strat/textures/diplomat_parthia.tga
;texture slave, models_strat/textures/diplomat_slave.tga
model_flexi_m models_strat/diplomat.cas, max
shadow_model_flexi models_strat/diplomat.cas, max


type spy
skeleton strat_spy
scale 0.7
indiv_range 40
texture venice, models_strat/textures/spy_julii.tga
texture sicily, models_strat/textures/spy_brutii.tga
texture milan, models_strat/textures/spy_scipii.tga
texture papal_states, models_strat/textures/spy_senate.tga
texture denmark, models_strat/textures/spy_macedon.tga
texture egypt, models_strat/textures/spy_egypt.tga
texture scotland, models_strat/textures/spy_seleucid.tga
texture aztecs, models_strat/textures/spy_carthage.tga
texture mongols, models_strat/textures/spy_parthia.tga
texture turks, models_strat/textures/spy_pontus.tga
texture france, models_strat/textures/spy_gaul.tga
texture hre, models_strat/textures/spy_german.tga
texture england, models_strat/textures/spy_briton.tga
texture saxons, models_strat/textures/spy_german.tga
texture normans, models_strat/textures/spy_briton.tga
texture portugal, models_strat/textures/spy_armenia.tga
texture poland, models_strat/textures/spy_dacia.tga
texture byzantium, models_strat/textures/spy_greek.tga
texture bulgaria, models_strat/textures/spy_greek.tga
texture moors, models_strat/textures/spy_numidia.tga
texture russia, models_strat/textures/spy_scythia.tga
texture spain, models_strat/textures/spy_spain.tga
texture hungary, models_strat/textures/spy_thrace.tga
texture timurids, models_strat/textures/spy_parthia.tga
;texture slave, models_strat/textures/spy_slave.tga
model_flexi_m models_strat/spy.cas, max
shadow_model_flexi models_strat/spy.cas, max


;;TEMPORARY;;

type assassin
skeleton strat_assassin
scale 0.7
indiv_range 40
texture venice, models_strat/textures/assassin_julii.tga
texture sicily, models_strat/textures/assassin_brutii.tga
texture milan, models_strat/textures/assassin_scipii.tga
texture papal_states, models_strat/textures/assassin_senate.tga
texture denmark, models_strat/textures/assassin_macedon.tga
texture egypt, models_strat/textures/assassin_egypt.tga
texture scotland, models_strat/textures/assassin_seleucid.tga
texture aztecs, models_strat/textures/assassin_carthage.tga
texture mongols, models_strat/textures/assassin_parthia.tga
texture turks, models_strat/textures/assassin_pontus.tga
texture france, models_strat/textures/assassin_gaul.tga
texture hre, models_strat/textures/assassin_german.tga
texture england, models_strat/textures/assassin_briton.tga
texture saxons, models_strat/textures/assassin_german.tga
texture normans, models_strat/textures/assassin_briton.tga
texture portugal, models_strat/textures/assassin_armenia.tga
texture poland, models_strat/textures/assassin_dacia.tga
texture byzantium, models_strat/textures/assassin_greek.tga
texture bulgaria, models_strat/textures/assassin_greek.tga
texture moors, models_strat/textures/assassin_numidia.tga
texture russia, models_strat/textures/assassin_scythia.tga
texture spain, models_strat/textures/assassin_spain.tga
texture hungary, models_strat/textures/assassin_thrace.tga
texture timurids, models_strat/textures/assassin_parthia.tga
;texture slave, models_strat/textures/assassin_slave.tga

model_flexi models_strat/assassin.cas, max
shadow_model_flexi models_strat/assassin.cas, max


Now to add General:



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;GREEK GENERALS

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

type sm_greek_general
skeleton strat_named_with_army
scale 0.7
indiv_range 40
texture denmark, models_strat/textures/officer_greek_general_macedon.tga
texture scotland, models_strat/textures/officer_greek_general_seleucid.tga
texture byzantium, models_strat/textures/officer_greek_general_greece.tga
texture bulgaria, models_strat/textures/officer_greek_general_greece.tga
texture hungary, models_strat/textures/officer_greek_general_thrace.tga
model_flexi_m models_strat/officer_greek_general_high.cas, max
shadow_model_flexi models_strat/shadow_model_sword.cas, max

type sm_greek_lesser_general
skeleton strat_named_with_army
scale 0.7
indiv_range 40
texture denmark, models_strat/textures/unit_greek_militia_hoplite_macedon.tga
texture scotland, models_strat/textures/unit_greek_militia_hoplite_seleucid.tga
texture byzantium, models_strat/textures/unit_greek_militia_hoplite_greek.tga
texture bulgaria, models_strat/textures/unit_greek_militia_hoplite_greek.tga
texture hungary, models_strat/textures/unit_greek_militia_hoplite_thrace.tga
model_flexi_m models_strat/strat_greek_lesser_general.CAS, max
shadow_model_flexi models_strat/shadow_model_sword.cas, max


I admit that I don’t know what is meaning of those lines, but again, it has to be like that. :help:

Add following line under Admiral for Byzantium:



type greek_cities_admiral
skeleton strat_navy
indiv_range 40
texture byzantium, models_strat/textures/navy_galley.tga
texture bulgaria, models_strat/textures/navy_galley.tga
model_flexi models_strat/navy_galley.cas, max
shadow_model_flexi models_strat/navy_roman_shadow.cas, max


Weird, but it has to be like that. DON’T add as separate because game will crash when campaign starts to load (happened to me)!
-------------------------

Update I

Adding new general and captain in campaign map with new texture

I added new Bulgarian general (in my case for my mod):


texture bulgaria, models_strat/textures/late_general_bulgaria_strat.tga


And captain:


texture bulgaria, models_strat/textures/late_northern_captain_bulgaria_strat.tga


If you want to have new looking general and/or captain (not using textures from other faction), you need to create new textures for them. And how to do that is really easy if you know to work in Photoshop. Texture file is in tga.dds format.


Step 5

Open descr_names.txt with Notepad. Here we’ll define names, surnames and female names for our faction. Those names are in close relation with names.txt and names you add here must be added in names.txt (later about that file).

Add following line (I will add just few names):



faction: bulgaria

characters
Alexander
Iwan
Michael

surnames
Aseniden
Shishman

women
Elena
Marija


This is end of step 5.


Step 6

Open descr_offmap_models.txt with Notepad. In this file you define models (.cas) used by faction in campaign map.

We’ll add navy for our faction. This is same for the all factions. Add following line:



faction bulgaria
{
large data/models_off_map/bireme_OFF_MAP.CAS 100 0
medium data/models_off_map/bireme_OFF_MAP.CAS 100 0
small data/models_off_map/bireme_OFF_MAP.CAS 100 0
}


And this is it.


Step 7

Open descr_sm_factions.txt with Notepad. This file is one of the most important. In that file we set up our faction. Because I used France for symbols of our new faction I will use them because of that but I will change all lines which has nothing with symbols.



faction bulgaria
culture eastern_european
religion orthodox
symbol models_strat/symbol_france.CAS
rebel_symbol models_strat/symbol_rebels.CAS
primary_colour red 85, green 187, blue 80
secondary_colour red 255, green 10, blue 10
loading_logo loading_screen/symbols/symbol128_france.tga
standard_index 10
logo_index FACTION_LOGO_FRANCE
small_logo_index SMALL_FACTION_LOGO_FRANCE
triumph_value 5
intro_movie faction/major_intro.bik
victory_movie faction/france_win.bik
defeat_movie faction/france_lose.bik
death_movie faction/france_lose.bik
custom_battle_availability no
can_sap no
prefers_naval_invasions no
can_have_princess yes
has_family_tree yes


I changed culture, religion, primary color (into green), secondary color (into red) and set up no for custom battles.

WARNING!!!

Don’t disable movies under any circumstances because game will crash when campaign loads. I do that and, thanks God, found quickly what caused problem (after problem with descr_model_strat.txt). This was my last problem.
Use following line in .cfg file to disable video:



[video]
movies = 0

-------------------------

Update I

In data\menu\symbols you can find all coats of arms for factions.

Folder fe_buttons_24

If you want to add new symbols for faction (in my case Bulgaria) you have to create the new ones in .tga file format. So, it has to be:
symbol24_ bulgaria.tga
symbol24_ bulgaria_grey.tga
symbol24_ bulgaria_roll.tga
symbol24_ bulgaria_select.tga

Folder fe_buttons_48

The same as previous folder, just coats of arms are bigger.

symbol48_ bulgaria.tga
symbol48_ bulgaria_grey.tga
symbol48_ bulgaria_roll.tga
symbol48_ bulgaria_select.tga

Folder fe_faction_units

Here you add your special unit for faction. In my case it is bulgaria.tga. That special unit is shown when you choose faction in Campaign.

Folder fe_symbols_80

Here are coats of arms, but different from folders fe_buttons_24 and fe_buttons_48 (they are round here). To add brand new you need to create bulgaria.tga (in my case).

Now, to enable those new coats of arms for your new faction, open descr_sm_factions.txt. The following lines:


logo_index FACTION_LOGO_FRANCE
small_logo_index SMALL_FACTION_LOGO_FRANCE


Change into:



logo_index FACTION_LOGO_BULGARIA
small_logo_index SMALL_FACTION_LOGO_ BULGARIA


Special thanks to DarkKnight who provided solution for that.

Also he wrote how to make proper standard in strategic (campaign) map:



Also, in order to get the COA's to work here is how they are chosen. Go to descr_sm_factions.txt and you will notice each faction has a "STANDARD INDEX". The number here determines the COA. A value of 0 here means the faction will get the venetian lion for example.

Now open banners folder. Find 8 tgas with the name symbols.tga. For example there is symbols1.tga, symbols2.tga... up to symbols8.tga. Each symbols file has 4 COA's in it. The tga is split into quadrants. The top left quadrant of symbols1.tga is a standard index of 0. The top right quadrant is a standard index of 1. The bottom left is 2. The bottom right is 3. Then the top left quadrant of symbols2.tga is 4. The top right of that is 5... and so forth. That is how the COA's are chosen. If you notice towards the end, the rebel COA is repeated. If we edit these we should be able to make new COA's for new factions.

I will add that symbol.tga files for standards are in data\banners folder.

NOTICE:
In Custom battle you can have ONLY 21 faction, which I think is obvious. If you want to see your new faction in Custom battle, put yes, but change to no for some other faction. Otherwise game will crash.

Step 8

Open export_descr_buildings.txt with Notepad. Here we’ll define what building can have and build our new faction plus what units can be recruited.

We don’t have to add any new building as they are mostly associated with culture (there are exceptions, of course). What we’ll add are units. Because every faction can have mercenary units I will add unit of Bulgarian Brigands Mercs to mustering_hall just for our tutorial.



recruit_pool "Bulgarian Brigands Mercs" 1 0.5 4 0 requires factions { bulgaria, }



Step 9

Open export_descr_unit.txt with Notepad. Here we define units what our faction can have. First, we need general unit. Because our faction doesn’t have textures for general (he will invisible) we’ll use mercenary unit for it.

I will use for general unit Kwarizmian Cavalry. I bolded what has been added:



type Kwarizmian Cavalry
dictionary Kwarizmian_Cavalry ; Kwarizmian Cavalry
category cavalry
class heavy
voice_type Heavy
accent Arabic
banner faction main_cavalry
banner holy crusade_cavalry
soldier Kwarizmian_Cavalry, 32, 0, 1
mount eastern armoured horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, mercenary_unit, general_unit
formation 2, 4.4, 3, 6, 3, square, wedge
stat_health 1, 0
stat_pri 10, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1
;stat_pri_ex 0, 0, 0
stat_pri_attr no
stat_sec 11, 0, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1
;stat_sec_ex 0, 0, 0
stat_sec_attr no
stat_pri_armour 8, 5, 0, metal
;stat_armour_ex 8, 0, 0, 0, 5, 0, 0, metal
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 0, 1, -6, -1
stat_mental 9, normal, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 1150, 370, 120, 95, 1150, 4, 180
armour_ug_levels 4
armour_ug_models Kwarizmian_Cavalry
ownership slave, egypt, timurids, mongols, bulgaria
era 1 egypt, timurids, mongols
;unit_info 10, 0, 13


Unit Bulgarian Brigands Mercs will be our only unit in campaign (because we just test). Add Bulgaria as owner:



ownership slave, hungary, byzantium, bulgaria



Step 10

Open campaign_descriptions.txt with Notepad in text folder (you need to convert that file with alpaca’s strings.bin converter).
In this file you describe campaign of your faction. I will use France and change only string which defines your faction:



{IMPERIAL_CAMPAIGN_BULGARIA_TITLE}Tzardom of Bulgaria
{IMPERIAL_CAMPAIGN_BULGARIA_DESCR}DIFFICULTY Factor: Estimated MODERATE\n\nFrance is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...\n\nThe Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by "Robber Barons" that serve their own interests. Frankly, the way things are now, the King isn't truly safe to wander a kingdom that is supposedly his.\n\nThe Normans are clearly serving their own best interests, having recently taken England for themselves, it's hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren't quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they're to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansion will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.



Step 11

Open expanded.txt with Notepad in text folder (you need to convert that file with alpaca’s strings.bin converter). Here you define what you see in game (texts). I will copy Russia and just proper rename to Bulgaria.

I won’t write here how to do that because it is very easy and a bit boring.

Just example:



{EMT_BULGARIA_SPY}Bulgarian Spy
{EMT_BULGARIA_ASSASSIN}Bulgarian Assassin
{EMT_BULGARIA_DIPLOMAT}Bulgarian Diplomat
{EMT_BULGARIA_ADMIRAL}Bulgariand Navy
{EMT_BULGARIA_GENERAL}Bulgarian Army
{EMT_BULGARIA_NAMED_CHARACTER}Bulgarian Family Member
{EMT_BULGARIA_NAMED_GENERAL}Bulgarian General
{EMT_BULGARIA_PRINCESS}Bulgarian Princess
{EMT_BULGARIA_MERCHANT}Bulgarian Merchant
{EMT_BULGARIA_PRIEST}Bulgarian Priest
{EMT_BULGARIA_PRIEST_1}Bulgarian Bishop
{EMT_BULGARIA_PRIEST_2}Bulgarian Cardinal


And etc.
-------------------------

Update I

This is full code which you need:


{BULGARIA}Carstvo Bălgarija
{EMT_BULGARIA_SPY}Bulgarian Spy
{EMT_BULGARIA_ASSASSIN}Bulgarian Assassin
{EMT_BULGARIA_DIPLOMAT}Bulgarian Diplomat
{EMT_BULGARIA_ADMIRAL}Bulgarian Navy
{EMT_BULGARIA_GENERAL}Bulgarian Army
{EMT_BULGARIA_NAMED_CHARACTER}Bulgarian Family Member
{EMT_BULGARIA_NAMED_GENERAL}Bulgarian General
{EMT_BULGARIA_PRINCESS}Bulgarian Princess
{EMT_BULGARIA_MERCHANT}Bulgarian Merchant
{EMT_BULGARIA_PRIEST}Bulgarian Priest
{EMT_BULGARIA_PRIEST_1}Bulgarian Bishop
{EMT_BULGARIA_PRIEST_2}Bulgarian Cardinal
{EMT_BULGARIA_VILLAGE}Bulgarian Village
{EMT_BULGARIA_TOWN}Bulgarian Town
{EMT_BULGARIA_LARGE_TOWN}Bulgarian Large Town
{EMT_BULGARIA_CITY}Bulgarian City
{EMT_BULGARIA_LARGE_CITY}Bulgarian Large City
{EMT_BULGARIA_HUGE_CITY}Bulgarian Huge City
{EMT_BULGARIA_WOODEN_CASTLE}Bulgarian Motte and Bailey
{EMT_BULGARIA_STONE_KEEP}Bulgarian Wooden Castle
{EMT_BULGARIA_CASTLE}Bulgarian Castle
{EMT_BULGARIA_LARGE_CASTLE}Bulgarian Fortress
{EMT_BULGARIA_FORTRESS}Bulgarian Citadel
{EMT_BULGARIA_STAR_FORT}Bulgarian Star Fort
{EMT_BULGARIA_CAPITAL}Bulgarian Capital
{EMT_BULGARIA_FORT}Bulgarian Fort
{EMT_BULGARIA_PORT}Bulgarian Port
{EMT_BULGARIA_DOCK}Bulgarian Docks
{EMT_BULGARIA_FISHING_VILLAGE}Bulgarian Fishing Village
{EMT_BULGARIA_WATCHTOWER}Bulgarian Watchtower
{EMT_BULGARIA_FACTION_LEADER}Bulgarian Faction Leader
{EMT_BULGARIA_FACTION_HEIR}Bulgarian Faction Heir
{EMT_BULGARIA_FACTION_LEADER_TITLE}Faction Leader
{EMT_BULGARIA_FACTION_HEIR_TITLE}Faction Heir
{EMT_BULGARIA_FACTION_LEADER_NAME}Tzar %S
{EMT_BULGARIA_FACTION_HEIR_NAME}Prince %S
{EMT_BULGARIA_FORMER_FACTION_LEADER_TITLE}Tzar
{EMT_YOUR_FORCES_ATTACK_ARMY_BULGARIA}Your forces attack an army of Bulgaria
{EMT_YOUR_FORCES_ATTACK_NAVY_BULGARIA}Your forces attack a navy of Bulgaria
{EMT_YOUR_FORCES_AMBUSH_ARMY_BULGARIA}Your forces ambush an army of Bulgaria
{EMT_YOUR_FORCES_ATTACKED_ARMY_BULGARIA}Your forces are attacked by an army of Bulgaria
{EMT_YOUR_FORCES_ATTACKED_NAVY_BULGARIA}Your forces are attacked by a navy of Bulgaria
{EMT_YOUR_FORCES_AMBUSHED_ARMY_BULGARIA}Your forces are ambushed by an army of Bulgaria
{EMT_VICTORY_BULGARIA}The Bulgaria is Victorious
{BULGARIA_STRENGTH}Good cavalry and medium infantry troops.
{BULGARIA_WEAKNESS}Lacking in gunpowder units.
{BULGARIA_UNIT}Bălgarski Strelci

Unicode support in game is a bit weird. In some cases Unicode support is perfect, and in some game just don’t see letter. The most special letters game sees properly.


Step 12

Open names.txt with Notepad in text folder (you need to convert that file with alpaca’s strings.bin converter). Here you define all names, surnames and women names in game.
Because I already added names in descr_names.txt in my case I added in the end of lines the following:



{Alexander}Alexander
{Iwan}Iwan
{Michael}Michael
{Aseniden}Aseniden
{Shishman}Shishman
{Elena}Elena
{Marija}Marija


Name in {brackets} must be identical with names in descr_names.txt. What will be written after it is absolutely irrelevant. Name after brackets will be shown in game and has full Unicode support.


Step 13

Open descr_win_conditions.txt with Notepad in data\world\maps\campaign\imperial_campaign. Here you define what your faction needs to win.

I put this:



bulgaria
hold_regions Constantinople_Province
take_regions 35
short_campaign hold_regions ;Roman_Province Jerusalem_Province
take_regions 15
outlive Byzantium



Step 14

Open descr_strat.txt in data\world\maps\campaign\imperial_campaign. Here we’ll define Bulgaria as starting faction and place it on campaign map.

First add Bulgaria as playable faction:



campaign imperial_campaign
playable
england
france
hre
spain
venice
sicily
milan
scotland
byzantium
russia
moors
turks
egypt
denmark
portugal
poland
hungary
bulgaria
end
unlockable
end
nonplayable
papal_states
aztecs
mongols
timurids
slave
end


Now we’ll add Bulgaria in campaign map.



faction bulgaria, fortified smith
ai_label default
denari 6000
denari_kings_purse 1000
settlement castle
{
level town
region Sofia_Province

year_founded 0
population 2200
plan_set default_set
faction_creator russia
building
{
type core_castle_building wooden_castle
}
building
{
type castle_barracks mustering_hall
}
}

character Iwan, named character, male, leader, age 36, x 200, y 103
traits Factionleader 1 , GoodCommander 1 , Intelligent 2 , VictorVirtue 3 , PublicFaith 2 , BattleDread 2 , StrategyDread 2 , ReligionStarter 1
army
unit Kwarizmian Cavalry exp 1 armour 0 weapon_lvl 0
unit Bulgarian Brigands Mercs exp 0 armour 0 weapon_lvl 0
unit Bulgarian Brigands Mercs exp 0 armour 0 weapon_lvl 0
unit Bulgarian Brigands Mercs exp 0 armour 0 weapon_lvl 0
unit Bulgarian Brigands Mercs exp 0 armour 0 weapon_lvl 0


If you want more characters, settlements and building add them. I copied English faction leader :).
First unit after character must be general unit. In our case it is Kwarizmian Cavalry.


FINAL NOTICE:

Erase map.rwm in data\world\maps\base. I didn’t and it worked but if you work with descr_strat.txt again (and I think whole world folder) do it or you want see changes.


APPENDIX I

My advice is that you firstly add Normans and Saxons from tutorial as factions and convert them. You can read about it here. 21 factions from vanilla + rebels + 2 from tutorial and the rest (7) you need to add.

For adding Normans and Saxons read this tutorial by selenius4tsd:
How To Create a New Faction (using Normans/Saxons)
https://forums.totalwar.org/vb/showthread.php?t=76730

NOTICE
You can add all new nine factions from nothing. Adding Normans and Saxons from tutorial as factions is not necessary, because game will work without problems (look Appendix II).

Speaker has German voice (Reich win again! and similar), and I didn’t find way to change it.


APPENDIX II

Vlad added nine factions from nothing. He posted that he modified the following files:



descr_strat.txt
descr_win_conditions.txt
------------
export_descr_unit.txt
descr_offmap_models.txt
descr_model_strat.txt
descr_lbc_db.txt
descr_cultures.txt
descr_character.txt
descr_sm_factions.txt
descr_names.txt
export_descr_buildings.txt
-----------------------------------------
menu_english.txt
campaign_descriptions.txt
expanded.txt


I found 100% that files descr_cultures.txt and menu_english.txt are completely irrelevant for adding new faction.

My tutorial has two more steps. The answer is easy – vlad said:


i reccomend for all add new nations like Ally0 Ally1 Ally2 Ally3 Ally4 Ally5 Enemy0 Enemy1 Enemy2 Enemy3 .............

you heave working flags(standarts)- need only reskin for standarts


That’s why he didn’t write banner’s file.

Link:
http://www.twcenter.net/forums/showthread.php?t=72270&page=3


APPENDIX III

This tutorial doesn’t cover work with units, but I will help with adding captain and general for new faction.

Before start, I highly recommended that you look this thread:
https://forums.totalwar.org/vb/showthread.php?t=79455

Use formatted battle_models.modeldb by KnightErrant as your life will be much less frustrating.

Captain
Open battle_models.modeldb and hit Ctrl+F and type 16 northern_captain.

Add this line of code:



8 bulgaria
99 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_bulgaria.texture
97 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_normal.texture 0


Change 19 into 20 after this line:


78 unit_models/_Generals_and_Captains/Northern_Captain/northern_captain_lod3.mesh 6400


Otherwise game will crash in the start.

NOTICE
My friend for our mod made new texture for captain late_northern_captain_bulgaria.texture. If you don’t have new texture, you can use from other faction.

You added captain, but you need to add attachment to him, too.



8 bulgaria
62 unit_models/AttachmentSets/Final General_portugal_diff.texture
62 unit_models/AttachmentSets/Final General_portugal_norm.texture 0

Attachment is irrelevant, as all factions have the same, and that’s why I put Portugal.

Change 19 into 20 after this line:


6 saxons
94 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_hre.texture
97 unit_models/_Generals_and_Captains/Northern_Captain/textures/late_northern_captain_normal.texture 0

General
General is after captain. Just scroll a bit down.

Add this line of code:



8 bulgaria
90 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_bulgaria.texture
88 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_normal.texture 0


Change 18 into 19 after this line:


78 unit_models/_Generals_and_Captains/Northern_General/northern_general_lod3.mesh 6400

Otherwise game will crash in the start.

You added general, but you need to add attachment to him, too.



8 bulgaria
62 unit_models/AttachmentSets/Final General_portugal_diff.texture
62 unit_models/AttachmentSets/Final General_portugal_norm.texture 0

Attachment is irrelevant, as all factions have the same, and that’s why I put Portugal.

Change 18 into 19 after this line:


6 saxons
85 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_hre.texture
88 unit_models/_Generals_and_Captains/Northern_General/textures/late_general_normal.texture 0

Look Screenshots II – if you did well, your new captains and generals will show.


APPENDIX IV

Many useful tutorials can be found, so, proper question post there:

Musashi wrote this excellent tutorial:
Adding a unit to the game
https://forums.totalwar.org/vb/showthread.php?t=75706

M3rcury15 (from TWC) wrote excellent tutorial, too:
Add other faction units for new factions
http://www.twcenter.net/forums/showthread.php?t=74945

Zorgrath (from TWC) wrote this:
How to create a dismounted unit
http://www.twcenter.net/forums/showthread.php?t=78236

AliAS wrote nice tutorial, too (not in direct link with adding new faction, but useful):
New face of Faction Icon
https://forums.totalwar.org/vb/showthread.php?t=79810

SCREENSHOTS I

This is campaign screenshot when you choose faction. Ugly, isn’t it? :beam: You don’t see coat of arms and map is default. That is expected as I didn’t work with graphics files.

https://img443.imageshack.us/img443/4770/bugarska1bv8.jpg (https://imageshack.us)

This is out faction leader and his starting army in campaign map. Notice French flags and Byzantine look of faction leader :D.

https://img155.imageshack.us/img155/4069/bugarska2jm9.jpg (https://imageshack.us)

In our castle we can recruit only Bulgarian Brigands.

https://img267.imageshack.us/img267/8507/bugarska3xg2.jpg (https://imageshack.us)

Diplomacy section with French coat of arms.

https://img444.imageshack.us/img444/9076/bugarska4gt3.jpg (https://imageshack.us)

Finally battle – I attacked so called “Byzantium” and you see transparent white banners and missing coat of arms. And missing general :laugh4:.

https://img440.imageshack.us/img440/8788/bugarska5bt3.jpg (https://imageshack.us)


SCREENSHOTS II

Many things changed in the mean time. :2thumbsup:

My friend made new texture for captain and general in campaign map:
https://img301.imageshack.us/img301/7912/bugaripe0.jpg (https://imageshack.us)

And we created new general’s unit for new faction, and this is how general looks in the battle.

https://img177.imageshack.us/img177/5416/bugari2fb2.jpg (https://imageshack.us)

phoenix[illusion]
01-18-2007, 19:11
This is great. Thanks Duke, you're the best.~:cheers: All Hail the DukeofSerbia

Sahran
01-18-2007, 19:54
Great find DukeofSerbia. Once we get the battle.model file cleaned up it will be exponentially easier to make our own factions with new units or non rebel/merc units.

crusader88†
01-18-2007, 22:47
This is very very great Duke, i suppose you have worked a lot on this.
And j am glad that you are the first who has done this.
bye:book:

tnick777
01-19-2007, 03:26
WHY DONT YOU GIVE CREDIT WHERE CREDIT IS DO!? :furious3:


http://www.twcenter.net/forums/showthread.php?t=72270&page=3

You're getting on my last nerve.

serenius4tsd
01-19-2007, 19:54
Its 'due' not 'DO'.

@ Duke: What would be nice for everyone else is if you could post (i.e. upload) your example's files. Not for my sake, I just think it would be even easier for others. :yes:

cmptrgy412
01-19-2007, 20:32
I just tried it. I got the dreaded unexpected error. Will try again later or try to figure out the problem

Darkarbiter
01-22-2007, 10:07
SO.... can you confirm the faction limit is 31 using this?

limes
01-24-2007, 21:50
I just tried it. I got the dreaded unexpected error. Will try again later or try to figure out the problem

STEP NR 11 is a little bit too short :).

Try to add the rest of EMT entries. Here are all of EMTs. Of course in my mod i've added Burgundians and used Polish description. Regard. Limes.

{EMT_BURGUND_ADMIRAL}Angielska flota
{EMT_BURGUND_ARMOUR_LEVEL_1}Ćwiekowana zbroja
{EMT_BURGUND_ASSASSIN}Angielski zabójca
{EMT_BURGUND_CAPITAL}Angielska stolica
{EMT_BURGUND_CASTLE}Angielski zamek
{EMT_BURGUND_CITY}Angielskie miasto
{EMT_BURGUND_DIPLOMAT}Angielski dyplomata
{EMT_BURGUND_DOCK}Angielskie doki
{EMT_BURGUND_FACTION_HEIR}Angielski dziedzic frakcji
{EMT_BURGUND_FACTION_HEIR_NAME}Książę %S
{EMT_BURGUND_FACTION_HEIR_TITLE}Dziedzic frakcji
{EMT_BURGUND_FACTION_LEADER}Angielski przywódca frakcji
{EMT_BURGUND_FACTION_LEADER_NAME}Król %S
{EMT_BURGUND_FACTION_LEADER_TITLE}Przywódca frakcji
{EMT_BURGUND_FISHING_VILLAGE}Angielska wioska rybacka
{EMT_BURGUND_FORMER_FACTION_LEADER_TITLE}Król
{EMT_BURGUND_FORT}Angielski fort
{EMT_BURGUND_FORTRESS}Angielska cytadela
{EMT_BURGUND_GENERAL}Angielska armia
{EMT_BURGUND_HUGE_CITY}Angielskia metropolia
{EMT_BURGUND_LARGE_CASTLE}Angielska twierdza
{EMT_BURGUND_LARGE_CITY}Angielskie duże miasto
{EMT_BURGUND_LARGE_TOWN}Angielskie większe miasteczko
{EMT_BURGUND_MERCHANT}Angielski kupiec
{EMT_BURGUND_NAMED_CHARACTER}Członek angielskiej rodziny królewskiej
{EMT_BURGUND_NAMED_GENERAL}Angielski generał
{EMT_BURGUND_PORT}Angielski port
{EMT_BURGUND_PRIEST}Angielski ksiądz
{EMT_BURGUND_PRIEST_1}Angielski biskup
{EMT_BURGUND_PRIEST_2}Angielski kardynał
{EMT_BURGUND_PRINCESS}Angielska księżniczka
{EMT_BURGUND_SPY}Angielski szpieg
{EMT_BURGUND_STAR_FORT}Angielska forteca
{EMT_BURGUND_STONE_KEEP}Angielski kamienny gród
{EMT_BURGUND_TOWN}Angielskie miasteczko
{EMT_BURGUND_VILLAGE}Angielska wioska
{EMT_BURGUND_WATCHTOWER}Angielska wieża obserwacyjna
{EMT_BURGUND_WOODEN_CASTLE}Angielski gród

HoGoRo
01-25-2007, 09:19
Thank You Duke for a great tutorial!!!

Kushan
01-25-2007, 18:09
The possibilities.....

Kushan

Ellderon
02-03-2007, 13:37
Well, I got an unexpected (undefined or something liek that) error too.

I made my own faction (Croatia) following the tutorial. When I double-click my mod the game starts loading. I get the first screen (with the knights charging and the MTW2 sign) and then the second one begins to load, but all I get is a pitch black screen and the hourglass just turning and turning...

Could this be becouse I had that mod that enables some other factions?

DukeofSerbia
03-06-2007, 13:08
The largest tutorial for MII TW is now even larger :).

Updated:
Step 1
Step 4
Step 7
Step 11
Appendix I

Added:
Appendix II
Appendix III
Appendix IV

Special thanks for posting solutions here to:
DarkKnight (from TWC)
RTR Fan (from TWC)

I think now tutorial covers everything (graphics files, too). :2thumbsup:

P.S.
I added two more factions without any problems. For each I needed 20 minutes.

Zain
03-07-2007, 13:58
I've been trying to make my own faction called the Praters in the North American settlement, but I haven't been able to make it work. Can someone simply not play as a faction over there or am I just doing it wrong?

DarkKnight
03-09-2007, 04:10
I've been trying to make my own faction called the Praters in the North American settlement, but I haven't been able to make it work. Can someone simply not play as a faction over there or am I just doing it wrong?
Post the error log and the files and you may get some help.

Zain
03-09-2007, 05:29
I know how to react to the log files, it wasn't telling me.

but guess what?






I GOT IT WORKING!!! WOOHOO!!! :balloon2:

:beam:

It's still got some bugs, but most of it is textures and symbols.

IrishArmenian
03-19-2007, 04:54
I've been having problems too. I used alpaca's mod folder and this tutorial but I keep getting this system log:
20:46:40.500 [system.rpt] [always] CPU: SSE
20:46:40.500 [system.rpt] [always] ==== system log start, build date: Dec 5 2006 version development ===
20:46:40.515 [system.io] [always] mounted pack packs/data_0.pack
20:46:40.515 [system.io] [always] mounted pack packs/data_1.pack
20:46:40.515 [system.io] [always] mounted pack packs/data_2.pack
20:46:40.515 [system.io] [always] mounted pack packs/data_3.pack
20:46:40.515 [system.io] [always] mounted pack packs/data_4.pack
20:46:40.515 [system.io] [always] mounted pack packs/localized.pack
20:46:42.250 [data.missing] [warning] missing/invalid cursor for ANISELECT
20:46:42.250 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
20:46:42.250 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
20:46:42.265 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
20:46:42.265 [data.missing] [warning] missing/invalid cursor for DRAGGING
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
20:46:42.265 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
20:46:42.281 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
20:46:42.281 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
20:46:42.281 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
20:46:42.281 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
20:46:42.796 [system.io] [warning] open: Export/battlefield/grid.tga is missing
20:46:42.796 [system.io] [warning] open: Export/battlefield/mediterranean/summer/mediterranean_rock_micro.tga is missing
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
20:46:44.390 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
20:46:44.406 [data.missing] [warning] Cannot find the portrait path: data/ui/mesoamerican/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
20:46:44.421 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
20:46:44.421 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/civilians/000.tga, using the default culture path if it exists
20:46:44.437 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
20:46:44.437 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/rogues/000.tga, using the default culture path if it exists
20:46:44.437 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
20:46:44.437 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
20:46:44.437 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/merchants/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/priests/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
20:46:44.453 [data.missing] [warning] Cannot find the portrait path: data/ui/eastern_european/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
20:46:44.468 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
20:46:44.468 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/princesses/000.tga, using the default culture path if it exists
20:46:44.484 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
20:46:44.484 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/heretics/000.tga, using the default culture path if it exists
20:46:44.484 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
20:46:44.484 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/witches/000.tga, using the default culture path if it exists
20:46:44.484 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
20:46:44.484 [data.missing] [warning] Cannot find the portrait path: data/ui/middle_eastern/portraits/portraits/young/inquisitors/000.tga, using the default culture path if it exists
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10638, column 28 :
we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10639, column 25 :
we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Not_fighting)
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10649, column 28 :
we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing)
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10650, column 25 :
we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing)
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10662, column 28 :
we should only have trait(BattleChivalry) additional affects for triggers(battle3Chivalry_Dread_Routing2)
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10663, column 25 :
we should only have trait(BattleDread) additional affects for triggers(battle3Chivalry_Dread_Routing2)
20:46:44.515 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 10703, column 25 :
we should only have trait(BattleDread) additional affects for triggers(battle3Dread_Let_Them_Go)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 15740, column 27 :
we should only have trait(GoodDenouncer) additional affects for triggers(hereticinit1_denouncerclear)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 15748, column 25 :
we should only have trait(StrongFaith) additional affects for triggers(hereticinit1_denouncerclear)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 15756, column 22 :
we should only have trait(Purifier) additional affects for triggers(hereticinit1_purifierclear)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 16672, column 29 :
we should only have trait(CrusaderHistory) additional affects for triggers(crusades_6)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 16681, column 29 :
we should only have trait(CrusaderHistory) additional affects for triggers(crusades_7)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 16723, column 26 :
we should only have trait(JihadHistory) additional affects for triggers(jihads_7)
20:46:44.546 [script.err] [warning] Trigger parsing warning in MyMod/data/export_descr_character_traits.txt, at line 16732, column 26 :
we should only have trait(JihadHistory) additional affects for triggers(jihads_8)
20:46:44.562 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/scribe_ancillary.tga
20:46:44.562 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
20:46:44.562 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
20:46:47.671 [system.io] [warning] open: MyMod/data/loading_screen/loading_bar.tga.dds is missing
20:46:47.687 [system.io] [warning] open: MyMod/data/loading_screen/loading_logo.tga.dds is missing
20:46:49.343 [system.io] [warning] open: MyMod/data/loading_screen/loading_bar.tga.dds is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_24/symbol24_kilikia.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_24/symbol24_kilikia.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia_roll.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_24/symbol24_kilikia_roll.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia_select.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_24/symbol24_kilikia_select.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia_select.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_24/symbol24_kilikia_select.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia_grey.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_buttons_24/symbol24_kilikia_grey.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/kilikia.tga is missing
20:46:49.406 [system.io] [warning] open: data/menu/symbols/FE_faction_units/kilikia.tga is missing
20:46:49.437 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/normans.tga is missing
20:46:49.437 [system.io] [warning] open: data/menu/symbols/FE_faction_units/normans.tga is missing
20:46:49.437 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/saxons.tga is missing
20:46:49.437 [system.io] [warning] open: data/menu/symbols/FE_faction_units/saxons.tga is missing
20:46:49.437 [system.io] [warning] open: data/menu/symbols/FE_symbols_80/slave.tga is missing
20:46:49.437 [system.io] [warning] open: data/menu/symbols/FE_faction_units/slave.tga is missing
20:46:49.453 [system.io] [warning] open: data/menu/_M2_MP_HISTORICAL_BATTLE_CHOOSE_TEAMS.TGA is missing
20:46:49.453 [system.io] [warning] open: data/menu/TEXTURES/_M2_MAIN_MENU.TGA is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/buttons_composite2.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/slider_composite.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/slider_composite2.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/border_4pix_black_gold2.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/text_border.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/yellow_highlight.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/border_4pix_black_gold_selected.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/border_4pix_black_gold_black.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/_M2_Selection_Glow.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/unit_card.tga.dds is missing
20:46:50.328 [system.io] [warning] open: MyMod/data/menu/icons.tga.dds is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_england.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_england.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_france.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_france.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_hre.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_hre.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_spain.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_spain.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_venice.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_venice.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_sicily.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_sicily.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_milan.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_milan.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_scotland.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_scotland.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_byzantium.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_byzantium.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_kilikia.tga is missing
20:46:57.281 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_kilikia.tga is missing
20:46:57.281 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.281 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_russia.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_russia.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_moors.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_moors.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_turks.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_turks.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_egypt.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_egypt.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_denmark.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_denmark.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_portugal.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_portugal.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_poland.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_poland.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_hungary.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_hungary.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_papal_states.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_papal_states.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_aztecs.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_aztecs.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_mongols.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_mongols.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_timurids.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_timurids.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_normans.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_normans.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_saxons.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_saxons.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_slave.tga is missing
20:46:57.296 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_slave.tga is missing
20:46:57.296 [system.io] [warning] open: data/world/maps/base/map_FE.tga is missing
20:46:57.296 [system.io] [warning] open: file_does_not_exist is missing
20:46:57.312 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_england.tga is missing
20:46:57.328 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_england.tga is missing
20:46:57.328 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia.tga is missing
20:46:57.328 [system.io] [warning] open: file_does_not_exist is missing
20:46:58.453 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_spain.tga is missing
20:46:58.468 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_spain.tga is missing
20:47:00.171 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_hungary.tga is missing
20:47:00.171 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_hungary.tga is missing
20:47:02.125 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_france.tga is missing
20:47:02.140 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_france.tga is missing
20:47:03.203 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_milan.tga is missing
20:47:03.203 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_milan.tga is missing
20:47:05.125 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_sicily.tga is missing
20:47:05.140 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_sicily.tga is missing
20:47:06.203 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_byzantium.tga is missing
20:47:06.203 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_byzantium.tga is missing
20:47:06.375 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia_roll.tga is missing
20:47:06.859 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_kilikia.tga is missing
20:47:06.859 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/leader_pic_kilikia.tga is missing
20:47:06.859 [system.io] [warning] open: data/menu/symbols/FE_buttons_48/symbol48_kilikia_select.tga is missing
20:47:06.859 [system.io] [warning] open: data/menu/symbols/FE_faction_units/kilikia.tga is missing
20:47:09.937 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map.rwm is missing
20:47:09.937 [system.io] [warning] open: MyMod/data/world/maps/base/map.rwm is missing
20:47:09.937 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/descr_battle.txt is missing
20:47:09.937 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map.rwm is missing
20:47:09.953 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map.rbm is missing
20:47:09.953 [system.io] [warning] open: MyMod/data/world/maps/campaign/imperial_campaign/map.wfc is missing
20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_fog.tga is missing
20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/descr_regions.txt is missing
20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/descr_terrain.txt is missing
20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_heights.tga is missing
20:47:10.031 [data.invalid] [error] Failed to open file 'MyMod/data/world/maps/base/map_heights.tga'

20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_roughness.tga is missing
20:47:10.031 [data.invalid] [error] Failed to open file 'MyMod/data/world/maps/base/map_roughness.tga'

20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_climates.tga is missing
20:47:10.031 [data.invalid] [error] Failed to open file 'MyMod/data/world/maps/base/map_climates.tga'

20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_ground_types.tga is missing
20:47:10.031 [data.invalid] [error] Failed to open file 'MyMod/data/world/maps/base/map_ground_types.tga'

20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_features.tga is missing
20:47:10.031 [data.invalid] [error] Failed to open file 'MyMod/data/world/maps/base/map_features.tga'

20:47:10.031 [system.io] [warning] open: MyMod/data/world/maps/base/map_trade_routes.tga is missing
20:47:10.031 [data.invalid] [error] Failed to open file 'MyMod/data/world/maps/base/map_trade_routes.tga'

20:47:10.250 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

The faction I've been trying to mod into the game is Kilikia, by the way.

alpaca
03-19-2007, 14:54
Looks like you didn't copy your data/world/maps/base folder to your mod folder.

IrishArmenian
03-19-2007, 15:04
Thanks.

uanime5
03-24-2007, 18:15
At the end you have pictures of some errors. It would be helpful if under them you said how to correct these errors.

Also if I am making a new faction how do I limit which buildings my faction gets. For example if I wanted them to only have Mesoamerican buildings, rather than Southern European ones, which file would I have to alter and what would I need to do?

rhodesiansprings
03-25-2007, 23:06
I must be dumb as the day is long because I just can't get either this, or the addition as normans/saxons to work correctly. I've gotten the Normans to show up in campaign mode but when you go to play, it immediately says your faction has been destroyed... or something to that effect. (And I had modified the files for victory conditions, etc.) I've read, re-read and re-tried everything. I've got to be missing something but I can't figure out what that is....:dizzy2: :dizzy2:

Thanks!

High-King
04-12-2007, 18:08
I'm trying to add in an Irish faction using this, but I keep getting an unspecified error. I sorted other errors, which were mainly my own fault.

TB666
05-15-2007, 19:17
I added a faction using this nice tutorial and with the help of lionskin's nice template
However my game crashes before it even reaches the intro video.
I just see the Medieval 2 total war opening screen and then it dies on me.
There is nothing in the system.log either.

DukeofSerbia
05-27-2007, 00:54
@TB666

Then is probably .modeldb file broken. Or you added something wrong so game crash.

gibsonsg91921
05-27-2007, 18:31
what patch is this for?

Warluster
06-03-2007, 08:40
I have a problem.

I decided, instead of doing this from scratch, to copy over England with the nation I want (new England Confederation) I did what you said in this,except of copying all the text, I just replaced.

I get my game running, it works fine, when I press Grand Campaign, it goes
Please Select A iten from the list

What did I do wrong?

Murdian
06-04-2007, 20:25
expanded.txt where on earth is that file?

uanime5
06-11-2007, 11:50
I have a problem.

I decided, instead of doing this from scratch, to copy over England with the nation I want (new England Confederation) I did what you said in this,except of copying all the text, I just replaced.

I get my game running, it works fine, when I press Grand Campaign, it goes

What did I do wrong?

You have to copy the data/world/maps/campaign and data/world/maps/base folders from the vanilla data folder into the mod.


expanded.txt where on earth is that file?

data/text folder

M2TW crazy
06-21-2007, 10:58
Hi,

Duke of Serbia I raise my glass to you! This tutorial is ace. I've not been using it for very long but slowy I'm transforming a copy of this game into something else's and having much fun doing so. Thanks again from not just myself but all who have used this your efforts are MUCH appreciated. ~:cheers:

Paul.

losts78
07-16-2007, 14:44
Thank you so much! im just starting and ur tut helped so much. its great. Cheers 2 u! :beam:

GeneralMikeIII
08-15-2007, 05:12
Hey, just a quick question...

I used this to add a new faction, but I can't start the campaign. The faction selection screen looks almost the same as it does in the screenshot, only my COA isn't missing, but the picture for my UU is. When I select my faction and hit the begin game button, it loads for a couple seconds, then goes back to the menu before the faction selection one! (the single player menu IIRC). My actual question: has anyone else had this happen, and if so, is it fixable, and if so, how does one fix it?

Thanks for a good tutorial none the less. :2thumbsup:

EDIT: wow, I just noticed how long this thread has been dead; I just added it to favorites when I found it and haven't had the time to actually use it 'till just recently.

medieval2
09-21-2007, 18:16
Well I have the same probleme, but I didn't manadged to solv it:no:

I restarded sevrel times but it didn't works. The first time the game didn't load but than, the second and next times the game loaded. It work until I wanted to start the campagne:wall: .


faction califat_de_bagdad
dictionary 2
strat_model islamic_general
battle_model Eastern_General
battle_equip gladius, chainmail shirt helmet and rectangular shield

Wath those this number meen?
I saw that it change for different factions.

Can I use a faction name that has two "_"?

Does the game work if I don't disable the movie? If not witch .cfg file must I add the two "sentence"?

:help: :help:

Thanks a lot

Stupid_Boy
11-07-2007, 02:36
hi there!!! First of all, thanks for the great tutorials. Thanks again. I must said is a superb tutorials.:2thumbsup: :2thumbsup: :2thumbsup: I've been adding numerous regions in the campaign map and decided to add few more fraction to spices up my games and ur tutorials really help me a lot.
I try it yesterday and successfully added new fraction. It run perfectly, as expected few things missing e.g COA, Banners stuff. Will try to figure out this later tonight. I did a test with my new Fraction and found out that i cannot recruite anythings. I guess i didnt follow the step 8 but i thought step 8 is adding mercs unit only? The reason i didnt add this becoz i couldnt find the line in export_desc_buildings. And one more thingz, issit true that all the buildings already set accordingly to thier culture?? is true then i guess i should be able to recruite army. What should i do????

"Step 8

Open export_descr_buildings.txt with Notepad. Here we’ll define what building can have and build our new faction plus what units can be recruited.

We don’t have to add any new building as they are mostly associated with culture (there are exceptions, of course). What we’ll add are units. Because every faction can have mercenary units I will add unit of Bulgarian Brigands Mercs to mustering_hall just for our tutorial.
Code:
recruit_pool "Bulgarian Brigands Mercs" 1 0.5 4 0 requires factions { bulgaria, } ""

Oh yeah, i notice that my character name doesnt show up. i have checked the descr_names.txt files and names.string.bin files and all entry are correct. what mistake did i make? anyone plz? :help: :help:

Makanyane
12-25-2007, 21:59
I think I might have found a glitch relating to adding new faction when you try and add existing units to it using a mod folder, at least running Kingdoms exe.

Have new faction which works fine on campaign map in mod-folder which contains Kingdoms contents and modded files.

battle_models.modeldb contains references to existing units some of which have textures and normal.textures in mod-folder and some in m2tw/data folder. This also works fine for existing factions.

If new faction attempts to use existing unit (and existing M2 textures) with exact same db entry as existing faction it crashes in battle - actually doesn't always crash if only one of affected unit is used but falls over if four or five of same unit or mix are selected.

Copying the existing normal.texture that the new faction is trying to use from M2TW/data/... to mod-folder seems to fix problem.

Has anyone else noticed anything similar? Or know of anything that could be missing from set-up of new faction that is stopping it referring to the main games data folder properly?

MxTach
06-27-2008, 21:10
Brilliant tutorial mate,

anyone able to link me to a way of editing and the skins and textures of NEWLY created factions strat map banners and faction icon on the campaign screen?

I know how to edit existing ones, thats fine, but im not sure if the same thing applies to this "cloning" method for factions made from scratch.

If its the same as editing a regular one, just tell me, but i doubt it is, because your given nothing to reskin


Cheers guys,

MxTach
06-28-2008, 01:14
Actually dont worry, im now modding it and reading your tut word for word this time, and turns out i missed valid answers to my question =]

Rhyfelwyr
07-06-2008, 22:48
I've added 7 new factions with success. However, I'm having problems with the eight. I'm wondering if this is because this has moved into the Norman/Saxon spaces. I just used the same technique as with the other factions, as is shown in this tutorial.

Also I don't understand what the Ally0, Ally 1, Enemy 0 etc means when adding all nine factions from scratch.

EDIT: This is what appears in the error log:

22:44:20.301 [system.rpt] [always] CPU: SSE2
22:44:20.301 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
22:44:20.301 [system.io] [always] mounted pack packs/data_0.pack
22:44:20.301 [system.io] [always] mounted pack packs/data_1.pack
22:44:20.301 [system.io] [always] mounted pack packs/data_2.pack
22:44:20.317 [system.io] [always] mounted pack packs/data_3.pack
22:44:20.317 [system.io] [always] mounted pack packs/data_4.pack
22:44:20.317 [system.io] [always] mounted pack packs/localized.pack
22:44:23.450 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 713, column 18
Invalid ownership type 'slave' found in unit 'pirate ship'.
22:44:23.450 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.

It is bizarre because I have checked EDU over and over, and there is nothing wrong with the pirate ships. I never edited anything to do with them in the first place!

EDIT 2: I removed 'slave' from the Pirate ship ownership line, but still I get the same crash. This is what the error log now records:

23:12:55.099 [system.rpt] [always] CPU: SSE2
23:12:55.099 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
23:12:55.099 [system.io] [always] mounted pack packs/data_0.pack
23:12:55.114 [system.io] [always] mounted pack packs/data_1.pack
23:12:55.114 [system.io] [always] mounted pack packs/data_2.pack
23:12:55.114 [system.io] [always] mounted pack packs/data_3.pack
23:12:55.114 [system.io] [always] mounted pack packs/data_4.pack
23:12:55.114 [system.io] [always] mounted pack packs/localized.pack
23:12:58.338 [script.err] [error] Script Error in data/export_descr_unit.txt, at line 713, column 19
Invalid ownership type '
;unit_info 10, 0, 10





type merc galley

dictionary merc_galley ; Mercenary Galley

category ship

class light

voice_type Light

accent Mediterranean

soldier Peasants, 20, 0, 1

ship light warship

attributes sea_faring, can_withdraw, mercenary_unit

formation 50, 50, 75, 75, 1, square

stat_health 1, 0

stat_pri 8, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1

;stat_pri_ex 0, 0, 0

stat_pri_attr no

stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1

;stat_sec_ex 0, 0, 0

stat_sec_attr no

stat_pri_armour 0, 7, 0, flesh

;stat_armour_ex 0, 0, 0, 0, 7, 0, 0, flesh

stat_sec_armour 0, 0, flesh

stat_heat 0

stat_ground 0, 0, 0, 0

stat_mental 8, normal, trained

stat_charge_dist 30

stat_fire_delay 0

stat_food 60, 300

stat_cost 1, 520, 180, 100, 100, 520, 4, 130

armour_ug_levels 0

armour_ug_models Peasants

ownership slave

;unit_info 8, 0, 7





type merc cog

dictionary merc_cog ; Mercenary Cog

category ship

class light

voice_type Light

accent English

soldier Peasants, 20, 0, 1

ship light warship

attributes sea_faring, can_withdraw, mercenary_unit

formation 50, 50, 75, 75, 1, square

stat_health 1, 0

stat_pri 5, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1

;stat_pri_ex 0, 0, 0

stat_pri_attr no

stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1

;stat_sec_ex 0, 0, 0

stat_sec_attr no

stat_pri_armour 0, 8, 0, flesh

;stat_armour_ex 0, 0, 0, 0, 8, 0, 0, flesh

stat_sec_armour 0, 0, flesh

stat_heat 0

stat_ground 0, 0, 0, 0

stat_mental 8, normal, trained

stat_charge_dist 30

stat_fire_delay 0

stat_food 60, 300

stat_což hÓ«
23:12:58.338 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file data/export_descr_unit.txt.

absinthia
08-11-2008, 09:46
this may be common knowledge.
it looks like there is a limit of 31 entries in descr_sm_factions.
it goes like this; i decided to add all the standards from both vanilla and kingdoms ( minus americas). i also made a complete version of strategy.sd and shared.sd and corresponding modpage with icons for all factions (again minus americas). thought this would make moding easier later.
the later went very well.
but with the banners i ran in to problems after standard entry 30, entry 31 turns to the rebel crossed swords standard.
i edited descr_standards like this:
factions
symbols banners/symbols1.tga
symbols banners/symbols2.tga
symbols banners/symbols3.tga
symbols banners/symbols4.tga
symbols banners/symbols5.tga
symbols banners/symbols6.tga
symbols banners/symbols9.tga
symbols banners/symbols10.tga
symbols banners/symbols11.tga
rebels_factions
symbols banners/symbols7.tga
symbols banners/symbols8.tga

for symbols9.tga i used the file from teutonic and for symbols10.tga i used the one from britania and for symbols11.tga i used the one from crusades.
the game accepted the addition of symbols10.tga, or rather the first 3/4 of it. the last 1/4, wich would be entry number 32 (index starts from 0) turns to the crossed swords.
the game does not crash though, it just ignores entries above 31.
what puzzles me is that the 31 entries does not include symbols7.tga and symbols8.tga (those with the crossed swords). adding those there would be a limit of 39 entries total (with entries above 39 i get some other graphics in the banner, looks like some random piece from a stratpage, but the game still does not crash).
is there some other file that could be altered to make room for more entries i descr_sm_factions, without changing any of the existing symbol.tga`s?
what i am trying to do is to make a template of some sort, where one simply can add more without altering what already exists...

Flying Pig
08-11-2008, 19:24
Is it possible in the vanilla folder? I am using the retrofit mod's folder

naftykid
07-29-2013, 16:50
I do exactly like this guide but the bulgaria faction is destroyed immediately when i start the campaign. I use Bare Geomod Kingdoms

username1999
11-08-2016, 18:51
I can't convert files with alpaca’s strings.bin converter!!! Can anyone just give me the already converted files??? PLEASE HELP!!!