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    Default Adding a new culture

    The process of adding a new culture is very simple and does not require the vanillia data to be changed. However you can only add one new culture, any more and the game will crash. Though it is possible to remove an existing culture and replace it with a new culture without the game crashing (as tested by SigniferOne).

    1) Making a new culture

    1) Open the descr_cultures.txt, copy one of the cultures, paste it at the bottom (make sure it's seperated by a row of ;), change the 'culture' and 'portrait_mapping' lines to the name of your culture (in this case 'myth'). The end result should look like this:

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    culture				myth
    portrait_mapping	myth
    rebel_standard_index	1
    {
    village
    {
    	normal				data/models_strat/residences/northern_european_village.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    moot_and_bailey
    {
    	normal				data/models_strat/residences/northern_european_wooden_castle.CAS,		settlement_eastern_level_1
    	card				data/ui/southern_european/cities/graeco-roman_village.tga
    }
    town
    {
    	normal				data/models_strat/residences/northern_european_town.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    wooden_castle
    {
    	normal				data/models_strat/residences/northern_european_stone_keep.CAS,			settlement_eastern_level_2
    	card				data/ui/southern_european/cities/graeco-roman_town.tga
    }
    large_town
    {
    	normal				data/models_strat/residences/northern_european_large_town.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    castle
    {
    	normal				data/models_strat/residences/northern_european_castle.CAS,	settlement_eastern_level_3
    	card				data/ui/southern_european/cities/graeco-roman_large_town.tga
    }
    city
    {
    	normal				data/models_strat/residences/northern_european_city.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    fortress
    {
    	normal				data/models_strat/residences/northern_european_large_castle.CAS,			settlement_eastern_level_4
    	card				data/ui/southern_european/cities/graeco-roman_city.tga
    }
    large_city
    {
    	normal				data/models_strat/residences/northern_european_large_city.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    citadel
    {
    	normal				data/models_strat/residences/northern_european_fortress.CAS,	settlement_eastern_level_5
    	card				data/ui/southern_european/cities/graeco-roman_large_city.tga
    }
    huge_city
    {
    	normal				data/models_strat/residences/northern_european_huge_city.CAS,		settlement_eastern_level_6
    	card				data/ui/southern_european/cities/graeco-roman_huge_city.tga
    }
    }
    fort				data/models_strat/residences/NE_fort_buildings.CAS,							fort_barbarian
    fort_cost			500
    fort_wall			data/models_strat/residences/NE_fort_walls.CAS
    fishing_village		data/models_strat/residences/NE_port_villiage.CAS,				port_barbarian_level_1
    port_land			data/models_strat/residences/NE_port_02_buildings.CAS,					port_barbarian_level_2
    port_sea			data/models_strat/residences/NE_port_02_wall.CAS
    port_land			data/models_strat/residences/NE_port_03_buildings.CAS,					port_barbarian_level_3
    port_sea			data/models_strat/residences/NE_port_03_wall.CAS
    port_land			data/models_strat/residences/NE_port_04_buildings.CAS,					port_barbarian_level_4
    port_sea			data/models_strat/residences/NE_port_04_wall.CAS
    watchtower			data/models_strat/residences/NE_watchtower.CAS,					watchtower_barbarian
    watchtower_cost		200
    spy			spy.tga			spy_info.tga			spy.tga		350	1	1
    assassin		assassin.tga		assassin_info.tga		assassin.tga	500	1	1
    diplomat		diplomat.tga		diplomat_info.tga		diplomat.tga	250	1	1
    admiral			admiral.tga		admiral_info.tga		admiral.tga	100	1	1
    merchant		merchant.tga		merchant_info.tga		merchant.tga	550	1	1
    priest			priest.tga		priest_info.tga			priest.tga	200	1	1
    2) Open the descr_sm_factions.txt, scroll down to the faction whose culture you want to change, change the 'culture' line to the name of your culture (in this case 'myth', while the faction is mythological). The end result should look like this:

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    faction						Mythological
    culture						myth
    religion					heretic
    symbol						models_strat/symbol_myth.CAS
    rebel_symbol				models_strat/symbol_rebels.CAS
    primary_colour				red 51, green 101, blue 215
    secondary_colour			red 227, green 209, blue 4
    loading_logo				loading_screen/symbols/symbol128_slaves.tga
    standard_index				7
    logo_index					FACTION_LOGO_MYTH
    small_logo_index			SMALL_FACTION_LOGO_MYTH
    triumph_value				5
    intro_movie					faction/minor_intro.bik
    victory_movie				faction/minor_win.bik
    defeat_movie				faction/minor_lose.bik
    death_movie					faction/minor_lose.bik
    custom_battle_availability	no
    can_sap						yes
    prefers_naval_invasions		no
    can_have_princess				no
    has_family_tree					yes
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    Note: you should be able to assign battle_models and strat_models to your new culture (descr_character.txt), though I do not know how to do this or make them.

    You've created a new culture. However you will not be able to recruit any units or build and building because they have not be assigned to your culture (except for those that are specifically assigned to your faction).

    1.1) Naming your culture
    After making my culture I discovered an odd bug, when the player double clicked on any settlement owned by the new culture the game would CTD. Fortunately alpaca found the solution, this culture needs to be added to the data\text\expanded.txt. To add the new culture you need to find the following entries:

    Code:
    {EMT_SOUTHERN_EUROPEAN_PRIEST}	Priest
    {EMT_SOUTHERN_EUROPEAN_PRIEST_1}	Bishop
    {EMT_SOUTHERN_EUROPEAN_PRIEST_2}	Cardinal
    
    {SOUTHERN_EUROPEAN}	Southern European
    Next you need to create a new version of these for your new culture. DO NOT change these entries of the game won't work properly. The new entry should contain the name of your culture and what it will be called in the game. In the example below the culture is 'myth' and its in game name is 'Mythological'. The part refering to priests allows your culture to recruit priests.

    Code:
    {EMT_SOUTHERN_EUROPEAN_PRIEST}	Priest
    {EMT_SOUTHERN_EUROPEAN_PRIEST_1}	Bishop
    {EMT_SOUTHERN_EUROPEAN_PRIEST_2}	Cardinal
    
    {SOUTHERN_EUROPEAN}	Southern European
    
    {EMT_MYTH_PRIEST}	Priest
    {EMT_MYTH_PRIEST_1}	Bishop
    {EMT_MYTH_PRIEST_2}	Cardinal
    
    {MYTH}	Mythological
    Once this has been done your new culture will function correctly.

    1.2) Settlements and ports
    SigniferOne pointed out that to prevent CTDs during battles you need to add your culture to the data/descr_offmap_models.txt. To do this you need to copy the 'settlement' entry for an existing culture (see below).

    Code:
    settlement
    {
    	culture southern_european
    	{        
    		level village		    
            {
                data/models_building/offmap_village_dummy.cas	        200         0
            }
    
    		level town		    
            {
                data/models_building/offmap_town_roman.cas	        200         0
    		}
    
    		level large_town	    
            {
                data/models_building/offmap_town_roman.cas	        200         0
            }
    
    		level city		    
            {
                data/models_building/offmap_city_roman.cas 	        200         0
            }
    
    		level large_city		
            {
                data/models_building/offmap_city_roman.cas 	        200         0
            }
    
    		level huge_city		
            {
                data/models_building/offmap_city_roman.cas	        200         0
            }
    	}
    Then make a new version with your new culture's name (not not overwrite the existing culture).

    Code:
    settlement
    {
    	culture myth
    	{        
    		level village		    
            {
                data/models_building/offmap_village_dummy.cas	        200         0
            }
    
    		level town		    
            {
                data/models_building/offmap_town_roman.cas	        200         0
    		}
    
    		level large_town	    
            {
                data/models_building/offmap_town_roman.cas	        200         0
            }
    
    		level city		    
            {
                data/models_building/offmap_city_roman.cas 	        200         0
            }
    
    		level large_city		
            {
                data/models_building/offmap_city_roman.cas 	        200         0
            }
    
    		level huge_city		
            {
                data/models_building/offmap_city_roman.cas	        200         0
            }
    	}
    
    	culture southern_european
    	{        
    		level village		    
            {
                data/models_building/offmap_village_dummy.cas	        200         0
            }
    
    		level town		    
            {
                data/models_building/offmap_town_roman.cas	        200         0
    		}
    
    		level large_town	    
            {
                data/models_building/offmap_town_roman.cas	        200         0
            }
    
    		level city		    
            {
                data/models_building/offmap_city_roman.cas 	        200         0
            }
    
    		level large_city		
            {
                data/models_building/offmap_city_roman.cas 	        200         0
            }
    
    		level huge_city		
            {
                data/models_building/offmap_city_roman.cas	        200         0
            }
    	}
    Next you need to copy the 'port' entry for an existing culture (see below).

    Code:
    port
    {
    	culture southern_european
    	{        
    		level fishing_village
    		{
    			data/models_building/offmap_fishing_village_roman.CAS	        200         0
    		}
    
    		level sea_port
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    
    		level shipwright
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    
    		level dockyard
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    	}
    Then make a new version with your new culture's name (not not overwrite the existing culture).

    Code:
    	port
    {
    	culture myth
    	{        
    		level fishing_village
    		{
    			data/models_building/offmap_fishing_village_roman.CAS	        200         0
    		}
    
    		level sea_port
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    
    		level shipwright
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    
    		level dockyard
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    	}
    
    	culture southern_european
    	{        
    		level fishing_village
    		{
    			data/models_building/offmap_fishing_village_roman.CAS	        200         0
    		}
    
    		level sea_port
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    
    		level shipwright
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    
    		level dockyard
    		{
                data/models_building/offmap_port_roman.cas	        200         0
    		}
    	}
    2) Assigning buildings and units

    1) Open the export_descr_buildings.txt, scroll down to the building you want to add (Plaza del Toro in this example):

    Code:
    building bullring
    {
        levels plaza_del_toro 
        {
            plaza_del_toro city requires factions { portugal, spain, } 
            {
                capability
                {
                    recruit_pool "Jinetes"  1   0.5   4  0  requires factions { spain, portugal, } 
                    happiness_bonus bonus 1
                }
                material wooden
                construction  4 
                cost  4800 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Add your culture's name or your faction to the **building** requires factions brackets (remember to seperate it with a comma). It should look like this.

    Code:
    building bullring
    {
        levels plaza_del_toro 
        {
            plaza_del_toro city requires factions { portugal, spain, myth, } 
            {
                capability
                {
                    recruit_pool "Jinetes"  1   0.5   4  0  requires factions { spain, portugal, } 
                    happiness_bonus bonus 1
                }
                material wooden
                construction  4 
                cost  4800 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    This will assign the building to your culture. To assign a unit add your faction's name, not the culture, to the 'recruit_pool' line.


    Code:
    building bullring
    {
        levels plaza_del_toro 
        {
            plaza_del_toro city requires factions { portugal, spain, myth, } 
            {
                capability
                {
                    recruit_pool "Jinetes"  1   0.5   4  0  requires factions { spain, portugal, mythological, } 
                    happiness_bonus bonus 1
                }
                material wooden
                construction  4 
                cost  4800 
                settlement_min city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Repeat with all the units and buildings you want to add to your culture.

    Now your culture has buildings and units, however they have no information and the buildings only have the default images. All this information has to be copied and modified (unless your faction is unplayable, then it doesn't matter).

    NB: If you are creating a new faction you may see the default images for your units as well. To resolve this you need to create a 'unit' and 'unit_info' folder for your faction's units and agents. This problem is not related to the new culture.

    3) Giving your culture the right images

    To do this you will need to a folders in the data/ui folder for your culture.
    It is easier to just copy one of the existing culture's folder (such as southern european) and modify it for your needs.

    1) A folder with your faction's name (in this case 'myth'). If you copied one of the existing cultures this folder can contain up to 6 images (#fort.tga, #watchtower.tga, advisor battlemap.tga, and advisor stratmap.tga are the only important ones) and three folders 'Buildings', 'Cities', and 'Portraits'.

    2) The data\ui\*culture name*\buildings folder contains all the images of buildings that appear on the information scroll, while its subfolder 'Construction' contains the images of the buildings that appear in the settlement's list of buildings. All of the buildings in this folder have to be named in the following format #"culture's name"_"building's name"_constructed.tga (picture with the information) or #"culture's name"_"building's name".tga (icon). For example the Dragon's Den would be #myth_dragon_den_constructed.tga. All the buildings in the Construction subfolder have to be named #"culture's name"_"building's name".tga, eg #myth_dragon_den.tga. If a building does not have the correct name it will not have the correct images (though it will function properly).

    3) The data\ui\*culture name*\cities folder contains what each level of the cities and towns will look like. The default is South European. For these images to function they must be named in the following formate "culture's name"_"building's name".tga eg myth_city.tga.

    4) The data\ui\*culture name*\portraits folder contains the images of every agent, general and family members. These images need to be in the correct folder to function but they do not require a special name. The default is Southern European.

    This will give your culture the right images for their buildings.

    4) Giving your culture the right information

    The two files you need to edit are the data\text\export_buildings.txt and the data\text\event_strings.txt.The former contains all the information about all the buildings and the latter contains descriptions about all the events.

    The all the buildings in the export_buildings.txt needs to be edited for your culture, even if you cannot build the building. Below are two examples.

    For buildings your faction possesses you need to add the building's name and 2 descrptions (the bold red text shows what needs to be added, substitute 'myth' for your culture's name):
    Code:
    {army_barracks}	army_barracks
    {army_barracks_desc}	DO NOT TRANSLATE
    {army_barracks_desc_short}	DO NOT TRANSLATE
    {army_barracks_eastern_european}	Army Barracks
    {army_barracks_eastern_european_desc}	Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
    {army_barracks_eastern_european_desc_short}	Army Barracks are the first training facilities capable of training full-time professional soldiers.
    {army_barracks_greek_desc}	Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
    {army_barracks_greek_desc_short}	Army Barracks are the first training facilities capable of training full-time professional soldiers.
    {army_barracks_myth}	Giant Ritual Sanctuary
    {army_barracks_myth_desc}	The Giant Ritual Sanctuary allows full-time human transformations, rather than sporadic transformations. Here men can be transformed from basic humans into monster, werebeasts, and demons that possess a high standard of combat readiness. Ritual Sanctuaries exist to keep transformed soldiers separate from the resource bank that is the civilian world.
    {army_barracks_myth_desc_short}	Giant Ritual Sanctuaries are the first training facilities capable of creating first-class fighters.
    {army_barracks_middle_eastern}	Army Barracks
    {army_barracks_middle_eastern_desc}	Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
    {army_barracks_middle_eastern_desc_short}	Army Barracks are the first training facilities capable of training full-time professional soldiers.
    {army_barracks_northern_european}	Army Barracks
    {army_barracks_northern_european_desc}	Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
    {army_barracks_northern_european_desc_short}	Army Barracks are the first training facilities capable of training full-time professional soldiers.
    {army_barracks_southern_european}	Army Barracks
    {army_barracks_southern_european_desc}	Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world.
    {army_barracks_southern_european_desc_short}	Army Barracks are the first training facilities capable of training full-time professional soldiers.
    {artist_gallery_mesoamerican_desc}	DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {artist_gallery_mesoamerican_desc_short}	DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    A building your culture does not have just needs 'DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE' in place of the decription, it does not require the building's name:
    Code:
    {c_paved_roads}	c_paved_roads
    {c_paved_roads_desc}	DO NOT TRANSLATE
    {c_paved_roads_desc_short}	DO NOT TRANSLATE
    {c_paved_roads_eastern_european}	Paved Roads
    {c_paved_roads_eastern_european_desc}	Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
    {c_paved_roads_eastern_european_desc_short}	Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
    {c_paved_roads_greek}	Paved Roads
    {c_paved_roads_greek_desc}	Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
    {c_paved_roads_greek_desc_short}	Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
    {c_paved_roads_mesoamerican_desc}	DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {c_paved_roads_mesoamerican_desc_short}	DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {c_paved_roads_myth_desc}	DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {c_paved_roads_myth_desc_short}	DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
    {c_paved_roads_middle_eastern}	Paved Roads
    {c_paved_roads_middle_eastern_desc}	Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
    {c_paved_roads_middle_eastern_desc_short}	Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
    {c_paved_roads_northern_european}	Paved Roads
    {c_paved_roads_northern_european_desc}	Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
    {c_paved_roads_northern_european_desc_short}	Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
    {c_paved_roads_southern_european}	Paved Roads
    {c_paved_roads_southern_european_desc}	Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective.
    {c_paved_roads_southern_european_desc_short}	Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
    The event_strings.txt is even longer and needs to be filled in in much the same manner . Below is an example. If your culture can do the event replace 'DO NOT TRANSLATE' with a description (the event will work without a description but all it will say is do not translate).

    Code:
    {acquisition_attempt_body_eastern_european}	A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
    {acquisition_attempt_body_greek}	A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
    {acquisition_attempt_body_mesoamerican}	DO NOT TRANSLATE
    {acquisition_attempt_body_myth}	DO NOT TRANSLATE
    {acquisition_attempt_body_middle_eastern}	A shrewd plan by foreign merchants has driven your own out of business. His assets were seized by force, and he has no means to prove the vile treachery that has befallen him.
    {acquisition_attempt_body_northern_european}	A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
    {acquisition_attempt_body_southern_european}	A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
    Once both of these have been finished your culture is complete.

    5)Sound files

    This isn't necessary but if you want to remake the sound files you can add your new culture to them. In all the examples 'myth' will be the new culture.

    1) Download the Sound Text Files here:
    http://www.twcenter.net/forums/downl...o=file&id=1110

    This guide explains how to remake the sound files:
    http://www.twcenter.net/forums/showthread.php?t=77905

    2) Open the 'descr_sounds_stratmap.txt' and edit the following entries:

    Code:
    BANK: stratmap_object
    
    	what settlement
    		culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth
    		level	village, town, large_town
    			event
    				folder data/sounds/SFX/Environment/Structures
    				;village
    			end
    
    	what settlement
    		culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth
    		level city, large_city, huge_city
    			event
    				folder data/sounds/SFX/Environment/Structures
    				;city
    			end
    
    	what port
    		culture	southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth
    		level	fishing_village, sea_port, shipwright, dockyard
    			event
    				folder data/sounds/SFX/Environment/Structures
    				;port_01
    			end
    3) Open the 'descr_sounds_units_ambient.txt' and edit the following entries:

    Code:
    BANK: ambient_anims
    
    	culture mesoamerican, eastern_european, middle_eastern, greek, northern_european, southern_european, myth
    4) Open the 'descr_sounds_generic.txt' and add the following entry:

    Code:
    ;;; myth
    event END_TURN_CULTURE_6 volume -15 priority 260 streamed
      folder data/sounds/SFX/interface/campaign
       _end_turn_mtw2_bell_01.mp3
       _end_turn_mtw2_bell_02.mp3
       _end_turn_mtw2_chimes_01.mp3
       _end_turn_mtw2_chimes_02.mp3
      
    end
    Obviously if your new culture isn't 6th one listed in the descr_cultures.txt you should edit the other entries to ensure each culture has the correct end of turn bell sound.
    Last edited by uanime5; 11-13-2010 at 23:59. Reason: To chnage the title so it contained a better decription
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

  2. #2

    Default Re: Adding a new culture

    How many have you tried adding?

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: Adding a new culture

    This should be in the tutorials section, shouldn't it? It looks like you pretty much worked it out instead of this being a research thread

  4. #4

    Default Re: Adding a new culture

    I guess it could go in the tutorial thread, however I decided to put it here in case anyone had done something similar and could add to it.

    Anyway after testing these new cultures I have noticed something odd. For some reason I cannot recruit priests and when you select the recruit option of any settlement that can recruit a priest the game instantly crashes. Cultures that cannot recruit priests or settlements that don't have a building that can recruit priests work fine, as do all other agents. I think it is to with the fact that priests can become heretics and join the Rebel culture but I have no way to test this.
    Last edited by uanime5; 05-07-2007 at 11:56.
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

  5. #5

    Default Re: Adding a new culture

    Theres no rebel culture, the rebel faction is southern_european. You crash is probably due to your religion being set as heretic, heresy looks to be handled seperatly from other religions, try setting it as something else and see what happens. How many cultures have you managed to add?
    Last edited by Casuir; 05-07-2007 at 13:04.

  6. #6

    Default Re: Adding a new culture

    I've added one culture so far (it's a lot of work to put in all the required text). I haven't tested how many the game can cope with.

    I'll try changing the religion to catholic and see if that helps.
    4 Seasons (6 Empires battle for supremecy); 3.0 version
    Total War Eras (start at 970, 1080, 1200, 1300, 1400, or 1500); 2.4 version
    Eras Total Conquest (start at 1230, 1346, 1547); 1.2 version

  7. #7
    Member Member Csatadi's Avatar
    Join Date
    Aug 2005
    Location
    Budapest, Hungary
    Posts
    161

    Default Re: Adding a new culture

    When I added a new culture the buildings became aztec pyramids on the battlefield. Even after I deleted the mesoamerican culture. I edited the .worldpkgdesc files and the buildings are fine but when I conquer the plaza and there are remaining enemies the countdown doesn't start.
    Any ideas?

  8. #8

    Default Re: Adding a new culture

    has there been any problems with modding the culture? before i proceed with this i would like to know if i can simply rename mesoamerican to cemanahuac? with no probs? thx

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