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Thread: [BI] Adding a new religion

  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default [BI] Adding a new religion

    Hey there, I snooped around in the BI files and put some energy into adding a new religion.
    By the way: I'm the first how-to for BI ;)

    Ok, what I will do in this how-to is add Judaism to the game as a minority religion in the city of Rome, add a synagogue building and create some traits and ancillaries for it. I won't edit most graphics though.
    I am no jew, so sorry if I offend anyone with this, I don't know too much alltogether about Judaism, so just drop an answer or send me a PM if you feel offended and tell me what you want changed.

    //edit (10/22/05): It seems that newly added religions don't cause unrest or civil order. This is currently being researched, but don't assume that you did something wrong if your newly added religion doesn't make your people feel unhappy ;)

    Step one: Get comfortable with data/descr_beliefs.txt
    Adding a new faith is a no-brainer. Just copy an existing one
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    judaism
    data/ui/pips/pip_religion_judaism_positive.tga
    data/ui/pips/pip_religion_judaism_negative.tga
    data/ui/pips/pip_religion_judaism.tga
    JEWISH_LABEL
    JEWISH_UNREST
    JEWISH_ORDER
    The pips have to be 24-bit TGA files with 16x16 pixels size. The directory information is resolved to the original R:TW base directory, so you have to create a folder called "Rome: Total War/data/ui/" then create a folder called "pips" inside this folder and put the images in there. You can see the images I used for the jewish religion below (you can't see them in the screenshots because this part was discovered by Andreas, big thanks, and I didn't keep my edited files):

    (edited 10/25/05)

    Step two: Adding the labels to data/text/expanded_bi.txt
    Just append the following:
    Code:
    {JEWISH_LABEL}				Judaism
    {JEWISH_ORDER}				Judaism is improving public order in this settlement
    {JEWISH_UNREST}				Judaism is causing unrest in this settlement
    Step three: Giving Rome faith in data/world/maps/campaign/barbarian_invasion/descr_regions.txt
    Copy /data/world/maps/base/descr_regions.txt to the campaign folder first.
    Then edit the Northern Italy entry:
    Code:
    Northern_Italy
    	legion: Italica
    	Rome
    	empire_west
    	Latins
    	52 13 198
    	pottery, iron, slaves, marble, rome
    	5
    	7
    	christianity 50 pagan 25 judaism 25
    As you can see, I weakened the christian majority to 50% and included a strong jewish minority with 25%. This is probably historically inaccurate but what the hell
    Also change the Palaestina entry to this (see below):
    Code:
    Palaestina
    	legion: Palaestinae
    	Jerusalem
    	empire_east
    	Judaeans
    	244 13 29
    	olive_oil, wine, slaves, purple_dye, camels, berber, jerusalem
    	5
    	8
    	christianity 95 zoroastrian 5
    Don't forget to delete map.rwm in the campaign folder before you start the game ;)

    This is basically all there is to it. Read further for an additional account on what else you can do:


    Step four: Creating synagogue buildings in data/export_descr_buildings.txt and data/export_descr_buildings_enums.txt
    Add the following to data/export_descr_buildings.txt (I made it available to the Romans only as an off. belief):
    Code:
    building temple_synagogue
    {
        levels tefilah beit_midrash beit_knesset jewish_temple
        {
            tefilah requires factions { roman, } 
            {
                capability
                {
                    happiness_bonus bonus 1
                    religious_belief judaism 1
                }
                construction  1 
                cost  400 
                settlement_min town
                upgrades
                {
                    beit_midrash
                }
            }
            beit_midrash requires factions { roman, } 
            {
                capability
                {
                    happiness_bonus bonus 2
                    religious_belief judaism 2
    		law_bonus bonus 1
                }
                construction  2 
                cost  800 
                settlement_min large_town
                upgrades
                {
                    beit_knesset
                }
            }
            beit_knesset requires factions { roman, } 
            {
                capability
                {
                    happiness_bonus bonus 3
                    religious_belief judaism 3
                    law_bonus bonus 2
                }
                construction  3 
                cost  1600 
                settlement_min city
                upgrades
                {
                    jewish_temple
                }
            }
            jewish_temple requires factions { roman, } and hidden_resource jerusalem
            {
                capability
                {
                    happiness_bonus bonus 4
                    religious_belief judaism 4
    		law_bonus bonus 4
                }
                construction  5 
                cost  3200 
                settlement_min large_city
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    Add the hidden_resource jerusalem at the beginning:
    Code:
    hidden_resources rome britain bosphoran berber slav sughdian
    Then add this to data/export_descr_buildings_enums.txt:
    Code:
    tefilah
    tefilah_desc
    tefilah_desc_short
    beit_midrash
    beit_midrash_desc
    beit_midrash_desc_short
    beit_knesset
    beit_knesset_desc
    beit_knesset_desc_short
    jewish_temple
    jewish_temple_desc
    jewish_temple_desc_short
    Step 4.1: Describing the buildings in data/text/export_buildings.txt
    Code:
    {tefilah}	Tefilah
    
    {tefilah_desc}
    The Tefilah is the most basic religious building of the Jews. Translated it means "House of Worship", so this is a place for prayer only.
    
    {tefilah_desc_short}
    The Tefilah is the basic Jewish religious building.
    
    {beit_midrash}	Beit Midrash
    
    {beit_midrash_desc}
    Beit Midrash means "House of Study". This improves the Tefilah with additional rooms to offer learning capabilities.
    
    {beit_midrash_desc_short}
    The Beit Midrash is an advanced Jewish religious building adding scholars to your Tefilah.
    
    {beit_knesset}	Beit K'nesset
    
    {beit_knesset_desc}
    The Beit K'nesset, more commonly referred to as a "Synagogue", which is just the Greek translation of the name, further enhances the Beit Midrash and is a magnificent place for learning and devotion.
    
    {beit_knesset_desc_short}
    The Beit K'nesset is a large Jewish building that provides its city with an advanced religious infrastructure.
    
    {jewish_temple}	Jewish Temple
    
    {jewish_temple_desc}
    The Jewish Temple is a uniquely beautiful and marvelous building. It is built similar to the great Temple of Salomo, which was destroyed by Roman forces in 70 AD after the second Jewish rebellion. The Jews belief that it will be rebuilt when the Messiah arrived, thus it is only available in Jerusalem.
    
    {jewish_temple_desc_short}
    This is the Temple of Salomo rebuilt, the most advanced religious building available for a Jewish settlement.
    Step five: Adding Jewish ancillaries in data/export_descr_ancillaries.txt and data/export_descr_ancillary_enums.txt
    In data/export_descr_ancillaries.txt add this:
    Code:
    ;------------------------------------------
    Ancillary jewish_gabbai
        Image roman_official_ancillary.tga
        ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
        Description jewish_gabbai_desc
        EffectsDescription jewish_gabbai_effects_desc
        Effect Influence  1 
        Effect Unrest  -1 
    
    ;------------------------------------------
    Ancillary jewish_rabbi
        Image roman_official_ancillary.tga
        ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
        Description jewish_rabbi_desc
        EffectsDescription jewish_rabbi_effects_desc
        Effect Squalor  -1 
        Effect Unrest  -1 
        Effect Influence  1 
        Religious_Belief judaism  1
    
    ;------------------------------------------
    Ancillary jewish_high_priest
        Image roman_official_ancillary.tga
        ExcludeCultures barbarian, carthaginian, eastern, hun, nomad
        Description jewish_high_priest_desc
        EffectsDescription jewish_high_priest_effects_desc
        Effect Influence  3  
        Effect Unrest  -3 
        Religious_Belief judaism  2
    And these triggers:
    Code:
    ;------------------------------------------
    Trigger trigger_jewish_gabbai
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage = 100
              and Trait Jew >= 1
              and SettlementBuildingExists >= tefilah
              and IsGeneral
    
        AcquireAncillary jewish_gabbai chance  5
    
    ;------------------------------------------
    Trigger trigger_jewish_rabbi
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage = 100
              and Trait Jew >= 1
              and SettlementBuildingExists >= beit_midrash
              and IsGeneral
    
        AcquireAncillary jewish_rabbi chance  3
    
    ;------------------------------------------
    Trigger trigger_jewish_high_priest
        WhenToTest CharacterTurnEnd
        Condition EndedInSettlement
              and RemainingMPPercentage = 100
              and Trait Jew >= 1
              and SettlementBuildingExists >= tefilah
              and IsGeneral
              and not FactionWideAncillaryExists jewish_high_priest
    
        AcquireAncillary jewish_high_priest chance  2
    Step 5.1: Describing the ancillaries in data/text/export_ancillaries.txt
    Code:
    {jewish_gabbai}	Gabbai
    
    {jewish_gabbai_desc}
    A Gabbai is a person with profound knowledge of the lecture of the Torah. He has the honour of reciting or chanting passages of the Torah at religious services.
    
    {jewish_gabbai_effects_desc}
    +1 to influence, -1 to unrest
    
    {jewish_rabbi}	Rabbi
    
    {jewish_rabbi_desc}
    This is a man who was trained in Jewish religious practice and the lecture of the Torah for long years, as such he is able to teach others parts of his knowledge.
    
    {jewish_rabbi_effects_desc}
    +5% Jewish conversion, -1 to squalor, -1 to unrest, +1 to influence
    
    {jewish_high_priest}	Kohein
    
    {jewish_high_priest_desc}
    The Kohein are direct descendants of Aaron. They undertake important parts of the religious service in the Jewish temple.
    
    {jewish_high_priest_effects_desc}
    +10% Jewish conversion, -3 to unrest, +3 to influence
    Step six: Adding the "Jewish" character traits to data/export_descr_character_traits.txt and data/export_descr_VnVs_enums.txt
    First add this:
    Code:
    ;------------------------------------------
    Trait Jew
        Characters all
        AntiTraits Pagan, Zoroastrian, Christian
    
        Level Jew
            Description Jew_desc
            EffectsDescription Jew_effects_desc
            Threshold  1 
    
            Religious_Belief judaism  1
    Now if you want a satisfying experience, you should search for "Christian" and then "Pagan" and everywhere they appear in AntiTraits, you should add "Jew" to the list (like this:)
    Code:
    ;------------------------------------------
    Trait Pagan
        Characters all
        AntiTraits Christian, Zoroastrian, Jew
    
        Level Pagan
            Description Pagan_desc
            EffectsDescription Pagan_effects_desc
            Threshold  1 
    
            Religious_Belief pagan  1
    Then search in the file for "birth_religion_roman_1" and after this trigger insert a new one:
    Code:
    ;------------------------------------------
    Trigger birth_religion_roman_3
        WhenToTest CharacterComesOfAge
    
        Condition CultureType roman
              and Trait Pagan = 0
              and Trait Christian = 0
              and Trait Zoroastrian = 0
    
        Affects Jew  1  Chance  10
    Now every (born) Roman faction member will have a chance of 10% to become a Jew.
    Add to data/export_descr_VnVs_enums.txt
    Code:
    Jew
    Jew_desc
    Jew_effects_desc
    Step 6.1: Describing the trait in data/text/export_VnVs.txt
    Code:
    {Jew}	Jew
    
    {Jew_desc}
    This man is a Jew.
    
    {Jew_effects_desc}
    +5% Jewish conversion
    Step seven: Making a character a Jew and adding a synagogue building in data/world/maps/campaign/barbarian_invasion/descr_strat.txt
    I used the WRE faction leader to test these and modified him like this:
    Code:
    character	Valentinianus Flavius, named character, leader, age 62, , x 95, y 71 
    traits LoyaltyStarter 1 , RomanFactionLeader 1, Jew 1 , Anger 3 , PoliticsSkill 2 , Corrupt 1 , ExpensiveTastes 2 , BadTrader 3 
    ancillaries elder_senator, famous_warrior, historian, jewish_gabbai, jewish_rabbi, jewish_high_priest
    army
    unit		imperial german bodyguard				exp 2 armour 1 weapon_lvl 1
    unit		comitatenses				exp 1 armour 0 weapon_lvl 0
    unit		comitatenses				exp 1 armour 0 weapon_lvl 0
    unit		roman priest				exp 0 armour 0 weapon_lvl 0
    unit		comitatenses				exp 1 armour 0 weapon_lvl 0
    unit		comitatenses				exp 1 armour 0 weapon_lvl 0
    unit		comitatenses				exp 1 armour 0 weapon_lvl 0
    unit		western archer				exp 0 armour 0 weapon_lvl 0
    unit		bucellarii				exp 0 armour 0 weapon_lvl 0
    unit		foederati cavalry				exp 0 armour 0 weapon_lvl 0
    unit		foederati cavalry				exp 0 armour 0 weapon_lvl 0
    Replace the Northern_Italy entry with this:
    Code:
    settlement
    {
    	level huge_city
    	region Northern_Italy
    
    	year_founded 363
    	population 50491
    	plan_set default_set
    	faction_creator empire_west
    	building
    	{
    		type core_building imperial_palace
    	}
    	building
    	{
    		type defenses epic_stone_wall
    	}
    	building
    	{
    		type barracks city_barracks
    	}
    	building
    	{
    		type equestrian hippodrome
    	}
    	building
    	{
    		type missiles siege_engineer
    	}
    	building
    	{
    		type market great_forum
    	}
    	building
    	{
    		type smith foundry
    	}
    	building
    	{
    		type port_buildings shipwright
    	}
    	building
    	{
    		type health aqueduct
    	}
    	building
    	{
    		type hinterland_farms farms+1
    	}
    	building
    	{
    		type hinterland_roads paved_roads
    	}
    	building
    	{
    		type academic scriptorium
    	}
    	building
    	{
    		type amphitheatres great_amphitheatre
    	}
    	building
    	{
    		type temple_synagogue beit_knesset
    	}
    }
    Voilà, you have added Judaism to the game.
    I think you will be able to figure out the rest yourselves so go ahead
    Note, however, that there is a limit of 10 different religions at the maximum, of which you should only use 9 because the tenth pip collides with a text string on the settlement details scroll.

    Here are a few screenshots of the in-game result:







    Last edited by alpaca; 11-01-2005 at 20:36.

  2. #2
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: [BI] Adding a new religion

    Excellent! This was going to be the next thing I was going to work (having just learnt alot about loyalty and how it can be used), but you beat me to it.

    Just from this and what I have done it seems as if the new features are alot more flexible then I initially expected (though not entirely sadly).
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  3. #3

    Default Re: [BI] Adding a new religion

    Very nice idea making this a tutorial, nicely written and easy to understand too

  4. #4
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: [BI] Adding a new religion

    Great! So you can have more than three religions?
    THE AGE OF MANKIND
    - Deceased

  5. #5
    is not a senior Member Meneldil's Avatar
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    Default Re : [BI] Adding a new religion

    Awesome :)

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    Quote Originally Posted by Lonely Soldier
    Great! So you can have more than three religions?
    Yes you can :)
    I don't know if there's a limit but judging from the interface there might.
    I'll look into that today.

    /edit: There's a limit of 10 different beliefs
    Last edited by alpaca; 10-02-2005 at 10:29.

  7. #7
    Member Member Atheist_Peace's Avatar
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    Default Re: [BI] Adding a new religion

    Wow, great work alpaca! Very useful, someone should try to find out if there's a hardcode limit on religions.

  8. #8
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    I already did ;)
    It's 10.
    If you add more, the game crashes.

  9. #9
    Member Member Atheist_Peace's Avatar
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    Default Re: [BI] Adding a new religion

    Oh sorry

    I didn't read every detail, i'd just woken up.

  10. #10

    Default Re: [BI] Adding a new religion

    Awesome find, alpaca!!

  11. #11

    Default Re: [BI] Adding a new religion

    Is it possible to add religions to vanilla RTW?

    You could have hellenism, celtic (or barbaric), zoroastrianism and phoenicians. Romans might as well be hellenistic. They preyed to the same gods.

  12. #12
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    I don't think so. You could however convert Vanilla R:TW to BI and then add religions.

  13. #13

    Default Re: [BI] Adding a new religion

    Quote Originally Posted by alpaca
    I don't think so. You could however convert Vanilla R:TW to BI and then add religions.
    What I meant was, would it be possible to add religions to 1.4 RTW campaign? :) (1.4 being RTW with BI installed)

  14. #14
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    I can currently not test this as I'll have to reinstall the game for R:TW to work ;) But I still don't think so because I believe that R:TW with BI is the same as R:TW 1.3

  15. #15

    Default Re: [BI] Adding a new religion

    Very nice. I am growing more pleased with CA as more things become moddable.
    10:1 overrun them, 5:1 outflank them, 1:1 outfight them, 1:5 outrun them
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  16. #16
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    Well I'm growing angry with them because they still impose tons of problems on us modders...
    Just think about the hardcoded RB-emergence, the map_heights.hgt problem, ...

  17. #17
    Member Member Helgi's Avatar
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    Default Re: [BI] Adding a new religion

    Wow, it looks like I will have to buy BI to play with this Religion issue But first I most move to the new place.
    Blackadder:"Whatever it was, I'm sure it was better than my plan to get out of this by pretending to be mad. I mean, who would have noticed another madman round here?"


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  18. #18
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: [BI] Adding a new religion

    Quote Originally Posted by alpaca
    Well I'm growing angry with them because they still impose tons of problems on us modders...
    Just think about the hardcoded RB-emergence, ...

    ? RB-emergence isnt hardcoded at all...

  19. #19
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    Well it is tied to the "Britain" resource, but the above post was made before I found that out.
    The condition is hardcoded, though.
    Or if it isn't, please tell us where to find it...

  20. #20

    Default Re: [BI] Adding a new religion


  21. #21
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    Lol, did you smoke some bad stuff?
    A few explaining words would be good, and Magic colors don't have anything to do with religion (except for white and green o'course)

  22. #22
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: [BI] Adding a new religion

    Quote Originally Posted by alpaca
    Well it is tied to the "Britain" resource, but the above post was made before I found that out.
    The condition is hardcoded, though.
    Or if it isn't, please tell us where to find it...
    well what I mean is the Romano British dont have to emerge at all...

  23. #23

    Default Re: [BI] Adding a new religion

    I just had an idea for war of the wizards mod. decided to test and was overjoyed. Probably illegal to use mtg material so i will stop there in using theirs, as for religion... that can be viewed as alignment to a certain way of thinking about the world, which it is, so red, white etc could be effectively thought of as religions for game purposes

    Wanted to thank you for your great find

  24. #24
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: [BI] Adding a new religion

    Nice tutorial! But how do I change the icons, for example "pip_religion_zoroastrian_positive.tga". I can't seem to find those files anywhere, are they packed somewhere (windows search feature doesn't work)?

    I also wonder if anyone else has noticed this, but when I added a religion Judaism and three other religions following only steps one and two, for some reason the game said there was 10 percent Judaism in Antioch (I found out when I looked around for good screenshots of the work so far, so I wanted a settlement with mixed orthodox and catholic, i.e. with mixed in-game zoroastra and christianity, which with the BI vanilla map made Antioch a candidate) even though I hadn't yet touched the descr_regions.txt (because I'm working on the vanilla BI map, and waiting for another mod team member to finish the real map before editing the descr_regions.txt). Perhaps a bug? I made catholicism from Christianity and converted Zoroastrianism to Orthodox, then made Pagan into Viking Paganism / Asatrú. However, Judaism, Sunni, Shia and Steppe shamanism were added following steps one and two, but no other changes were made. It might be just me...
    Last edited by Rodion Romanovich; 10-19-2005 at 20:04.
    Under construction...

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  25. #25
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    Hmm ok:
    You should be able to just create the icons and put them in the appropriate folder. However I guess they must have a certain size and a certain bit-rate.
    I don't know which these are, though. The currently used pips are probably stored somewhere in a ui-pack.
    That incidence you describe is quite strange really, I guess you can reproduce it?

  26. #26

    Default Re: [BI] Adding a new religion

    Hi

    Thanks for a very good description. However I don´t get step three fully. Sorry if the questions are somewhat stupid but I am not so familiar with modding.

    You wrote:

    "Step three: Giving Rome faith in data/world/maps/campaign/barbarian_invasion/descr_regions.txt
    Copy /data/world/maps/base/descr_regions.txt to the campaign folder first.
    Then edit the Northern Italy entry:"

    I wonder what this mean. What should I copy and why? Isn´t it enough to alter regions.txt in BI?

    Another question. What was the change for "Jerusalem" in Palestinae and what does "Jerusalem as hidden resource" mean?

    cheers,

    BoC

  27. #27
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: [BI] Adding a new religion

    @alpaca: I've reproduced it once, just to be sure it wasn't some temporary error. But I never checked if any other settlements were affected. In the files, antioch has:
    - christianity 85 pagan 5 zoroastrian 10
    I got christianity (=catholic) 85 zoroastrianism (=orthodox) 5 judaism 10.

    Wait, I think I've discovered something. I changed the order in which the religions appear in the descr_beliefs. Zoroastrianism now comes 2nd, and Judaism 3rd. That means the engine perhaps can't handle them coming in the wrong order. I'll try something and will be back with more info.
    Under construction...

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  28. #28
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: [BI] Adding a new religion

    I've now tested, and it seems like newly added religions must be added last in the file in order to not confuse the engine. For example with descr_sm_factions.txt you can change the order of the factions if you want their icons in the menu to appear in a different order, but for religions this isn't possible without confusing the engine. So if you want the icons in a specific order, you may need to convert the existing religions. i.e., in my case:
    christianity -> catholc
    pagan -> orthodox
    zoroastrianism -> judaism
    then add the remaining ones below.

    but the problem with icons I haven't solved yet. apparently, userfriendly has solved it judging from his screenshot...
    @userfriendly: could you tell how you managed to change the icons for the religions in the settlement details scroll? Where can the files be found?
    Last edited by Rodion Romanovich; 10-20-2005 at 09:20.
    Under construction...

    "In countries like Iran, Saudi Arabia and Norway, there is no separation of church and state." - HoreTore

  29. #29
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: [BI] Adding a new religion

    @Bernhard: The change to the Palaestina enty is to add the jerusalem hidden resource to it.
    This resource is used to make The Temple available only in Jerusalem.

    You should copy the descr_regions.txt file from your world/base directory to your world/campaign/barbarian_invasion directory. This is not necessary, but I usually prefer having the files directly in the campaign dir instead of the base folder.

    @Legio: interesting, so the game uses the adress somewhere instead of an id.

  30. #30

    Default Re: [BI] Adding a new religion

    Alpaca thanks for the answer. I have tried to add arianism and manichaeism to the game (two important religions at the time) so far without success. I will double and triple check my changes though so hopefully I will be able to add the religions

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