Page 3 of 4 FirstFirst 1234 LastLast
Results 61 to 90 of 91

Thread: [BI] Adding a new religion

  1. #61
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: [BI] Adding a new religion

    Hmm does it work with assassins or diplomats?
    In BI, those can have a religion, so I thought it works as character in province type conversion.

  2. #62
    Shae'en M'taal Member Andreas's Avatar
    Join Date
    Nov 2004
    Location
    Sweden
    Posts
    568

    Default Re: [BI] Adding a new religion

    Ahh it seems you can convert, but not affect the religous order(which i tried)... Which menas you can train spies that will convert other cities to you religion... which is kinda cool, since it perfect for my work:)
    Supporter and retired teammember of the Wheel of Time mod.

  3. #63

    Default Re: [BI] Adding a new religion

    Quote Originally Posted by Andreas
    Ahh it seems you can convert, but not affect the religous order(which i tried)... Which menas you can train spies that will convert other cities to you religion... which is kinda cool, since it perfect for my work:)
    That is interesting, "spy preachers"

  4. #64

    Default Re: [BI] Adding a new religion

    Would this give a "spy preacher"?

    Export_descr_character_trait.txt
    -------------
    Trigger agentsx
    WhenToTest SpyMission

    Condition MissionSuccessLevel = slightly_successful
    and Trait GoodSpy = 1

    Affects GoodSpy 1 Chance 10
    Affects ArianPreacher 1 Chance 5
    ----------
    Trait ArianPreacher
    Characters spy, assassin

    Level ArianPreacer
    Description Arian_Preacher_desc
    EffectsDescription Arian_Preacher_effects_desc
    Threshold 1
    ---------------

    Export_VnVS.txt
    -------------
    {Arian_Preacher} Pagan

    {Arian_Preacher_desc}
    This man has specialised in converting the ignorant to the true faith.

    {Arian_Preacher_desc}
    +5% Arian conversion
    -------------

  5. #65

    Default Re: [BI] Adding a new religion

    Should be :

    {Arian_Preacher__effects_desc}
    +5% Arian conversion

  6. #66
    Shae'en M'taal Member Andreas's Avatar
    Join Date
    Nov 2004
    Location
    Sweden
    Posts
    568

    Default Re: [BI] Adding a new religion

    With a effect religious_belief, yes.
    Supporter and retired teammember of the Wheel of Time mod.

  7. #67

    Default Re: [BI] Adding a new religion

    Quote Originally Posted by Andreas
    With a effect religious_belief, yes.
    Yes, that´s right, you got to have this text to get some result (and description of Arian of course)
    -------------
    Trait Arian
    Characters all
    AntiTraits Pagan, Zoroastrian, Christian, Maniche

    Level Arian
    Description Arian_desc
    EffectsDescription Arian_effects_desc
    Threshold 1

    Religious_Belief arianism 1
    ----------------------------

  8. #68

    Default Re: [BI] Adding a new religion

    COOL! COOL! Know our empiric ages mod can have religions as needed!

  9. #69
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: [BI] Adding a new religion

    Keep in mind that currently only the three first ones cause unrest (unless that will be fixed in the next patch).

  10. #70

    Default Re: [BI] Adding a new religion

    Hey Alpaca et al

    This is a great topic and looking forward to implementing it....but I am a little confused on how to exactly create the 24 or 32 bit pip???

    I can follow the rest of the instructions on where to put it, but i can't for the life of me work out how to find the PIP (i can't even find the existing religious ones) and copy the the judaism star into it.

    Can someone help me on this step please, I have been modding RTW since it first came out....but his has me stumped

    cheers

    faulkner

  11. #71
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: [BI] Adding a new religion

    You open Photoshop, create an image, save it as a tga in the right directory.
    That's all you have to do, really.
    The existing ones are in a pack somewhere so you can't find them ofc.

  12. #72

    Default Re: [BI] Adding a new religion

    thanks Alpaca

    Will do tonight, I'll let you know.

    faulkner

  13. #73

    Default Re: [BI] Adding a new religion

    excellent finally got it to work, thanks for the tips

  14. #74
    is not a senior Member Meneldil's Avatar
    Join Date
    Aug 2004
    Location
    France
    Posts
    3,074

    Default Re : [BI] Adding a new religion

    Has anyone checked if new religions cause disorder with 1.6 ? I'd gladly try to, but I can't install 1.6 cause of my 5 RTW folders (the installer can't find the RTW.exe)

  15. #75
    Thread killer Member Rodion Romanovich's Avatar
    Join Date
    Mar 2005
    Location
    The dark side
    Posts
    5,383

    Default Re: Re : [BI] Adding a new religion

    My conclusion was that it is impossible. The test I did was the following:

    added to descr_beliefs.txt a religion called shia, used the christian pips, but new tags

    added these new tags in text/expanded_bi.txt

    edited descr_regions.txt to add a shia minority of 20% in Rome, decreasing the paganism by 20%

    deleted map.rwm

    opened RTW. When hovering the mouse over the religion bar, I see that there are 20% shias, but no shia unrest appears above.

    next I tried removing the pagan minority altogether, using 25% shias. Opened RTW again, when hovering mouse over religion bar, I see that there are 25% shias, but no shia unrest appears above.
    Under construction...

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

  16. #76

    Default Re: [BI] Adding a new religion

    "Has anyone checked if new religions cause disorder with 1.6 ? I'd gladly try to, but I can't install 1.6 cause of my 5 RTW folders (the installer can't find the RTW.exe)"

    As said above the "unrest" factor does still not work for added religions in 1,06 I tested it yesterday but no unrest.

  17. #77
    Shae'en M'taal Member Andreas's Avatar
    Join Date
    Nov 2004
    Location
    Sweden
    Posts
    568

    Default Re: [BI] Adding a new religion

    That was bad news, that means that for those religons you will have to add traits to make up for that... A shame, I hoped they would have solved it. But it was a minor thing for us anyway, but could have been away to make culture differences biiger.
    Supporter and retired teammember of the Wheel of Time mod.

  18. #78

    Default Re: [BI] Adding a new religion

    Im having a problem when i add buildings i do everything by the guid but as soon as i try to play with my new religion it crashes right at the BI intro movie

    can someone take a look at my txt and see if there is anything wrong?

    export_descr_buildings------------
    Code:
    building temple_of_judaism
    {
        levels temple_of_judaism_shrine 
        {
            temple_of_judaism_shrine requires factions { roman, } 
            {
                capability
                {
                    recruits_exp_bonus bonus 1
                    religious_belief judaism 1
                }
                construction  1 
                cost  400 
                settlement_min town
                upgrades
                {
                }
            }
        }
        plugins 
        {
        }
    }
    ----------------------
    Code:
    export_descr_buildings_enums
    
    temple_of_judaism_shrine_
    temple_of_judaism_shrine__desc
    temple_of_judaism_shrine__desc_short
    ---------------------------
    Code:
    descr_beliefs
    
    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
    ---------
    Code:
    text/expanded_bi
    
    {JEWISH_LABEL}                      Judaism
    {JEWISH_UNREST}                     Judaism is causing unrest in this settlement
    {JEWISH_ORDER}                      Judaism is improving public order in this settlement
    ====
    Code:
    text/export_buildings
    {temple_of_judaism_shrine} Jewish Shrine
    
    {temple_of_judaism_shrine__desc} The jewish shrine is very simalar to the christian shrine but the teachings obviously completely diffrent christianity belives in jesus, islam mohammed, but judaism has no massiah.
    
    {temple_of_judaism_shrine__desc_short} The jewish basic building.

    I dont know about you guys but i cant see anything wrong please tell me if you do its really starting to piss me off

    BTW i got rtw_bi 1.6 fresh (no mods)

  19. #79
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: [BI] Adding a new religion

    Hmm, try it with one underscore (_) in front of "desc" in export_buildings.txt instead of two.

  20. #80
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: [BI] Adding a new religion

    That'd be my first suggestion too. You also should make sure there is a _name entry at the beginning of the EB but the absence of that should not cause a CTD.
    "One of the most sophisticated Total War mods ever developed..."

  21. #81
    Shae'en M'taal Member Andreas's Avatar
    Join Date
    Nov 2004
    Location
    Sweden
    Posts
    568

    Default Re: [BI] Adding a new religion

    Yes, that is a problem and you do not need the enums... but it shouldn't cause a crash with wrong descriptions, IMO. Do you use -show_err?
    Last edited by Andreas; 01-24-2006 at 19:09.
    Supporter and retired teammember of the Wheel of Time mod.

  22. #82

    Default Re: [BI] Adding a new religion

    yea i got show_errs on but it dosent tell me anything ill try wat you guys said

  23. #83
    Member Member kleemann's Avatar
    Join Date
    Feb 2006
    Location
    Estonia (little state in EU) and town is Tartu
    Posts
    17

    Default Re: [BI] Adding a new religion

    You can change the order of religions. I did it. Actually i add the religions option to RTW. just copy the descr_beliefs.txt to the data folder. Add the religion entri to text files. If you change the order of religions, then in first reload of the game make strange behavior, like no priovincial food production. But quit the game and load again. Then it runs ok. The idea of changin the order is to make paganism the first entry and not christianity because if character has no religious trait and the city has no religious building, its primari religion is christianity. even if you have put paganism to all settlements.

    Only 3 religions can add to RTW. More ones caused CTD

  24. #84

    Post Re: [BI] Adding a new religion

    Cracking tutorial mate, I'm currently working on importing BI's religious aspects into the mod, A question of faith.... This is inspirational stuff mate, some great research and work you've put in yet again!

    Thanks!


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  25. #85
    Finder of Little Oddities Senior Member Makanyane's Avatar
    Join Date
    Jan 2006
    Posts
    2,220

    Default Re: [BI] Adding a new religion

    For anyone who wants to keep their mod contained in BI files you can actually redirect to BI (so possibly also my_mod) for the pips: if you change descr_beliefs.txt to

    ....
    data/ui/pips/pip_religion_pagan.tga
    PAGAN_LABEL
    PAGAN_UNREST
    PAGAN_ORDER

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    zoroastrian
    BI/data/ui/pips/pip_religion_zoroastrian_positive.tga...etc
    That will pick up the zoroastrian one from BI/data/ui/pips and the pagan from where-ever the pesky thing is in the RTW paks (never did find that)
    Not used mods before? Looking for something small and fun?!
    Download the:

  26. #86
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: [BI] Adding a new religion

    Data\packs\DATA\UI\PIPS

    But do remember that that pak file (patch_0.pak) is not included in the tool's bat file (unless it has been updated recently) and you'll need to add it in.

    If it is not unpacked you will see other pips but not the religious ones.
    "One of the most sophisticated Total War mods ever developed..."

  27. #87

    Default Re: [BI] Adding a new religion

    This is 5 billion years late I know - but I've only recently finished modding the religion aspect of BI (though I haven't been trying ALL this time).

    Were I able to post links (I'm not very good with technology and so modding required weeks of constant installing uninstalling and so on) I'd show the pictures of my new religions - (if anyone could tell me how to create a link that would be great)

    The long and short of my message is that with your help I've created 6 new religions on top of the 3 originals, they are:

    1) Judaism 2) Pharaohism 3) Old-Romanism 4) Germanic 5) Britonic and 6) Tribal

    Now as you can see these aren't in any way historically accurate but what they help do is create a whole new feel to my game. For example Tribalism (which I created to represent the Celtic form of Paganism) exists in the Isles and Spain (replaced Paganism), while Pharaohism is in deep trouble of being snuffed out in the Egyptian and North African province (since it's such a small relgion confined to just 2 provinces.

    Germanic has replaced Paganism in the central European regions with the Saxons, Franks and Alemanni as its main messengers (so to speak). Britonic is a dying religion with no buildings due to the fact that neither the Romans nor Celts would really support it in reality but again was a way of confining the ever present Paganism to just the Steppes. Finally, Old-Romanism replaced paganism in the Roman provinces, again for similar reasons.

    I would love to post images of what it looks like because the dynamics of the game really have changed with Christianity much more dominant, Paganism much more restricted and some new ones on the brink of extinction (old-romanism, judaism and pharaohism)

    Finally just as a point, I think it's important to add that I essentially removed all religious buildings from the desc_strat file so as to allow the new religious buildings to be constructed and for those religions to possibly flourish - this has meant that each campaign will be interesting in seeing which factions (especially the Germanic tribes - some don't actually convert) will spread the new religions.

    Anway, sorry for such a long late post (as this will probably never be read or replied to) - but thanks to the creator of this mod and tutorial. While some of it didn't work for me - it definately gave me the push to keep experimenting and pointed me in the right directions - top geezer!!!

  28. #88

    Default Re: [BI] Adding a new religion


  29. #89

    Default Re: [BI] Adding a new religion

    It might be worth mentioning that if you don't want all your UI images to look like roman temples, you need to add images for your new temples in C:\Program Files\The Creative Assembly\Rome - Total War\BI\data\ui\{race}\buildings


  30. #90
    Could be your God Member Abokasee's Avatar
    Join Date
    Apr 2005
    Location
    N/A
    Posts
    1,487

    Default Re: [BI] Adding a new religion

    Quote Originally Posted by alpaca
    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:







    bartixanism here I come
    Now with transparent layers!

    Lost on the Internet? Go back to start.

Page 3 of 4 FirstFirst 1234 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO