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Thread: Adding New Faction from Nothing – Step by Step

  1. #1
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Thumbs up Adding New Faction from Nothing – Step by Step

    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.



    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.

    Code:
          </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"/>
    Code:
    </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"/>
    Code:
    </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"/>
    Code:
    </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:

    Code:
    <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:

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

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

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_spy
    Assassin:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_assassin
    Diplomat:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_ambassador
    Admiral:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		greek_cities_admiral
    Princess:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_princess
    Merchant:

    Code:
    faction			bulgaria
    dictionary		2
    strat_model		southern_merchant
    And finally Religious agents:

    Code:
    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.

    Code:
    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.

    Add following line in under Ambassador for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/southern_ambasador_byzantium.tga
    Add following line in under Spy for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/southern_spy_byzantium.tga
    Add following line in under Assassin for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/assassin_southern_byzantium.tga
    Add following line in under Princess for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/SouthernPrincess_byzantium.tga
    Add following line in under Merchant for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/southern_european_merchant_byzantium.tga
    Add following line under Orthodox priest for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/orthodox_priest_byzantium.tga
    Add following line under Orthodox bishop for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/orthodox_bishop_byzantium.tga
    Add following line under Orthodox patriarch for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/orthodox_patriarch_byzantium.tga
    Add following line under General for Byzantium:

    Code:
    texture				bulgaria, models_strat/textures/late_general_byzantium_strat.tga
    Add following line under Captain for Byzantium:

    Code:
    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.
    Firstly I ignored all those files and game crashed. 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):

    Code:
    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.

    Code:
    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:

    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    ;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.

    Add following line under Admiral for Byzantium:

    Code:
    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):
    Code:
    texture				bulgaria, models_strat/textures/late_general_bulgaria_strat.tga
    And captain:
    Code:
    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):

    Code:
    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:

    Code:
    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.

    Code:
    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:

    Code:
    [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:
    Code:
    logo_index					FACTION_LOGO_FRANCE
    small_logo_index			SMALL_FACTION_LOGO_FRANCE
    Change into:

    Code:
    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.

    Code:
    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:

    Code:
    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:

    Code:
    {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:

    Code:
    {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:
    Code:
    {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:

    Code:
    {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:

    Code:
    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:

    Code:
    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.

    Code:
    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:

    Code:
    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/showt...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:

    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:
    Code:
    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.

    Code:
    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:
    Code:
    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:

    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:
    Code:
    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.

    Code:
    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:
    Code:
    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? You don’t see coat of arms and map is default. That is expected as I didn’t work with graphics files.



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



    In our castle we can recruit only Bulgarian Brigands.



    Diplomacy section with French coat of arms.



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




    SCREENSHOTS II

    Many things changed in the mean time.

    My friend made new texture for captain and general in campaign map:


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

    Last edited by DukeofSerbia; 03-06-2007 at 13:21. Reason: new relevations
    Watching
    EURO 2008 & Mobile Suit Gundam 00

    Waiting for: Wimbledon 2008.

  2. #2
    Orthodox Christian forever! Member phoenix[illusion]'s Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    This is great. Thanks Duke, you're the best. All Hail the DukeofSerbia

    PROUD LEADER OF TSARDOMS: TOTAL WAR

  3. #3

    Default Re: Adding New Faction from Nothing – Step by Step

    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.

  4. #4

    Wink Re: Adding New Faction from Nothing – Step by Step

    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

  5. #5

    Default Re: Adding New Faction from Nothing – Step by Step

    WHY DONT YOU GIVE CREDIT WHERE CREDIT IS DO!?


    http://www.twcenter.net/forums/showt...t=72270&page=3

    You're getting on my last nerve.

  6. #6
    Cydonian Member serenius4tsd's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    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.
    Last edited by serenius4tsd; 01-19-2007 at 23:52.

  7. #7

    Default Re: Adding New Faction from Nothing – Step by Step

    I just tried it. I got the dreaded unexpected error. Will try again later or try to figure out the problem

  8. #8

    Default Re: Adding New Faction from Nothing – Step by Step

    SO.... can you confirm the faction limit is 31 using this?
    Imperator de Basileia Ton Romaion-A "The long road" M2tw AAR
    https://forums.totalwar.org/vb/showth...41#post1657841
    Click here if you want to know what a freshly shaven **** looks like.

  9. #9

    Default Re: Adding New Faction from Nothing – Step by Step

    Quote Originally Posted by cmptrgy412
    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

  10. #10

    Default Re: Adding New Faction from Nothing – Step by Step

    Thank You Duke for a great tutorial!!!

  11. #11
    EB Member Member Kushan's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    The possibilities.....

    Kushan
    EB Team Member

    Rise of Kings: v2.0 Beta 3 Now Available

  12. #12
    Member Member Ellderon's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    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?

  13. #13
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Thumbs up News

    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).

    P.S.
    I added two more factions without any problems. For each I needed 20 minutes.
    Watching
    EURO 2008 & Mobile Suit Gundam 00

    Waiting for: Wimbledon 2008.

    Member thankful for this post:



  14. #14
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    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?

  15. #15

    Default Re: Adding New Faction from Nothing – Step by Step

    Quote Originally Posted by Zain
    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.

  16. #16
    Host Member Maeda Path Champion, Arkanoid Champion, 3D SuperBall Champion, Simon Champion, Disc Dash Champion, Breakout Champion Zain's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    I know how to react to the log files, it wasn't telling me.

    but guess what?






    I GOT IT WORKING!!! WOOHOO!!!



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

  17. #17
    Join the ICLADOLLABOJADALLA! Member IrishArmenian's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    I've been having problems too. I used alpaca's mod folder and this tutorial but I keep getting this system log:
    Spoiler Alert, click show to read: 
    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.
    Last edited by IrishArmenian; 03-19-2007 at 04:56.

    "Half of your brain is that of a ten year old and the other half is that of a ten year old that chainsmokes and drinks his liver dead!" --Hagop Beegan

  18. #18
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    Looks like you didn't copy your data/world/maps/base folder to your mod folder.

  19. #19
    Join the ICLADOLLABOJADALLA! Member IrishArmenian's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    Thanks.

    "Half of your brain is that of a ten year old and the other half is that of a ten year old that chainsmokes and drinks his liver dead!" --Hagop Beegan

  20. #20

    Default Re: Adding New Faction from Nothing – Step by Step

    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?
    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

  21. #21

    Default Re: Adding New Faction from Nothing – Step by Step

    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....

    Thanks!

  22. #22

    Default Re: Adding New Faction from Nothing – Step by Step

    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.

  23. #23
    Member Member TB666's Avatar
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    Default Sv: Re: Adding New Faction from Nothing – Step by Step

    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.

  24. #24
    It was a trap, after all. Member DukeofSerbia's Avatar
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    Default Re: Sv: Re: Adding New Faction from Nothing – Step by Step

    @TB666

    Then is probably .modeldb file broken. Or you added something wrong so game crash.
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  25. #25
    Peter von Kastilien - RIP Member gibsonsg91921's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    what patch is this for?
    The late Emperor Peter von Kastilien the Tyrant, Lamm der Wahrheit.

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  26. #26
    Still warlusting... Member Warluster's Avatar
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    Default Re: Adding New Faction from Nothing – Step by Step

    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?

  27. #27

    Default Re: Adding New Faction from Nothing – Step by Step

    expanded.txt where on earth is that file?

  28. #28

    Default Re: Adding New Faction from Nothing – Step by Step

    Quote Originally Posted by Warluster
    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.

    Quote Originally Posted by Murdian
    expanded.txt where on earth is that file?
    data/text folder
    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

  29. #29

    Default Re: Adding New Faction from Nothing – Step by Step

    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.

    Paul.

  30. #30

    Default Re: Adding New Faction from Nothing – Step by Step

    Thank you so much! im just starting and ur tut helped so much. its great. Cheers 2 u!

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