The process of adding a new culture is very simple and does not require the vanillia data to be changed. However you can only add one new culture, any more and the game will crash. Though it is possible to remove an existing culture and replace it with a new culture without the game crashing (as tested by SigniferOne).
1) Making a new culture
1) Open the descr_cultures.txt, copy one of the cultures, paste it at the bottom (make sure it's seperated by a row of ;), change the 'culture' and 'portrait_mapping' lines to the name of your culture (in this case 'myth'). The end result should look like this:
2) Open the descr_sm_factions.txt, scroll down to the faction whose culture you want to change, change the 'culture' line to the name of your culture (in this case 'myth', while the faction is mythological). The end result should look like this:Code:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; culture myth portrait_mapping myth rebel_standard_index 1 { village { normal data/models_strat/residences/northern_european_village.CAS, settlement_eastern_level_1 card data/ui/southern_european/cities/graeco-roman_village.tga } moot_and_bailey { normal data/models_strat/residences/northern_european_wooden_castle.CAS, settlement_eastern_level_1 card data/ui/southern_european/cities/graeco-roman_village.tga } town { normal data/models_strat/residences/northern_european_town.CAS, settlement_eastern_level_2 card data/ui/southern_european/cities/graeco-roman_town.tga } wooden_castle { normal data/models_strat/residences/northern_european_stone_keep.CAS, settlement_eastern_level_2 card data/ui/southern_european/cities/graeco-roman_town.tga } large_town { normal data/models_strat/residences/northern_european_large_town.CAS, settlement_eastern_level_3 card data/ui/southern_european/cities/graeco-roman_large_town.tga } castle { normal data/models_strat/residences/northern_european_castle.CAS, settlement_eastern_level_3 card data/ui/southern_european/cities/graeco-roman_large_town.tga } city { normal data/models_strat/residences/northern_european_city.CAS, settlement_eastern_level_4 card data/ui/southern_european/cities/graeco-roman_city.tga } fortress { normal data/models_strat/residences/northern_european_large_castle.CAS, settlement_eastern_level_4 card data/ui/southern_european/cities/graeco-roman_city.tga } large_city { normal data/models_strat/residences/northern_european_large_city.CAS, settlement_eastern_level_5 card data/ui/southern_european/cities/graeco-roman_large_city.tga } citadel { normal data/models_strat/residences/northern_european_fortress.CAS, settlement_eastern_level_5 card data/ui/southern_european/cities/graeco-roman_large_city.tga } huge_city { normal data/models_strat/residences/northern_european_huge_city.CAS, settlement_eastern_level_6 card data/ui/southern_european/cities/graeco-roman_huge_city.tga } } fort data/models_strat/residences/NE_fort_buildings.CAS, fort_barbarian fort_cost 500 fort_wall data/models_strat/residences/NE_fort_walls.CAS fishing_village data/models_strat/residences/NE_port_villiage.CAS, port_barbarian_level_1 port_land data/models_strat/residences/NE_port_02_buildings.CAS, port_barbarian_level_2 port_sea data/models_strat/residences/NE_port_02_wall.CAS port_land data/models_strat/residences/NE_port_03_buildings.CAS, port_barbarian_level_3 port_sea data/models_strat/residences/NE_port_03_wall.CAS port_land data/models_strat/residences/NE_port_04_buildings.CAS, port_barbarian_level_4 port_sea data/models_strat/residences/NE_port_04_wall.CAS watchtower data/models_strat/residences/NE_watchtower.CAS, watchtower_barbarian watchtower_cost 200 spy spy.tga spy_info.tga spy.tga 350 1 1 assassin assassin.tga assassin_info.tga assassin.tga 500 1 1 diplomat diplomat.tga diplomat_info.tga diplomat.tga 250 1 1 admiral admiral.tga admiral_info.tga admiral.tga 100 1 1 merchant merchant.tga merchant_info.tga merchant.tga 550 1 1 priest priest.tga priest_info.tga priest.tga 200 1 1
Note: you should be able to assign battle_models and strat_models to your new culture (descr_character.txt), though I do not know how to do this or make them.Code:;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; faction Mythological culture myth religion heretic symbol models_strat/symbol_myth.CAS rebel_symbol models_strat/symbol_rebels.CAS primary_colour red 51, green 101, blue 215 secondary_colour red 227, green 209, blue 4 loading_logo loading_screen/symbols/symbol128_slaves.tga standard_index 7 logo_index FACTION_LOGO_MYTH small_logo_index SMALL_FACTION_LOGO_MYTH triumph_value 5 intro_movie faction/minor_intro.bik victory_movie faction/minor_win.bik defeat_movie faction/minor_lose.bik death_movie faction/minor_lose.bik custom_battle_availability no can_sap yes prefers_naval_invasions no can_have_princess no has_family_tree yes ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
You've created a new culture. However you will not be able to recruit any units or build and building because they have not be assigned to your culture (except for those that are specifically assigned to your faction).
1.1) Naming your culture
After making my culture I discovered an odd bug, when the player double clicked on any settlement owned by the new culture the game would CTD. Fortunately alpaca found the solution, this culture needs to be added to the data\text\expanded.txt. To add the new culture you need to find the following entries:
Next you need to create a new version of these for your new culture. DO NOT change these entries of the game won't work properly. The new entry should contain the name of your culture and what it will be called in the game. In the example below the culture is 'myth' and its in game name is 'Mythological'. The part refering to priests allows your culture to recruit priests.Code:{EMT_SOUTHERN_EUROPEAN_PRIEST} Priest {EMT_SOUTHERN_EUROPEAN_PRIEST_1} Bishop {EMT_SOUTHERN_EUROPEAN_PRIEST_2} Cardinal {SOUTHERN_EUROPEAN} Southern European
Once this has been done your new culture will function correctly.Code:{EMT_SOUTHERN_EUROPEAN_PRIEST} Priest {EMT_SOUTHERN_EUROPEAN_PRIEST_1} Bishop {EMT_SOUTHERN_EUROPEAN_PRIEST_2} Cardinal {SOUTHERN_EUROPEAN} Southern European {EMT_MYTH_PRIEST} Priest {EMT_MYTH_PRIEST_1} Bishop {EMT_MYTH_PRIEST_2} Cardinal {MYTH} Mythological
1.2) Settlements and ports
SigniferOne pointed out that to prevent CTDs during battles you need to add your culture to the data/descr_offmap_models.txt. To do this you need to copy the 'settlement' entry for an existing culture (see below).
Then make a new version with your new culture's name (not not overwrite the existing culture).Code:settlement { culture southern_european { level village { data/models_building/offmap_village_dummy.cas 200 0 } level town { data/models_building/offmap_town_roman.cas 200 0 } level large_town { data/models_building/offmap_town_roman.cas 200 0 } level city { data/models_building/offmap_city_roman.cas 200 0 } level large_city { data/models_building/offmap_city_roman.cas 200 0 } level huge_city { data/models_building/offmap_city_roman.cas 200 0 } }
Next you need to copy the 'port' entry for an existing culture (see below).Code:settlement { culture myth { level village { data/models_building/offmap_village_dummy.cas 200 0 } level town { data/models_building/offmap_town_roman.cas 200 0 } level large_town { data/models_building/offmap_town_roman.cas 200 0 } level city { data/models_building/offmap_city_roman.cas 200 0 } level large_city { data/models_building/offmap_city_roman.cas 200 0 } level huge_city { data/models_building/offmap_city_roman.cas 200 0 } } culture southern_european { level village { data/models_building/offmap_village_dummy.cas 200 0 } level town { data/models_building/offmap_town_roman.cas 200 0 } level large_town { data/models_building/offmap_town_roman.cas 200 0 } level city { data/models_building/offmap_city_roman.cas 200 0 } level large_city { data/models_building/offmap_city_roman.cas 200 0 } level huge_city { data/models_building/offmap_city_roman.cas 200 0 } }
Then make a new version with your new culture's name (not not overwrite the existing culture).Code:port { culture southern_european { level fishing_village { data/models_building/offmap_fishing_village_roman.CAS 200 0 } level sea_port { data/models_building/offmap_port_roman.cas 200 0 } level shipwright { data/models_building/offmap_port_roman.cas 200 0 } level dockyard { data/models_building/offmap_port_roman.cas 200 0 } }
2) Assigning buildings and unitsCode:port { culture myth { level fishing_village { data/models_building/offmap_fishing_village_roman.CAS 200 0 } level sea_port { data/models_building/offmap_port_roman.cas 200 0 } level shipwright { data/models_building/offmap_port_roman.cas 200 0 } level dockyard { data/models_building/offmap_port_roman.cas 200 0 } } culture southern_european { level fishing_village { data/models_building/offmap_fishing_village_roman.CAS 200 0 } level sea_port { data/models_building/offmap_port_roman.cas 200 0 } level shipwright { data/models_building/offmap_port_roman.cas 200 0 } level dockyard { data/models_building/offmap_port_roman.cas 200 0 } }
1) Open the export_descr_buildings.txt, scroll down to the building you want to add (Plaza del Toro in this example):
Add your culture's name or your faction to the **building** requires factions brackets (remember to seperate it with a comma). It should look like this.Code:building bullring { levels plaza_del_toro { plaza_del_toro city requires factions { portugal, spain, } { capability { recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, } happiness_bonus bonus 1 } material wooden construction 4 cost 4800 settlement_min city upgrades { } } } plugins { } }
This will assign the building to your culture. To assign a unit add your faction's name, not the culture, to the 'recruit_pool' line.Code:building bullring { levels plaza_del_toro { plaza_del_toro city requires factions { portugal, spain, myth, } { capability { recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, } happiness_bonus bonus 1 } material wooden construction 4 cost 4800 settlement_min city upgrades { } } } plugins { } }
Repeat with all the units and buildings you want to add to your culture.Code:building bullring { levels plaza_del_toro { plaza_del_toro city requires factions { portugal, spain, myth, } { capability { recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, mythological, } happiness_bonus bonus 1 } material wooden construction 4 cost 4800 settlement_min city upgrades { } } } plugins { } }
Now your culture has buildings and units, however they have no information and the buildings only have the default images. All this information has to be copied and modified (unless your faction is unplayable, then it doesn't matter).
NB: If you are creating a new faction you may see the default images for your units as well. To resolve this you need to create a 'unit' and 'unit_info' folder for your faction's units and agents. This problem is not related to the new culture.
3) Giving your culture the right images
To do this you will need to a folders in the data/ui folder for your culture.
It is easier to just copy one of the existing culture's folder (such as southern european) and modify it for your needs.
1) A folder with your faction's name (in this case 'myth'). If you copied one of the existing cultures this folder can contain up to 6 images (#fort.tga, #watchtower.tga, advisor battlemap.tga, and advisor stratmap.tga are the only important ones) and three folders 'Buildings', 'Cities', and 'Portraits'.
2) The data\ui\*culture name*\buildings folder contains all the images of buildings that appear on the information scroll, while its subfolder 'Construction' contains the images of the buildings that appear in the settlement's list of buildings. All of the buildings in this folder have to be named in the following format #"culture's name"_"building's name"_constructed.tga (picture with the information) or #"culture's name"_"building's name".tga (icon). For example the Dragon's Den would be #myth_dragon_den_constructed.tga. All the buildings in the Construction subfolder have to be named #"culture's name"_"building's name".tga, eg #myth_dragon_den.tga. If a building does not have the correct name it will not have the correct images (though it will function properly).
3) The data\ui\*culture name*\cities folder contains what each level of the cities and towns will look like. The default is South European. For these images to function they must be named in the following formate "culture's name"_"building's name".tga eg myth_city.tga.
4) The data\ui\*culture name*\portraits folder contains the images of every agent, general and family members. These images need to be in the correct folder to function but they do not require a special name. The default is Southern European.
This will give your culture the right images for their buildings.
4) Giving your culture the right information
The two files you need to edit are the data\text\export_buildings.txt and the data\text\event_strings.txt.The former contains all the information about all the buildings and the latter contains descriptions about all the events.
The all the buildings in the export_buildings.txt needs to be edited for your culture, even if you cannot build the building. Below are two examples.
For buildings your faction possesses you need to add the building's name and 2 descrptions (the bold red text shows what needs to be added, substitute 'myth' for your culture's name):
A building your culture does not have just needs 'DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE' in place of the decription, it does not require the building's name:Code:{army_barracks} army_barracks {army_barracks_desc} DO NOT TRANSLATE {army_barracks_desc_short} DO NOT TRANSLATE {army_barracks_eastern_european} Army Barracks {army_barracks_eastern_european_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world. {army_barracks_eastern_european_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers. {army_barracks_greek_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world. {army_barracks_greek_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers. {army_barracks_myth} Giant Ritual Sanctuary {army_barracks_myth_desc} The Giant Ritual Sanctuary allows full-time human transformations, rather than sporadic transformations. Here men can be transformed from basic humans into monster, werebeasts, and demons that possess a high standard of combat readiness. Ritual Sanctuaries exist to keep transformed soldiers separate from the resource bank that is the civilian world. {army_barracks_myth_desc_short} Giant Ritual Sanctuaries are the first training facilities capable of creating first-class fighters. {army_barracks_middle_eastern} Army Barracks {army_barracks_middle_eastern_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world. {army_barracks_middle_eastern_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers. {army_barracks_northern_european} Army Barracks {army_barracks_northern_european_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world. {army_barracks_northern_european_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers. {army_barracks_southern_european} Army Barracks {army_barracks_southern_european_desc} Army barracks allow the training and housing of full-time soldiers, rather than militias and citizens-in-arms. Here men can be taught the basics of the bloody business of warfare and brought to a high standard of combat readiness. Barracks usually exist to keep soldiers separate from the ill-disciplined civilian world. {army_barracks_southern_european_desc_short} Army Barracks are the first training facilities capable of training full-time professional soldiers. {artist_gallery_mesoamerican_desc} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE {artist_gallery_mesoamerican_desc_short} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE
The event_strings.txt is even longer and needs to be filled in in much the same mannerCode:{c_paved_roads} c_paved_roads {c_paved_roads_desc} DO NOT TRANSLATE {c_paved_roads_desc_short} DO NOT TRANSLATE {c_paved_roads_eastern_european} Paved Roads {c_paved_roads_eastern_european_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective. {c_paved_roads_eastern_european_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. {c_paved_roads_greek} Paved Roads {c_paved_roads_greek_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective. {c_paved_roads_greek_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. {c_paved_roads_mesoamerican_desc} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE {c_paved_roads_mesoamerican_desc_short} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE {c_paved_roads_myth_desc} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE {c_paved_roads_myth_desc_short} DO NOT TRANSLATE - NOT MEANT FOR THIS CULTURE {c_paved_roads_middle_eastern} Paved Roads {c_paved_roads_middle_eastern_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective. {c_paved_roads_middle_eastern_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. {c_paved_roads_northern_european} Paved Roads {c_paved_roads_northern_european_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective. {c_paved_roads_northern_european_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region. {c_paved_roads_southern_european} Paved Roads {c_paved_roads_southern_european_desc} Paved Roads outside of a settlement are somewhat opulent in the Medieval age, but offer the best possible surface for both armies and traders to traverse quickly. They are particularly useful for kingdoms and empires that have distant boundaries that need a means to send troops to the front quickly enough to be effective. {c_paved_roads_southern_european_desc_short} Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.. Below is an example. If your culture can do the event replace 'DO NOT TRANSLATE' with a description (the event will work without a description but all it will say is do not translate).
Once both of these have been finished your culture is complete.Code:{acquisition_attempt_body_eastern_european} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place. {acquisition_attempt_body_greek} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place. {acquisition_attempt_body_mesoamerican} DO NOT TRANSLATE {acquisition_attempt_body_myth} DO NOT TRANSLATE {acquisition_attempt_body_middle_eastern} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized by force, and he has no means to prove the vile treachery that has befallen him. {acquisition_attempt_body_northern_european} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place. {acquisition_attempt_body_southern_european} A shrewd plan by foreign merchants has driven your own out of business. His assets were seized forcibly, and he has no means to prove the dastardly deed took place.
5)Sound files
This isn't necessary but if you want to remake the sound files you can add your new culture to them. In all the examples 'myth' will be the new culture.
1) Download the Sound Text Files here:
http://www.twcenter.net/forums/downl...o=file&id=1110
This guide explains how to remake the sound files:
http://www.twcenter.net/forums/showthread.php?t=77905
2) Open the 'descr_sounds_stratmap.txt' and edit the following entries:
3) Open the 'descr_sounds_units_ambient.txt' and edit the following entries:Code:BANK: stratmap_object what settlement culture southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth level village, town, large_town event folder data/sounds/SFX/Environment/Structures ;village end what settlement culture southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth level city, large_city, huge_city event folder data/sounds/SFX/Environment/Structures ;city end what port culture southern_european, northern_european, middle_eastern, mesoamerican, greek, eastern_european, myth level fishing_village, sea_port, shipwright, dockyard event folder data/sounds/SFX/Environment/Structures ;port_01 end
4) Open the 'descr_sounds_generic.txt' and add the following entry:Code:BANK: ambient_anims culture mesoamerican, eastern_european, middle_eastern, greek, northern_european, southern_european, myth
Obviously if your new culture isn't 6th one listed in the descr_cultures.txt you should edit the other entries to ensure each culture has the correct end of turn bell sound.Code:;;; myth event END_TURN_CULTURE_6 volume -15 priority 260 streamed folder data/sounds/SFX/interface/campaign _end_turn_mtw2_bell_01.mp3 _end_turn_mtw2_bell_02.mp3 _end_turn_mtw2_chimes_01.mp3 _end_turn_mtw2_chimes_02.mp3 end


. Below is an example. If your culture can do the event replace 'DO NOT TRANSLATE' with a description (the event will work without a description but all it will say is do not translate).
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