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Reenk Roink
06-14-2010, 03:29
Looking at the EB Campaign Script, it seems that the starting armies of factions are mostly set in the Campaign Script file and not as much the descr_strat. I understand that one of the reasons for this is to allow for different armies when the player is a certain faction, but there are also cases when starting armies are just set by the script. Is there a technical reason for this or was it just more convienient for the modders to do so?

Also I was wondering, if I wanted to mod starting armies, should I edit the script, or the descr_strat? Would there be potential problems in editing the latter (I've tested it and it seems to be OK for the moment but just want to be sure).

If a EB member could answer that would be great! :bow:

XSamatan
06-14-2010, 09:51
I'm not that long on the team, and I didn't write the campaign script, so I can't answer your first question...:shame:

Concerning the second, IIRC the engine first reads the descr_strat and afterwards the campaign script. AFAIK you can choose free in which of the both files you insert troops. I would go with descr_strat, as it is easier to just add units to armies than creating new ones. As both files are read though the game start there should be no following problems if the start is successful.

Regards,
XSamatan

Reenk Roink
06-14-2010, 22:28
Your answer not only clears up my modding question but also probably explains why the team just did a lot of the intitial army setup in the script.

Thank you very much XSamatan :bow: