View Full Version : Modding Starting Faction Leaders
Galestrum
03-19-2003, 02:24
Hey all,
I read in a prior post that someone said the knew what the number in the faction leader setup in the .startpos meant, but they didnt explain/define them. Has anyone posted what they all mean?
SetStartLeader:: FN_BYZANTINE 0 0 4 7 1 3 10 1 0
and what about the add hier?
AddHeir:: FN_BYZANTINE 1 12
AddHeir:: FN_BYZANTINE 0 9
AddHeir:: FN_BYZANTINE 1 6
I have yet to see anyone explain these out very well, any help would be great.
Furthermore, how can we change the initial virtues/vices they start with, is it possible?
Also can we add new heros?
For instance, Bohemund of Sicily, son of Robert Guiscard, major nemesis of Alexius Comnenus, military leader of the 1st crusade and Prince of Antioch is not in the game as far as i can tell, and he like others i would like to add. Can i do this? How?
thx
http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
alman9898
03-19-2003, 05:21
the add heir line is easy. the 0 and 1 represent male and female (dont remember which is which) and the second number is the age. dont know bout the setstartleader though. try adding an heir and see if it shows up in a few years.
Quote[/b] (Galestrum @ Mar. 18 2003,19:24)]
I read in a prior post that someone said the knew what the number in the faction leader setup in the .startpos meant, but they didnt explain/define them. Has anyone posted what they all mean?
SetStartLeader:: FN_BYZANTINE 0 0 4 7 1 3 10 1 0
:
The string of numbers after the SetStartLeader is still a mystery for me. Only 2 things that I've discovered:
a) Changing the first number will usually give you a different Leader (name and stats) to start with. I think "0" (zero) is default.
b) Among the remaining numbers, there is one responsible for the Roman number after the King's name. With each different number you selected in the first position, the location for the Roman number indicator may change. If this Roman number indicator is "0" (zero), you might get a weird King name (ie Olaf ##noromannumber)
Changing other number doesn't seem to effect anything.
Quote[/b] (Galestrum @ Mar. 18 2003,19:24)]
and what about the add hier?
AddHeir:: FN_BYZANTINE 1 12
AddHeir:: FN_BYZANTINE 0 9
AddHeir:: FN_BYZANTINE 1 6
:
The first number is gender indicator: 1 = male, 0 = female (don't give "0" to Muslim factions, they don't have princess).
The second number is age.
Even though I haven't try but I think the number for age should be from 0 to 15. And I am not sure if I can have more than 3 initial children.
That's all I know. I wish that someone could explain the numbers in SetStartLeader line in more details.
Lord Of Storms
03-19-2003, 17:11
Some of the setstartleader stats are hardcoded as is hero related data I have modded the Swiss leaders stats and the only thing I have managed to change is his name and if he is a IV OR V etc.. I am currently testing this but it is confusing for Instance the Danish leader starts with SetStartLeader:: FN_DANISH 0 2 3 1 1 2 0 1 0 and his stats read as 5 influence 3 pity ,4 dread, 4 command, 4 accumen, Fine leader virtue and age 53.. more later...
Lord Of Storms
03-19-2003, 19:19
The stats for the initial faction leaders are generated by thegame and I don't think they can be changed, I think the first number affects who you get, the rest of the numbers are to specify the serial numbers of the names used for that faction's leaders.i.e. how many Henrys or Urbans or Innocents, Unfortunately those numbers are fixed in the EXE so you can't do alot with it except play around and see what happens. Experimentation will give you answers , just back up any file before changing it...
Galestrum
03-20-2003, 01:58
i tried messing with the latter numbers in the faction leader and nothing changed http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif
but the add heir is correct
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.