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Grell
05-16-2003, 08:06
I have posted a working version of a mod "Final Crusade_Alpha.zip" It contains 9 completely new working and playable major factions (without any old ones being over-written). Glory points can be earned for conquest, but not homelands for these new factions, also with (mostly) correct histroical Kings names and graphics. New factions are:

Navarre
Bohemia
Flanders
Friesland
Genoa
Kingdom of Jerusalem
Scots (adapted from Vikings)
Irish " "
Welsh " "
Cuman Tribes (replaced Novg) Have Cuman Royal Cavalry as their leader unit
Danishmendid Turks (replaced Burgundy) Use Turk Leaders

I have edited the Heroes.txt file so that Godfrey King of Jerusalem gets his brother Baldwin, and Roger I the Norman Sicilian King has his brother Robert, Bohemond and his nephew Tancred (these are missing and one goes to the Italian faction in the official campaign)

Adding new factions is not too difficult (just use FN_FREE21, FN_FREE22, etc). The problem is that the crusaderunitprod11.txt file will not recognise these new factions. Leaders are assigned to the default unit in the first row, i.e. Scottish Clansmen, so to get around this I swapped this position with Royal Early Knights. With futher editing of the unitprod.txt file I will assign units building reqs to Regions and Cultures so these new factions arent too disadvantaged. The unitprod needs massive work to get the rebellions at a dent level and other changes as made by other mods such as MedMod, I am in the process of doing this and entering in units and buildings for the startpos.txt file. I really dont like they way CA has only 1 or 2 units per region and bugger all buildings, e.g. historically there were churches, monastaries, royal palaces etc, all throughout Europe and much bigger armies than 100 or so, so I will be adding much more units and buildings than there are in the offical campaigns, this should be done and tested within the next few days for a final release of my mod The Eve of the First Crusade. I have tinkered with the Heroes.txt file but do not yet fully understand how the Kings Roman numerals and naming works, through trial and error I have it sorted for this mod.

All of the files need to be copied for the new factions to work (although I suppose you can stick with the official inaccurate Danes and Sicily). This is probably the best way to see how to add a new faction rather than me trying (and probably failing) to explain it in a tutorial. Which is why I am releasing this preliminary working version now. I can be emailed at thomas_norrish@yahoo.com..au or for a modding emergency, phoned (in Australia) on 0404 240 228

Grell aka Thomas Norrish 16 May 2003 Australia.

Lord Of Storms
05-16-2003, 13:53
I have assigned my kings dark age royal knights in vikings when adding my new faction you have to declare it in the unit prod 11 file , first you must copy the prod 11 file and declare it in the startpos file so it is recognized or you will get errors.and you are correct in the fact the VI version is more modder friendly and makes it so much easier to add new factions, as a result I think we will see many mods being released. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif P.S. Grell you state that the unit prod needs massive work to get rebellions at a decent level, could you elaborate on this point ?Are you refering to rebelling troop mixes in column 11?

Turbo
05-16-2003, 21:55
Figured out why Grell's factions don't work. One of the files is corrupted. Tried to d/l another copy but the zipped file is corrupted.

Grell, please upload another copy. Thanks