PDA

View Full Version : Question on Adding the Factions



pyhhricvictory
06-09-2003, 16:53
Since it seems to be more possible to add a faction to the Viking Era game than the regular startpos file, could you merge the two startpos files together?

What would happen if you took the Viking startpos file and copied the EARLY file for the province ID's and the factions and stuff like that? Is is possible that this would open up the ability to add a faction a bit easier?

Sorry for no better examples but I am at work and bored beyond belief and just thought of this.

Any Ideas?

Lord Of Storms
06-09-2003, 18:22
I dont think that would help any , as adding a completly new faction depends on more then just the startpos file alone, and the VIKING era file uses the same commands as the other eras even if the dont appear to be the same, in fact if youy compare the 3 era files you will note alot os subtle diffrences in headings and structure more so with the VIKING era but it was confirmed by CA programmers in another thread they still can all use the same commands.

pyhhricvictory
06-09-2003, 19:40
Thanks LOS. I was hoping that since there have been some successful adding of factions in the Viking game, that a conversion of the file to the Viking format may make it possible.

Oh well, time to try something new.

LeBob
06-09-2003, 20:17
This is what I am trying to do...
I took the VI file and used the provinces of cursader.
it's ok...I am not into adding a new faction. In VI you can declare the factions and I think the numbers of factions are enough to enjoy the game.
BUT I still have some issue with the mod part...I got some error saying "too many columns in the parsefile" under a window named "COLUMN_BUILD_UNIT_CAPACITY"
...mmmh....
anybody has any idea?

LOS, you mentioned a thread about this...but I was not able to find it in the search.....

Stavka
06-09-2003, 20:58
No, it doesn't matter which startpos file you use, what matters it that most campaign battles will crash when you have more than 20 factions. 20 factions seems to be the limit.

Ithaskar Fëarindel
06-09-2003, 21:40
LeBob, Eat Cold Steal mentions it here that you can use the same functions in any startpos file. Read his THIRD post on this page:

http://www.totalwar.org/cgi-bin....1;st=25 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=6671;st=25)

For a list of the functions pre-VI check this link:

http://www.totalwar.org/cgi-bin....0;st=25 (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=5;t=3160;st=25)

If you have time though read both threads in full, the first is 7 pages the second only 3.

Grell
06-10-2003, 04:14
You can have more than 20 factions, I have modded the Early campaign to have 30. The reason why New Factions will work in VI is that VI units dont use facshields, while in the main campaigns units like Royal Kinghts do. To get around this I am working on adding 10 new Pagan/Orth and Christian factions which do not use any units requiring facshields.

Lord Of Storms
06-10-2003, 15:21
Quote[/b] ]max amount of factions was 20
It had always been intended to handle 31 + rebel factions, but due to some unknown oversight or bug, it seems on one has managed to add in extra factions. With VI it is easy to add factions, you can have up to 31 plus rebels.

This quote was from Eat Cold Steel CA Programmer in the "Changes to startpos in Vi thread"

pyhhricvictory
06-10-2003, 15:37
Grell,

Have you posted a non-unit copy of your mod yet? I like mucking around in the unit files a great deal more than the others, and am having some issues with getting factions added and would like to see how it is done in early.

Stavka
06-11-2003, 14:56
Grell, did you actually try to do battles with 30 factions in VI successfully? I did this, and battles with the 21st and above factions always crashed... I really don't think facshields have anything to do with it.