View Full Version : Deactivate a Faction
Danish Paladin
08-11-2003, 12:53
Hey guys...
I'm still working on the rebelworld idead i have...
in the early.txt it says for example :
SetActiveFaction:: FN_ALMOHAD FT_MAJOR
How do i deactivate factions ?
Al Shama'ar
08-11-2003, 18:44
From my limited experience i'd do this
//SetActiveFaction:: FN_ALMOHAD FT_MAJOR
but further down the road I discovered that these factions are hardcoded.
For instance, once I tried deactivating the Aragonese and duplicate its every sigle line for a Portuguese faction. When I thought I had everything right, I started having these errors that I trace down to the units and building_prod files, and I coudn't get past it. So unless I'm wrong, and I could very well be, the starting factions can't be deactivated, although I would like to see it done.
Cheers
Al
Westland
08-11-2003, 19:31
I think that you have to change the region owner part of the startpos file. Faction owned regions look like this:
SetRegionOwner:: ID_ALGERIA FN_ALMOHAD
while rebel regions look like this:
//SetRegionOwner:: ID_PORTUGAL Portuguese
Maybe it´s enough to just add // before every province. Otherwise you have to replace every faction name with the name of the local people.
The place leader part of the file may give problems as wel. So put some slashes before those lines to.
To Al Shama´ar: Creating a new faction is more work than just making some changes in the startpos. I suggest you take a look in the Dungeon to learn about this. I think there is already a mod with a Portuguese faction made by Portuguese Rebel.
Good luck and keep trying DP.
Lord Of Storms
08-11-2003, 22:57
Westland is correct in saying by tabbing out // the setregionowner line will make that province a rebel province, and a starting faction or any faction for that matter can be totally deactivated or removed in one way or another, for our Napoleonic Mod I removed the entire Byzantine faction from the game, you can also set Major factions to Minor in startpos to make them unplayable.If you try to remove a faction totally you have to be careful to cover all the areas in startpos like PlaceLeader, faction or culture specific units,agents etc. or you will have problems. LOS
Al Shama'ar
08-13-2003, 11:05
To Westland:
I'm already playing a Portuguese Mod with a little help from the Rebel, only this is a Portuguese instead of Aragone faction. It's not a new faction mod. http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
I know it's not only the startpos file you have to change. How do you think i traced the problem (when trying to add a new faction) to the building and prod files? Just by staring at the startpos file? http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif :P
I'm still waiting for a stable new faction mod to appear, so I can, shamelessly, steal enough knowledge to make my own http://www.totalwar.org/forum/non-cgi/emoticons/flirt.gif
Al
PS: I think you're right too. It'll be enough to change the SetRegionOwner entry. http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif
Portuguese Rebel
08-14-2003, 01:15
Al Shama'ar, if you want to add a new faction you must used the predefined labels. you can use FN_FREE01 for the portuguese but you will have to make changes in the unit graphics also since they will crash your battles, wich suks...
You use FN_free01 and then you must use the translation files to turn the free01 into the portuguese, but only change the stuff between {...} or else, if you change stuff in the labels [...] you will have a crash. If you decide to do the mod with the new faction fell free to use my stuff if you want. I don't mind at all http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif , i would do it myself but don't have much time these days...
just change the faction you want to deactivate from MAJOR to MINOR it workes for me. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
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