View Full Version : I created new faction, crashes to desktop, why?
Colts2000
12-30-2003, 04:12
I created a Romano-British faction for the Viking campaign. The faction screen works, and it allows me to select the Romano British, but the game then crashes. Why?
Gregoshi
12-30-2003, 04:17
Hello Colts and welcome to the Entrance Hall. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
I'm not a modder, but they do hang out here. My uninformed guess is that you missed modding a file or two. It may help if we knew what changes (general, not specific) you did to add the faction.
Colts2000
12-30-2003, 04:22
I filled in all the fields in CHANGES.TXT, VIKING_REGION_SPECIFIC.TXT,VIKING_HEROES.TXT,VIKING.TXT,VIKING_FACTION_SPECIFIC.TXT, and NAMES.TXT.
I have no idea what else i would need to do, or if there is anything else I need to do. It just crashes after I select the faction.
Gregoshi
12-30-2003, 04:27
Okay, we'll wait for the cavalry to arrive. http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Colts2000
12-30-2003, 04:48
What .BIF and/or .LBM files should I copy and rename. I am using the English shields and flags. http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
Lord Of Storms
12-30-2003, 17:49
First Greetings mate, now down to business, I suggest you give this topic a thorough read as it pertains to adding a new faction to VI, this topic started soon after the release of VI and kind of goes step by step through our trials and errors in adding a new faction to VI, so you can learn as we did, and benefit from the experience and avoid the pitfalls so read thouroghly
Adding a New Faction to VI (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=26;t=10129)
Also:
This post I did on creating a basic mod txt file can help as well as a mod txt file is the foundation of all mods, so give it a read
How To Create a basic Mod Txt File (http://www.totalwar.org/cgi-bin/forum/ikonboard.cgi?act=ST;f=26;t=13313)
Also:
Did you add a game end bif for your new faction? Look in medieval total war/campmap/Game end, you can copy an exisitng one and rename it, also do not use rebel sheilds or flags for anything in your new faction as this will cause CTD,
And you should also read up on the Lysander solution, this patron cracked a very seriuos ctd problem and here is that post:
New patron Lysander provided the following (new?) information on this issue in the Entrance Hall:
ok, I have been having a lot of trouble adding a new faction (e.g., FN_FREE21 //Welsh )without a game crash; however, I have figured out the secret to this miserable little task...
Now, the problem was that game crashes occured as the newly defined faction left the campaign map for the battle map--oddly this crash would only occur with certain units (e.g., peasants, highland clansmen, kerns, etc.). I discovered that only those units which were culled from texture folders associated with face-shields caused the crash. Units drawn from texture folders which are not associated with face-shields (e.g., archers--which use the texture folder Pestunic)do not cause a battle crash. Therefore newly defined factions, such as FN_FREE21 //WELSH, cannot utilize units which are drawn from the following bif texture folders, as they are associated with face-shields:
Peasant
ChainHlm
HlPlArSH
LArmWCav
MKnight
MSHelm
PlateS
Since Mtw/Vi can utilize 10 new customizable bif folders, the above texture folders can be copied and renamed Custom0 through Custom6 respectively--just make sure the bif images inside the folders are also renamed (e.g., Custom0_H.bif to replace Peasant_H.bif, etc.). After this, one only needs to open the CRUSADERS_UNIT_PROD11 file and change the texture body type (e.g., from Peasant to Custom0) for each unit that used the troublesome textures. Now new factions can use all available units without experiencing a crash-to-desktop on the battle map--although face-shields will not be used in the game.
Yet, if one wishes to retain face-shields in the game then only those units which specificaly use face-shields should be drawn from the old texture folders and used only by the original factions. New factions must be denied access to those specific units. This is easily done if new factions are muslim or pagan, however loyalist revolts might unexpectedly add such units as feudal-men-at-arms or feudal sergeants to newly added catholic factions--therefore care must be taken if face-shields are included in a game with new factions.
Well, this system has worked well for me and as of this moment I have built a grand Welsh kingdom stretching across much of Europe. I have fought all the battles myself, and, although not all have been victories, I have yet to experiance a game crash.
I hope this information can be of help to those intrested.
Now this should be sufficient enough to get you through, I would also recommend you to a tool most of the modders use to edit the prod files, as they can be very touchy a missed tab or space and you get troubles, this editing tool is called The Gnome Editor ans can be found on our downloads page, now you should be informed enogh to get your faction u and running, If I may be of anymore help, you may post here or if you like contact me directly by mail, AIM or MSN allof those at the bottom of my posting, Good Luck...LOS
Silianat
12-31-2003, 11:29
http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif oooooohhhhhhh no modding, ill never touch it. http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif bad stuff it is
Silianat
12-31-2003, 11:30
well its good if you really know how to use it
Lord Of Storms
01-01-2004, 16:32
BUMP
Colts2000
01-06-2004, 03:04
thanks, lord of storms. The info helped out a lot and I got the game to work.
Gregoshi
01-06-2004, 08:06
The cavalry save the day again... http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif
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