View Full Version : Developing a Mod
Monkwarrior
05-13-2004, 11:26
Hi, I am not allowed to post in the dungeon, so I put here my problems in developing a totally new Mod. (a long post, sorry).
I have the strategic map, all the units of the battle part (from the Reconquista Mod), the new startpos file, unit_specific, faction_specific and all the files necessary (I think).
The campaign loads and start. I see the armies and castles.
Small Problems:
- Some kings have the roman numbers (e.g. Sancho III), but others not (the game says it can't be found http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif )
- I have all the names of the regions (from region_specific file) but not the castles. They appear as Sevilla Castle_xyz (cannot be translated), although the translation is in the same file. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
- The titles are not translated. They appear as Duke of Málaga, although the translation is in the same region_specific file.
BIG PROBLEMS:
- When I try to check the allies and enemies menu, the menu opens but the game gets blocked. (I must Ctrl+Alt+Supr to return to windows).
- When I push the end of year button, the game starts thinking (with the small portraits of the kings) but it quickly crashes to desktop http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif
PLEASE. CAN ANYBODY HELP ME WITH THOSE PROBLEMS?
Thanks.
Schrodinger's Cat
05-13-2004, 20:27
For the small problems, it sounds like there's something wrong with the names file in Loc/Eng/names. If you've already altered it then I don't know.
For the big problems I have no idea; I doubt that the small problems would be causing the big problems.
You'll either need to wait until a proper modder (ie not me http://www.totalwar.org/forum/non-cgi/emoticons/gc-juggle.gif ) sees this, or try to find a similar thread in the apothecary and post your questions in there.
Good luck with the mod, anyway.
http://www.totalwar.org/forum/non-cgi/emoticons/cheers.gif
Schrodinger's Cat
05-13-2004, 21:31
Quote[/b] (Schrodinger's Cat @ May 13 2004,14:27)]try to find a similar thread in the apothecary and post your questions in there.
Sorry, I meant the alchemist's lab.
Btw, how do I edit posts? I read somewhere that it comes up next to the quote button, but I can't see it. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
Schrodie's Cat
Tricky Lady
05-13-2004, 21:43
Quote[/b] (Monkwarrior @ May 13 2004,12:26)]- Some kings have the roman numbers (e.g. Sancho III), but others not (the game says it can't be found http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif )
Does your king appear as Alfonso(#RomanNumeral#) (or something much alike)?
Or is he just King Alfonso?
Gregoshi
05-14-2004, 07:37
Moving to the Dungeon -> Alchemist lab forum. You will be able to reply to any posts made there.
Monkwarrior
05-14-2004, 08:35
Quote[/b] (Tricky Lady @ May 13 2004,15:43)]Does your king appear as "Alfonso(#RomanNumeral#)" (or something much alike)?
Or is he just "King Alfonso"?
It appears as King Alfonsoroman_numeral....
It is the same in the allies menu, behind the faction shield. For me the most strange is that 6 factions have the numeral (e.g. King Yusuf II) but 8 don't. http://www.totalwar.org/forum/non-cgi/emoticons/confused.gif
In principle I though that all the numerals came from the same list.
(I am working with the Spanish version, so it is Rey Yusuf II).
From the list of small problems I have fixed the titles by adding new ones in
SetAttributes:: (name etc) "Conde de Barcelona"
and the translation in names.txt
["Conde de Barcelona"](tab){"Conde de Barcelona"}
I will do the same with the castles.
Another stricking problem is with the tradable goods. I see the names of the resources, but not those of the tradable. I have copied and pasted the explanations from the original file but it doesn't work.
One of the big problems (allies and enemies menu) was solved by eliminating two minor factions (in the startpos), that were not defined in the rest of txt files.
BUT AGAIN IT CRASHES AFTER THE FIRST YEAR. http://www.totalwar.org/forum/non-cgi/emoticons/gc-help.gif
Could any expert modder say me whether the definition of the rebels is very important or not for the game to work?
Duke John
05-14-2004, 08:50
Monkwarrior, the Reconquisita mod doesn't have a campaign yet. It has been designed for MP and while they are planning to make a campaign, the modders have never tested it for campaign play. So you are basing your mod on an unfinished mod and that can be a pain to debug. I would suggest to start over and do it yourself.
Good luck,
Duke John
Monkwarrior
05-14-2004, 10:21
Of course
In fact I have been speaking with the author of Reconquista Mod and I am developing the NEW mod from the battle part of that.
I have generated maps (with LMM4), the startpos file and so one and so one. What I mean is I am using the UNITS from the Reconquista Mod (modified Reconquistaunit.txt)with the stats, names and properties, but all the rest is new.
In any case I will need A LOT OF GOOD LUCK.
Duke John
05-14-2004, 11:48
Quote[/b] ]- When I try to check the allies and enemies menu, the menu opens but the game gets blocked. (I must Ctrl+Alt+Supr to return to windows).
When you open the menu, do actually see all the shields or does it hang before that? Either way, you should check wether you have all the faction shields.
Monkwarrior
05-14-2004, 12:23
Forget it.
The problem is solved.
I had some "residual entries" for factions that I had eliminated (corresponding to the mercenary factions in the Reconquista Mod).
Once these factions were completely removed, the menu works fine (with the exception of the roman_numbers of the kings), with the shields designed by CeltiberoMordred.
Thanks for your interest.
Now I am worried because of the CTD after the first turn.
I've had similar CTD's in my own mod after the end of a certain year. It has something to do with an improperly defined border or province. The AI tries to move/invade/build across a certain border or in a certain province, and the game isn't able to find the needed info and crashes.
If you were working off an altered version of the original map, as I am, I'd say just look through what you've changed, but if you've got a whole new campmap...er...It might take a while.
The problems you're having with your King's names/numbers is being caused by improperly defined SetStartLeader lines. They look like this:
SetStartLeader::(tab)FN_ALMOHAD 0(tab)(tab)5(tab)0 1 1 0 1
The variables are Faction Name, First King, Number of Following Variables, and Initial Numbers.
The Faction name is obvious.
The First King variable, the 0 in this case, refers to which of the Famous_Kings list for this faction (defined in default_heroes.txt) is this faction's very first king.
The Number of Following Variables variable should be fairly obvious. There's five numbers after it, so five is the variable.
The Initial Number variable defines the initial roman numeral of your kings with the correspoding names. The thing that MUST be done here is, your starting king has to have a number. This is done by checking with name your starting Famous_King is assigned to, and having a corresponding number in the field above. Example, your first king is assigned name "2" which is in the third slot (remember, computers start counting from zero, not one). Thus, your field should look like this, at minimum:
SetStartLeader::(tab)FN_EXAMPLE 0(tab)(tab)3(tab)0 1 1
Thus, your first King would be King Example I.
I hope this helps, as this is a problem that took me a while to figure out. I recommend Starkhorn's excellent guide, which should be downloaded in PDF format from the Org.
Cheers,
Bacchon
Monkwarrior
05-17-2004, 08:50
Thanks for your answer. I'll try to change those data.
Have you any idea about my problem of castles and tradable goods?
It seems that the game does not recognize part of the file Reconquista_region_specific.txt
It doesn't translate de names "Barcelona Castle_xzy", the capacity of the castle (it is the same as in default) or the tradable goods (it does not find the introtips).
I tried to copy all the common text from the default_region, but it does not work.
With regard to CTD. It crashes even if I don't move any piece. Have the limits any influence then? With problems with limits, do you mean with the position on map (coordinates) or with properties (terrain...)?
Thanks again
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