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Rodion Romanovich
04-15-2005, 09:35
I've opened descr_rebel_factions.txt and find several constructs of this type:

rebel_type Brigantes //Britons
category peasant_revolt
chance 0
description Brigantes
unit barb peasant slave
unit barb peasant slave
unit barb infantry slave
unit barb infantry slave
unit barb infantry slave
unit barb infantry slave
unit barb chariot heavy slave
unit barbarian rebel general

Can anyone confirm or correct this:
* rebel_type: name of rebel type. Probably hardcoded, all of them necessary in the file, because I can't see any row where you can affect WHERE they pop up, so I assume this is hardcoded or in another file, and row 1 is the only indicator I can think of that can be referred to from another file.
* cathegory: is peasant_revolt the same thing as brigands in game?
* chance: the higher this number, the more likely. It seems to be in percent - 100 is max and 0 is min. The question is: does 0 literary mean they won't appear AT ALL, or does it simply mean VERY small chance?
* description: this also seem to refer to some information outside the txt-file, just like row rebel_type. It might be dangerous to edit.
* unit: a list of units. These are not the same as the unit names in the unit txt-files, so I assume this is some generic stuff. Barb infantry slave might also depend on the time in the game, or is it always warband? How can I create a brigand army with for example chosen swordsmen?

I haven't experimented yet, only tried to draw conclusion from the actual txt-file. Testing is time consuming on my slow computer so if anyone knows these things already so I don't have to test manually I'd like to have these statements confirmed/corrected and my questions in this post answered.

khelvan
04-15-2005, 09:42
* rebel_type: name of rebel type. Probably hardcoded, all of them necessary in the file, because I can't see any row where you can affect WHERE they pop up, so I assume this is hardcoded or in another file, and row 1 is the only indicator I can think of that can be referred to from another file.This is defined in descr_regions.txt. There is a rebel name possible for each region, which you then describe in the file you note above.

Epistolary Richard
04-15-2005, 10:21
For the peasant revolts, chance impacts the base unrest of the province with 3 giving 15% and 6 giving 30% - I don't know if it may effect frequency of rebels.

The unit names are the same as the unit names listed in export_descr_unit

Monkwarrior
04-15-2005, 11:15
* unit: a list of units. These are not the same as the unit names in the unit txt-files, so I assume this is some generic stuff. Barb infantry slave might also depend on the time in the game, or is it always warband? How can I create a brigand army with for example chosen swordsmen?


The unit owner must be slave (export_descr_units) if you want to put it in a rebel army.
As an example:

type barb warguard briton
dictionary barb_warguard_briton ; Chosen Swordsmen
category infantry
class heavy
voice_type Heavy_1
soldier barb_warguard, 40, 0, 1.5
officer barb_standard
attributes sea_faring, hide_improved_forest, hardy
formation 1.2, 1.2, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 13, 5, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 7, 5, 5, metal
stat_sec_armour 0, 0, flesh
stat_heat 5
stat_ground 2, -2, 3, 2
stat_mental 12, impetuous, untrained
stat_charge_dist 40
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 680, 210, 70, 110, 680
ownership britons, slave

This seems simple, but at the same time the "soldier", in this case barb_warguard, must have assigned a texture for the slave faction in descr_model_battle. If not the game CTD when passing to the battle mode.

type barb_warguard
skeleton fs_swordsman
indiv_range 40
texture gauls, data/models_unit/textures/unit_barb_warguard_gaul.tga
texture britons, data/models_unit/textures/unit_barb_warguard_briton.tga
texture dacia, data/models_unit/textures/unit_barb_warguard_dacia.tga
texture slave, data/models_unit/textures/unit_barb_warguard_briton.tga
model_flexi data/models_unit/unit_barb_warguard_400.cas, 8
model_flexi data/models_unit/unit_barb_warguard_300.cas, 15
model_flexi data/models_unit/unit_barb_warguard_200.cas, 30
model_flexi data/models_unit/unit_barb_warguard_100.cas, 40
model_flexi data/models_unit/unit_barb_warguard_70.cas, max
model_sprite 60.0, data/sprites/barb_warguard_sprite.spr
model_sprite dacia, 60.0, data/sprites/dacia_barb_warguard_sprite.spr
model_sprite britons, 60.0, data/sprites/britons_barb_warguard_sprite.spr
model_sprite slave, 60.0, data/sprites/britons_barb_warguard_sprite.spr
model_sprite gauls, 60.0, data/sprites/gauls_barb_warguard_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

In that case the rebels will have the same aspect as the briton chosen swordmen, but you can create a new texture called unit_barb_warguard_slave.

Thus you can try this modification in descr_rebel_faction

rebel_type Trinovantes //Britons
category peasant_revolt
chance 0
description Trinovantes
unit barb warguard briton
unit barb warguard briton
unit barb warguard briton
unit barb warguard briton
unit barb warguard briton
unit barb warguard briton
unit barb chariot heavy slave
unit barbarian rebel general

If you assigned Trinovantes as the rebel faction of a rebel region you could see rapidly if it works properly by attacking that region in the first turn.

Perhaps I am forgetting something, but in principle this is the basic method.

Rodion Romanovich
04-15-2005, 18:11
Thanks a lot to all of you! I'll try your tips and see if it works!