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View Full Version : BI: Official BI Modding thread



edyzmedieval
09-28-2005, 14:59
Thought I'd start this thread, because BI appeared.
Here's some basic info, posted by gemuse over at TWC.




Just got BI and I'm currently looking through the Data folder for new stuff. Here is what I've found so far:

- There is a new way to set up faction relationships in descr_strat, seems a bit more advanced. Now you can set
the relationships on a scale for 0 to 600, where 0 allied and 600 is war.

- To my untrained eye it looks like the cultures have been "un-hardcoded", there is a file descr_cultures (was it there before, can't remember seeing it...) which describes how each culture loks like on the campaign map. Also in the file descr_sm_factions, you can set which culture a faction belongs to.

- Victory conditions seem fully modable, at least for BI, not so sure about the Imperial Campaign

- It's possible to set brigand and pirate spawn values from descr_strat

- There is an attribute in descr_sm_factions, prefers_naval_invasions, which could be interesting ;)

- There is a new file in the bi campaign folder, descr_harvest.txt. Here you can specify bad harvests, by year, for regions, factions or regions if owned by a faction.

- The bi descr_strat contains commands to disable the reforms and glad. uprising and enable night battles (would be interesting to try these on 1.2), and something which activates rebel chars.

- The imperial campaign descr_strat entries for the roman families says thet the senate is a superfaction of these factions. Could this be the key to splitting up the romans? The bi descr_strat doesn't contain this attribute at all.



This info is helpful. Should give us some ideas before we get our greedy hands on BI.

Epistolary Richard
09-28-2005, 15:04
To help distinguish between BI modding and plain RTW modding, I'd ask everyone who wants to start a BI modding thread to start it with BI (or at least have BI somewhere in the title).

So, for example: "BI: Modding Victory Conditions"

Thanks! :thumbsup:

edyzmedieval
09-28-2005, 15:06
I made it Official, so everybody can post here. ~:)

Epistolary Richard
09-28-2005, 15:09
I appreciate that (though I don't really know how anything on a fansite can be official :grin: ), but sooner or later, people are going to start new threads for BI and we need to be able to tell the difference :wink:

Dol Guldur
10-01-2005, 09:12
Perhaps it would be a good idea to list all the elements which have been softcoded? This is the first thing, along with additional elements, the modder must know.

The in-code cultures are now: barbarian (European Barbarian), carthaginian (Berber), eastern (Sassanid), hun (hun), nomad (steppe) and roman (roman).

The factional assignations to these cultures seem to be:

Roman

empire_east_rebels*
empire_west_rebels*
empire_east
empire_west
romano_british*

Hun

huns

Nomad

goths
ostrogoths*
sarmatians
vandals
roxolani
slavs*

Eastern

sassanids

Barbarian

celts
burgundii
lombardi
franks
saxons
alemanni

Carthaginian

berbers

* Faction absent at game start


The druid and warcry special abilities (attributes) now seem to be softcoded.

is_peasant, can_horde, can_swim and power_charge are attributes which have been added. It would be interesting to know what is_peasant does, and if can_horde can be added to (and work for) currently non-hording factions.

I have had no time to mod and won't for a while so I'm relying on others to make use of and add to this ;)

Epistolary Richard
10-01-2005, 10:55
Other useful bit of info from TWC:

If you change the emergent factions from nonplayable to playable it will crash, however if you add an entry for them in BI's campaign_description file (and presumably give them a settlement as well) then they can work.
Posted by cunctator