View Full Version : Modding rebels
Knight Templar
11-02-2005, 22:07
I' m thinking about playing as rebels with .conan. cheat. IIRC, rebels are nation without culture, so can they train (if mod in Gnome editor) units of different cultures? For example, could they (if modded in column 50) train Ghulam cavalry (Muslim culture) as well as Feudal Knights (Catholic culture) without problems with column 54 (cultures)? Thanks in advance.
Kekvit Irae
11-02-2005, 22:20
I would assume so, so long as column 50 has FN_REBEL. I have no idea about the culture compatibility with Rebels, as I've never used the conan cheat, but I would make sure that column 54 is clear just to be on the safe side.
Knight Templar
11-17-2005, 22:25
I've just made my experiment (made EVERY unit trainable to rebels in Gnome editor) and got very confusing results. I'm now playing as rebels in early period and can train:
all units that catholic nations can train, including the exclusive ones (to a nation or province) like Szekelys, Vikings and Spanish Javelinmen;
all Russian exclusive units- Druzhina cav, Boyars and Rus spearmen;
only Byz lancers and Vargarian Guards from byz exclusive units;
and only Faris and Khawarezmian cav from muslim units.
Does anybody know why is so, I'm still puzzled ~:confused: ~:rolleyes:
Lord Liendecker
11-18-2005, 06:30
It doesnt have to do with culture since FN_REBEL is not listed as an active faction or given a culture. Which makes me wonder, what if you were to set FN_REBEL to an active faction and give it all the factions properties.
Since on Conan you aren't even playing under a culture description, i wonder how the culture details would effect that.
i notice that in Unit_prod_13.txt the Byzantine lancers, and Faris are not culture specific, but rather faction specific, (where you added FN_Rebel) Many of the other Muslim units are specificlally listed under Muslim culture, except the Almughavars, and Arab infantry, Sipha of the Porte, and Saharan Cavalry. Much of the Catholic used units, arent' listed under the specific catholic culture at all, except the agents, and crusader units, Turcople, Chivalric Knights, Menatarms, Gallowglass, sergeatns, and Feudal Knights.
None of the units that you mentioned specifically have cultures specified, perhaps this is what was stopping your omnipotent recruiting abilities. Check to see if you can build any of these other units that arent' culture specified. If you can then perhaps it is just a matter of the cultures.
By the way, if FN_REBEL is named as an active faction, or any faction for that matter, and given a behavior, will this make it so, the rebels are more active in the game, more agressive, with military and building. On the other hand, perhaps you would have to list factoin colors, making all the rebels the same color, and this would take some of the disunited fun out of the rebels.
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