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Dubius Cato
02-05-2006, 22:37
Hello, I wanted to look into the governments of EB, namely I want to do a little modding of my own. How to make governments (type1 and 2 of course) buildable in a region of my choosing? In which file do I put the home region buildings (that is what they are called, right?)? I have looked at the

campaign/descr region,
campaign/descr_strat and
campaign/campaign_script files

and had not much luck so far. I know that I probably should be busy finding bugs :book: but pretty please? What do I have to change? Any hints?

QwertyMIDX
02-05-2006, 22:47
I think it's done using scripts.

Teleklos Archelaou
02-05-2006, 22:48
You have to place precursors for type1 and type2. Figure out where to place them for the faction you want, then look in the appropriate place in the scripts where they are placing those type1 and type2 precursors and then add or subtract from those lists. I don't know where it is in the scripts, but it shouldn't be too hard to find the long lists for each faction.

Dubius Cato
02-05-2006, 23:22
Yeah that is what I did. I put the appropriate entry into the campaign_script.txt file. Upon starting the script out of a saved game, the precursor should then have been placed, and the government building is then buildable, is it not? Or do I have to restart the campaign?

Teleklos Archelaou
02-05-2006, 23:25
It probably will only do it upon the starting of a new campaign. If they placed them after every reload, the cities would be full of them. :grin:

Dubius Cato
02-06-2006, 01:33
Aaah! Alright then, I'll try it this way tomorrow. Thanks.

Malrubius
02-06-2006, 02:50
Yes, the campaign_script.txt file is only run at the start of a new campaign, after descr_strat.txt is processed.

For anybody wondering where they are, they're in:
Data\world\maps\campaign\imperial_campaign

booker
02-06-2006, 10:16
I´m starting to understand how this Buildings works... my question is... it´s correct the amount of turns to each bulding? i mean 20turns to be able to recruit some units is too much... what i´m missing?

Ludens
02-06-2006, 15:11
I´m starting to understand how this Buildings works... my question is... it´s correct the amount of turns to each bulding? i mean 20turns to be able to recruit some units is too much... what i´m missing?
The higher level governments mean either assimilating the local population (type I), or displacing them with your own (type II). This is a slow process, and in reality it would take far longer than four of five years. However, these provinces can then serve as a recruitment base for faction, so you can recruit standard (type II) and elite (type I) troops. On the other hand, type III and IV allow the use of regional troops.

mediobogdum
02-06-2006, 16:48
Is there ever a situation when I should not be allowed to recruit any troops after building a type II/III gov building and MIC?
In the town of Sulek in Yuezhi Yagbu I cannot recruit any units at all (other than agents).

QwertyMIDX
02-06-2006, 16:51
Until we get our recruitment system fixed (it's amazingly buggy in the OB, apparently our program for generating the code had some problems or was inserted wrong) and all the regional units are done there will be come places where you can't get any units. When the game is actually finished it shouldn't happen.

mediobogdum
02-06-2006, 17:09
Ok I kinda' figured it was unintentional. So with a type III/IV gov I should only be able to recruit locals, however all the local units arent done yet hence no units available in that province?
It makes for an interesting experience trying to keep that city resupplied with reinforcements. Yeuhzi keep coming from the west and I keep fighting them off but all my troops have to come up the valley in Dayhu Haomovarga. It is the most important valley in my kingdom right now.