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View Full Version : bretwalda and his "all can crusade mod"



Odin
01-22-2007, 19:05
I am curious if anyone is using this mod with theXL mod? I did send him a PM, but he hasnt been on since 12/25 dont know when he will be back. While I plan out my next campaign I am hoping to take one of the little catholic nations and build an empire.

One of my major gripes was I couldnt crusade, Even if you build up Bohemia to a powerhouse you couldnt answer the popes call. This mod may be the answer for that little blemish in the system, I have enough house rules where I wont get sillywith it, still I dont want to risk my XL install because reinstalling is a pain the a$$ on my old system.

Anyone have any insights?

Odin

Sensei Warrior
01-23-2007, 00:54
I've never used bretwalda's All Can Crusade mod, but back in the day a number of people did and had no problems with it. If I had a mind to, I wouldn't hesitate in using it.

caravel
01-23-2007, 09:28
I don't think it will work for XL. XL uses a different file than the usual crusader_build_prod13.txt file than vanilla MTW does. I think it's called something like "xl_build_prod13.txt", or something to that effect. It will be in the same directory as the file "Medieval_TW.exe". If you can copy and paste the entire contents here inside code and spoil tags like this: [ spoil][ code]....[ /code][ /spoil] I can make the necessary edits and you can paste the whole lot back into the file, erasing the old contents, and it should work. I don't have a copy of the XL file on me at present otherwise I could fix it and just post it here.

Odin
01-23-2007, 14:17
I don't think it will work for XL. XL uses a different file than the usual crusader_build_prod13.txt file than vanilla MTW does. I think it's called something like "xl_build_prod13.txt", or something to that effect. It will be in the same directory as the file "Medieval_TW.exe". If you can copy and paste the entire contents here inside code and spoil tags like this: [ spoil][ code]....[ /code][ /spoil] I can make the necessary edits and you can paste the whole lot back into the file, erasing the old contents, and it should work. I don't have a copy of the XL file on me at present otherwise I could fix it and just post it here.

Hey,

Thank you for the reply. I did recieve a PM back from Bretwalda and he told me that all I really need to do is add a the ability to build a chapter house to the faction.

That shouldnt be complex, but I honestly dont know where to add that in XL as I have zero modding abilities. If you could point me to the right path I'd appreciate it, I am thinking of taking the Bohemians next campaign.

Any help or insights from anyone are welcome.

Thanks in advance,

Odin

caravel
01-23-2007, 16:55
Well your best bet would be to download the gnome editor. You can do without it but it makes editing the file alot easier. You can find it at here at the .org. You want version 2.0 which I think is the latest.

Once you've done that you need to open the editor and load the Xl build prod file. It will be in the same folder as the medieval program is, as I said before. When the file is loaded you should be presented with an interface like a database or an excel spreadsheet with the names of the buildings. Click the save and save it as a backup file, add ".bak" as an extension. If you mess the other one up you can restore that one later. Next, scroll down and find the chapter house, then scroll across and find the faction association column. The list inside the cell will look like this :

"{ FN_ARAGONESE, FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH }"

It needs to look like this:

"{ FN_ARAGONESE, FN_ENGLISH, FN_FRENCH, FN_GERMAN_HRE, FN_ITALIAN, FN_SPANISH, FN_DANISH, FN_POLISH, FN_HUNGARIAN }"

Odin
01-23-2007, 17:15
Well your best bet would be to download the gnome editor. You can do without it but it makes editing the file alot easier. You can find it at here at the .org. You want version 2.0 which I think is the latest.

Once you've done that you need to open the editor and load the Xl build prod file. It will be in the same folder as the medieval program is, as I said before. When the file is loaded you should be presented with an interface like a database or an excel spreadsheet with the names of the buildings. Click the save and save it as a backup file, add ".bak" as an extension. If you mess the other one up you can restore that one later. Next, scroll down and find the chapter house, then scroll across and find the faction association column. The list inside the cell will look like this :

"{ ARAGONESE, ENGLISH, FRENCH, GERMAN_HRE, ITALIAN, SPANISH }"

It needs to look like this:

"{ ARAGONESE, ENGLISH, FRENCH, GERMAN_HRE, ITALIAN, SPANISH, FN_DANISH, FN_POLISH, FN_HUNGARIAN }"

Again thanks. When I attempt this I will print out this thread and go step by step.

on another note, I am surprised more players dont do something like this. I mean we all can construct a large domain with a small faction, it stands to reason that the pope would want us to crusade....

Again, thanks.

Martok
01-23-2007, 23:01
on another note, I am surprised more players dont do something like this. I mean we all can construct a large domain with a small faction, it stands to reason that the pope would want us to crusade....
The reason CA made it so that not all factions could crusade is was ostensibly for historical reasons, but I would debate that point, as it doesn't really hold much water. While the Danes, Hungarians, and Polish are not reknowned for their participation in Crusades, they *did* participate. (In addition, the Danes invaded Pomerania in the name of Christianizing the region, and is considered by some to be part of what's now known as the Nothern Crusades.)

I suspect the real reason those 3 factions were restricted from crusading was in the name of game balance -- specifically, to keep the 3 Muslim factions from being overwhelmed by the Catholic powers. Of course, if this was indeed the main reason, then their actions has met with mixed success (given how large the Almos and Eggies often become), but I do give credit CA for trying. :book:

Odin
01-24-2007, 13:23
The reason CA made it so that not all factions could crusade is was ostensibly for historical reasons, but I would debate that point, as it doesn't really hold much water. While the Danes, Hungarians, and Polish are not reknowned for their participation in Crusades, they *did* participate. (In addition, the Danes invaded Pomerania in the name of Christianizing the region, and is considered by some to be part of what's now known as the Nothern Crusades.)

I suspect the real reason those 3 factions were restricted from crusading was in the name of game balance -- specifically, to keep the 3 Muslim factions from being overwhelmed by the Catholic powers. Of course, if this was indeed the main reason, then their actions has met with mixed success (given how large the Almos and Eggies often become), but I do give credit CA for trying. :book:

I have no gripe with the design as is or the historical precidence (if thats the case). My gripe is simply that unless you go in and mod the file you can never crusade. So given the original set up of MTW (no mods) if I as the danes, polish or hungarians become a dominant power I cant answer the popes call.

To me that dosent support the historical probability, of course that didnt happen in reality but what if one of those nations emerged as a major power? Given the ease of which you can allow factions to crusade it was an annoyance that some trigger wasnt built into the game that at a certain point of income, land or troop strength the ability became available to you.

I concede its a very minor gripe

caravel
01-24-2007, 13:56
An MTW campaign is not played out according to history. You are given very roughly historical starting positions in each of the eras but after that it's up to you and the AI. In view of this, in one of your campaigns, Hungary for example could have invaded the Holy Roman Empire and toppled them, claiming all of their territory and threatening the Papacy. The Papacy in an act of appeasement may have acknowledged The King of Hungary as the Roman Emperor. The Hungarians would have then most probably engaged in crusades, both against pagans in the east and muslims in the holy land. This is why all catholic factions without exception need the ability to crusade. I have implimented this in the next version of the Pocket Mod. The Hungarians, Poles and Danes will still be handicapped in that they will not have any order knights or order foot soldiers, but the crusading functionality will still be there. It should be quite challenging sending crusades to Lithuania and other eastern pagan provinces.
:2thumbsup:

Martok
01-24-2007, 21:53
Oh, I'm in complete agreement that all the Catholic factions should be able to Crusade. I was just saying that I undeerstand CA's reasons for having excluded the Danes, Huns, and Polish from the fun. I concur wholeheartedly that there's really no good reason why they shouldn't be able to answer the Pope's call, however. I also agree that it's a minor gripe, and not something that's adversely affected my enjoyment of the game. ~:)


This is why all catholic factions without exception need the ability to crusade. I have implimented this in the next version of the Pocket Mod. The Hungarians, Poles and Danes will still be handicapped in that they will not have any order knights or order foot soldiers, but the crusading functionality will still be there. It should be quite challenging sending crusades to Lithuania and other eastern pagan provinces.
Awesome, Caravel. Can't wait. :2thumbsup:

Odin
01-25-2007, 13:24
Quick note: Caravel you were spot on about modding the files in the XL mod. It was really rather simple I added the appropriate factions that needed a chapter house and tested it, works fine.

Thanks again for the assistance.

caravel
01-25-2007, 14:05
Glad you got it working. I just noticed some glaring errors in that post! I had ommitted the "FN_" part from the start of the faction names. Fixed it now. Your's must be ok or it would give you an error message like "unknown faction". :embarassed:

Odin
01-25-2007, 15:10
Glad you got it working. I just noticed some glaring errors in that post! I had ommitted the "FN_" part from the start of the faction names. Fixed it now. Your's must be ok or it would give you an error message like "unknown faction". :embarassed:

In all candeor I noticed that while in the file. I didnt even do the gnome editor. I simply opened the build file for the early period did a find on "chapter house" and scrolled to the faction list. I just added the "FN_" part myself.

While I concede I am not the brightest bulb on the tree Ive fooled around with enough mods on other games to have worked through it. :laugh4: