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View Full Version : Dividing the world, some questions



Milamber.
02-14-2007, 01:45
What I'd like to do is creat several larger factions right from the start, as opposed to all the various small factions and I was wondering if it would be hard for me to program that.

Now I guess the main thing is making sure a certain area starts off as being part of a different faction then usual.
Second, I'd make an eduacated guess and say I'd need to keep said area from rioting first thing, due to the differences in culture, religion and all that so to also change that, would that be rather hard?

If anyone could point me in the right direction, and give me a pointer or two I'd be much Obliged really :)

lottrbacchus
02-15-2007, 21:52
hmmm, i think the easiest thing to do would be to chose a faction that represents each culture and give them provinces from others of the same culture. this way you could make have large barbarian, eastern, greek, and roman factions to start the game for example.

you can also mod the faction that built each settlement if you want to reduce cultural penalties.

Milamber.
02-16-2007, 06:27
hmmm, i think the easiest thing to do would be to chose a faction that represents each culture and give them provinces from others of the same culture. this way you could make have large barbarian, eastern, greek, and roman factions to start the game for example.

you can also mod the faction that built each settlement if you want to reduce cultural penalties.

Right, and now we get to the tricky part ;)

How exactly would I go about assisgning regions to other factions? In what .txt file could I select that? :)

Makanyane
02-16-2007, 08:45
Look in data/world/maps/campaign/campaign_name/descr_strat.txt, you need to move (cut and paste) the complete settlement section for a region, from one factions listing to another. eg:


settlement
{
level large_town
region Tribus_Iazyges

year_founded 20
population 2195
plan_set default_set
faction_creator franks
building
{
type hinterland_garrison revolt_garrison
}
building
{
type core_building governors_villa
}
building
{
type hinterland_roads roads
}
}

You also need to make sure you have identified which army is currently positioned in city and change its co-ordinates to some other valid location. To find valid location go into game before you make changes, hover mouse cursor over land area which is not mountain or forest, bring up rome shell (normally ` key) and type in
show_cursorstat
that will give you co-ordinates of spot under your cursor.

You should also move or add an army into the city for the faction you are giving it to. You can add armies commanded by general in descr_strat (i.e. not named character) without having to add them to family tree.

To keep cultural differences to a minimum you can change the faction creator of the settlement to its new owners as well - if you do that you'd normally change the default faction in descr_regions.txt to the same thing as well. If you remove any faction from descr_strat completely they have to be removed as default faction for any regions in descr_regions.txt.

Its not as bad as it sounds - make back up copies of anything you are altering and start off just moving one region, oh and delete or rename your map.rwm everytime you make changes.

Milamber.
02-17-2007, 19:32
<Snip>

thanks for that info!

I appreciate it :)