Help with mini-mod (campaign_script.txt questions)
Lo all, I've been trying to make a few changes to the descr_strat, but had a couple of questions before I do anything too drastic.
Now I can edit the descr_strat itself no problems, but I had a couple of issues with the campaign_script.
EDIT: NVM found this one out for myself Firstly in regards to governments, I can see what I need to change in order to get the correct government in the right place at the start of the game, but does this also require the correct marker (ie homeland or subjucation) placed in the settlement too? I have edited my DMB to remove their requirements anyway so will that make a difference? Would save me having to change all the marker's positions as well if so ;)
Next the army placement, am I correct in saying that it mainly boosts the faction's or nearby enemy's armies from the descr_strat based on the faction the player picks?
For example:
As large parts of it will be rendered unuseable by what I'm doing, would a reasonable temporary solution be to simply remove that part of the script and beef up the starting armies for all factions in descr_strat (they're wont be anywhere as much rebel territory for the AI to go through anyway)?
And finally, do I need to worry about this part at all if I'm just changing starting settlements? Also if I begin to change FMs too, what would warrant their inclusion in this part of the script? I'm guessing its to do with the unit size traits that were fixed but some clarification would be nice :2thumbsup:
Re: Help with mini-mod (campaign_script.txt questions)
Come on chaps anyone?
07-10-2008, 20:08
mucky305
Re: Help with mini-mod (campaign_script.txt questions)
This stuff is a little beyond me, but the first part looks like nothing more than automated console commands creating units in particular cities. The unit size stuff in the second part looks like it assigns bodyguard units. I would try these in the console and see what they do but as I said, I believe these are just army generation instructions for whatever campaign you are playing. The not LocalFaction/is LocalFaction stuff is assignment between the Player and the AI ( is = Player, not = AI). Good Luck!
07-10-2008, 20:30
overweightninja
Re: Help with mini-mod (campaign_script.txt questions)
EDIT
Woops double post sorry
07-10-2008, 20:33
overweightninja
Re: Help with mini-mod (campaign_script.txt questions)
Quote:
Originally Posted by mucky305
This stuff is a little beyond me, but the first part looks like nothing more than automated console commands creating units in particular cities.
You are correct, but my question was not what it does, rather how this would affect the game, but as an update I have done what I suggested myself above, and simply deleted that whole section and boosted the starting armies in descr_strat, only way to find out for sure what effect this will have is to test I suppose.
Quote:
The unit size stuff in the second part looks like it assigns bodyguard units. I would try these in the console and see what they do but as I said, I believe these are just army generation instructions for whatever campaign you are playing.
Nope, I believe this part of the script checks to see how many units are present in a settlement versus the population, and then based on that can work out whether the player is using huge, large, normal or small unit sizes, and assigns the appropriate trait so that EB has a reference for the unit size in use (something to do with a fix for some of the other traits IIRC). As I always play on huge I deleted the whole thing and made a script to assign "unitsize 4" unconditionally to the afformentioned leaders. This is obviously no good for anyone but myself though. This is a good enough work around for the time being imho but I would still like to know what warrants a FMs inclusion in that script as I may change FMs around later on.
Quote:
Good Luck!
Thanks, I appreciate your reply, hopefully your bump will highlight this thread to someone else who can clarify for us :2thumbsup:
Cheers
07-12-2008, 19:22
Hax
Re: Help with mini-mod (campaign_script.txt questions)
I'm in a tangle myself concerning the placement of government buildings. However, changing the markers is very easy:
For example, faction gauls (Aedui)
Spoiler Alert, click show to read:
First we go to Rome - Total War/EB/data/world/campaign/imperial_campaign and open the campaign_script.txt file. Then Control+F with the word LocalFaction gauls
For example, if we would want to make Ankyra a Homeland region, we change
Code:
console_command create_building Ankyra expansion
To:
Code:
console_command create_building Ankyra homeland
When you start up the game and start a campaign as the Aedui, Ankyra will have the Homeland marker, which will allow the construction of a lvl 1 government.
Now my question to you: How do you place a government building in a city at the beginning of the game?
Re: Help with mini-mod (campaign_script.txt questions)
Quote:
Originally Posted by Hax
I'm in a tangle myself concerning the placement of government buildings. However, changing the markers is very easy:
For example, faction gauls (Aedui)
Spoiler Alert, click show to read:
First we go to Rome - Total War/EB/data/world/campaign/imperial_campaign and open the campaign_script.txt file. Then Control+F with the word LocalFaction gauls
For example, if we would want to make Ankyra a Homeland region, we change
Code:
console_command create_building Ankyra expansion
To:
Code:
console_command create_building Ankyra homeland
When you start up the game and start a campaign as the Aedui, Ankyra will have the Homeland marker, which will allow the construction of a lvl 1 government.
Now my question to you: How do you place a government building in a city at the beginning of the game?
See my edit, I don't have a problem with the governments, it's the other two questions I could use an answer for, cheers for quick response nonetheless.
As for your question, I don't know that should work. Have you setup the expansion markers properly (ie homelands)?
This is my section for "CeltIberia" from campaign_script.txt, all of my govs are working fine.
As I mentioned above though I have actually removed the expansion marker requirements for Govs 1&2 so its possible that might have something to do with it. Why don't you try removing the marker requirements and seeing if you have any joy then?
Cheers
07-12-2008, 21:03
Hax
Re: Help with mini-mod (campaign_script.txt questions)
It could be because the temporary government isn't installed yet. You know the name for that building?
07-12-2008, 22:35
overweightninja
Re: Help with mini-mod (campaign_script.txt questions)
Quote:
Originally Posted by Hax
It could be because the temporary government isn't installed yet. You know the name for that building?
I don't believe so, no provisionals are placed in vanilla EB and the regular governments do not require it to be present themselves.
Regardless the provisional is called gov_feeder.