enableing crusades button in kingdoms: teutonic campaign
in the kingdoms expansion the "join crusade button" is disabled. but in the retrofit mod, wich uses kingdoms.exe it is enabled.
i would like to enable the "join crusade button" in the teutonic campaign, in hope of setting it up to send a character of map for a number of turns. sort of emulating a crusade.
is this at all possible?
Re: enableing crusades button in kingdoms: teutonic campaign
Two answers, depending on your ultimate objective:
If you add the Papal States, then the Pope will also appear, as will the Pope scroll. Then, you can call crusades after editing the data\world\maps\base\descr_regions.txt file and adding the resource (actually hidden) crusade to all the cities you wish to be targets.
It is impossible to crusade a city off the map for this reason [it needs the crusade resource] but if you look at the script for Britannia you will see this section :
;ENGLISH SCRIPT COUNTERS
declare_counter edward_crusade_offered
declare_counter edward_crusading
declare_counter edward_ready_to_return
declare_counter henry_dead
And later:
;------------------- ENGLAND EDWARD GOES ON CRUSADE -------------------;
;ask the player if Edward can go on Crusade if he is not besieged and player has not already had the offer
monitor_event CharacterTurnStart Trait EdwardCrusade = 1
and I_TurnNumber >= 15
and I_CompareCounter edward_crusade_offered = 0
and not IsUnderSiege
;setup related event counters
add_events
event counter edward_crusade_invite_accepted
event counter edward_crusade_invite_declined
event counter edward_time_crusading
event counter edward_death_chance
date 0
end_add_events
historic_event edward_crusade_invite true factions { england, }
set_counter edward_crusade_offered 1
;if not a player controlled faction - set edward_crusade_invite_accepted to 1
if I_IsFactionAIControlled england
set_event_counter edward_crusade_invite_accepted 1
end_if
terminate_monitor
end_monitor
;player has agreed to allow Edward to go on Crusade
monitor_conditions I_EventCounter edward_crusade_invite_accepted = 1
;send edward offmap
send_character_off_map edward1
set_counter edward_crusading 1
;generate a random value that will determine how long Edward is away for
generate_random_counter edward_time_crusading 0 10
;notify all factions that Edward has gone on Crusade
historic_event edward_leaves_for_crusade
terminate_monitor
end_monitor
;increment the time edward has been away (if he has left yet)
monitor_event FactionTurnStart FactionType england
and I_CompareCounter edward_crusading = 1
;increase time edward has been away for
inc_event_counter edward_time_crusading 1
;is edward ready to return based on time away
if I_EventCounter edward_time_crusading >= 20
set_counter edward_ready_to_return 1
terminate_monitor
end_if
;is edward ready to return based on the strength of england
if I_NumberOfSettlements england < 6
and I_EventCounter edward_time_crusading >= 10
set_counter edward_ready_to_return 1
terminate_monitor
end_if
end_monitor
;monitor if Henry ceases being faction leader while edward is crusading
monitor_event CeasedFactionLeader FactionType england
and I_CompareCounter edward_crusading = 1
set_counter henry_dead 1
terminate_monitor
end_monitor
;edward returns from or dies on crusade
monitor_conditions I_CompareCounter edward_ready_to_return = 1
;random counter number will determine whether edward returns
generate_random_counter edward_time_crusading 0 9
if I_EventCounter edward_death_chance < 8
historic_event edward_returns_from_crusade event/english_crusaders_return.bik
if I_CompareCounter henry_dead = 1
spawn_army
faction england
character Edward, named character, x 108, y 32, label edward1, battle_model Edward_General
traits GoodCommander 4, GoodAttacker 4, GoodDefender 2, BattleChivalry 3, StrategyChivalry 3, LoyaltyStarter 1, ManagementStarter 1, CrusaderHistory 1, VictorVirtue 2, Factionheir 0, Factionleader 1
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
end
end_if
if I_CompareCounter henry_dead = 0
spawn_army
faction england
character Edward, named character, x 108, y 32, label edward1, battle_model Edward_General
traits GoodCommander 4, GoodAttacker 4, GoodDefender 2, BattleChivalry 3, StrategyChivalry 3, LoyaltyStarter 1, ManagementStarter 1, CrusaderHistory 1, VictorVirtue 2
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
end
end_if
end_if
if I_EventCounter edward_death_chance >= 8
historic_event edward_dies_on_crusade
spawn_army
faction england
character Brian le_Jay, named character, x 108, y 32
traits GoodCommander 2, GoodAttacker 3, GoodDefender 1, BattleChivalry 2, StrategyChivalry 2, LoyaltyStarter 4, ManagementStarter 1, CrusaderHistory 1
unit NE Bodyguard exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Knights Templar exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Armored Swordsmen exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Sergeant exp 0 armour 0 weapon_lvl 0
unit Templar Crossbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
unit Longbowmen exp 0 armour 0 weapon_lvl 0
end
end_if
set_counter edward_crusading 0
terminate_monitor
end_monitor
Which makes Edward go off the map for up to ten turns, decides whether or not he died, and then makes him come back (if still alive) with a templar army, and if he died spawns the army under another commander
Re: enableing crusades button in kingdoms: teutonic campaign
thanks.
the second option is probably most suited to what i have in mind.
i am moding the teutonic campaign, adding sweden and probably the victual brothers. thought i would like to send some general to constantinople, giving service in the varangian guard and come back with experience and some troops. so adding the papal states and the pope would not make much sense at all.
Re: enableing crusades button in kingdoms: teutonic campaign
Yes, it's an almost perfect replica. I thought the Vangarion Guard was only open to life-commiting vikings?
Re: enableing crusades button in kingdoms: teutonic campaign
there where many that came home quite wealthy, that was what made service in the guard so popular. in sweden there was even made a law that one could not inherit while in greece. probably service in the orthodox emperors guard was not to popular among the then catholic kings of scandinavia. later the guard would even contain a larger amount of anglo-saxons.
of course many settled in the black sea area, and probably stayed in service for a long period.
my intention with moding the teutonic campaign is to try to bring in more of the religious tension of the period. actually i would prefer the map to stretch as far south as in the crusades campaign.