Re: Several questions here:
Oh, in addition, in question #2, I had also made the appropriate changes in my mod's startpos file. But, alas, my question still stands. Thanks in advance once again.
Re: Several questions here:
Well uh i got an answer to one question. Your king to ''Grand Shiek'' thing should work if you correctly edit your campmap/Default Heroes file. I would assume you know where this is. Anyways i'll look into your other questions and might even have an answer to them in a few minutes. ~:shock:
Re: Several questions here:
Again your princess pics, hmm. I would figure you should Ask The Blind King Of Bohemia. He would know. But if i were you i wouldn't focus on muslim princesses. They were not very important in the medieval muslim world, for sadly they were behind the scenes for men were (and still are in some fanatical muslim countries) the only political voices. Marriages were not between two other factions in the egyptian mameluke kingdom, only between landholders and royalty. The almohads i have no idea about, but then again this is your mod not mine. Cheers.
Re: Several questions here:
Alrighty, thanks for your response Sven, but there are some more questions that I need answered. Anybody got some more help for me? Thanks in advance
Re: Several questions here:
Quote:
1) I created a Muslim faction based on the Assassins, and I wanted to have my faction leader called 'Grand Sheik', however, my game only gives my leader the title 'King'. Can anybody give me a step-by-step as to how to change this?
Open Loc/Eng/Default_Faction_Specific.txt
This file defines the names of various things for each faction. The order in which the factions are declared in the dutch.txt file should be the same as that in the list in each faction specific section in the Default_Faction_specific file.
The first section is the faction leader names which lists the name that each faction leader is to be called. The order in this list matches the DeclareFaction list in your startpos file. If you have editted an existing faction to include this faction, you must change the relevant entry accordingly. If you have added a new faction, you must add an entry, identical to the ones above it, save for the different title, at the bottom of the list.
So for: @["faction_leaders_xzy"]
Add the following at the correct point in this section: @{"The ''Grand Shiek"}
For section:- @["king_titles"]
Add the following at the correct point in this section: @{"Grand Shiek "}
Re: Several questions here:
Alright Khalifah and Sven, thanks for your help. But honestly, the major questions I need answered are how to get that Cumans' flag for my faction, and how to get the music working properly. I don't know if either of you have solved these two questions yet, but I'll be waiting for whatever help you, or anyone else, can give me. Thanks once again, and in advance to all new helpers.
Re: Several questions here:
i think i have an answer to your cuman flag problem this is from a adding a faction guide by starkhorn.
3.2.14 Faction Shields
Next comes a slightly complicated section which can cause some head-aches
..the faction shields
section.
There is a line here for each faction beginning with SetShieldImage::
It looks quite complicated but its really quite simple once you know what each field means. Lets
take the line for the swiss faction (at the end of the shield faction section) as an example.
SetShieldImage:: FN_SWISS "Swiss_lge"
"Swiss_sml" "Swiss" "F1020" "F1020"
What the hell does this mean ? Well each faction in the game has its own specific shield and this
section tells the program which image files (ending in .bif), to use as a shield for each faction.
The first field FN_SWISS is obviously declaring the faction name. This should respect the order
in which the factions where declared in the declarefaction section.
The next "Swiss_lge"is the name of the bif file which contains the large shield image for the swiss
faction whilst the "Swiss_sml"is the name of the bif file containing the small shield image for the
swiss faction. Next is "Swiss"which is the image for the castleflag on the campaign map and finally
the last two fields "F1020"are the unit shields during the battle.
Of course we now have a slight problem in that we have a new faction but we have no bif files
containing new shield images for our new faction
..but these are needed if the game is to work.
Well there are various tools out there to create your own bif file but this guide will not cover them.
Instead I propose that we simply re-use bif files from factions from the Viking campaign, i.e. our
new dutch faction will have the same shields and colours as the Picts faction in the Viking
campaign.
At the end of the shield faction campaign add the below line and close/save dutch.txt.
SetShieldImage:: FN_FREE21 "Dutch_lge" " Dutch_sml"
"Dutch" "F1021" "F1021"
Now adding the above lines isnt enough as we need to ensure these bif files actually exist in the
appropriate directory. Fortunately the Picts_lge and Picts_sml already exist so we dont need to
create those bif files.
To see what I mean, go back to the main total war directory and go into the shields directory.
Scroll down and you should see 3 files called:- Picts_lge.bif, Picts_sml.bif and Picts_lge_grey.bif.
Quite simply instead of having to create new dutch_lge.bif files, we are re-using already existing
files.
However the castle and unit flags do not already exist in the correct directory and we need to sort
that out now by copying and pasting across the Picts image fields from the Vikings directories.
Go back to the main total war directory and go into the
textures/campmap/Vikings/Castleflags directory. Make a copy of the Picts.bif file and paste
it into the textures/campmap/Castleflags directory. Rename it to Dutch.bif, i.e. it must match
exactly the 3rd entry in the SetShieldImage:: line and in our example we put Dutch.
Adding New Faction Guide for Viking Invasion
15
Go back to the main total war directory and go into the
textures/campmap/Vikings/Prebatshields directory. Make a copy of the shl04.bif file,
rename it to shl21.bif and then paste it into the textures/campmap/Prebatshields directory.
Go back to the main total war directory and go into the
campmap/pieces/Units/Christian/Shields/Vikings directory. Make a copy of the Picts.bif
and paste it into campmap/pieces/Units/Christian/Shields directory. Rename it to F1021.bif
Go back to the main total war directory and go into the
campmap/pieces/Units/Muslim/Shields/Vikings directory. Make a copy of the Picts.bif and
paste it into campmap/pieces/Units/Muslim/Shields directory. Rename it to F1021.bif
Go back to the main total war directory and go into the campmap/shields directory. Make copies
of the PICTS_LGE.bif, PICTS_LGE_GREY.bif and PICTS_sml.bif. Paste them into the same
directory (campmap/shields) and rename the files so that they are DUTCH_LGE.bif,
DUTCH_LGE_GREY.bif and DUTCH_sml.bif. (Basically they must match exactly the 1st and 2nd
entries in the SetShieldImage:: line in the dutch.txt file).
Finally the last image that needs to be sorted is the faction flag during the actual battles.
Go back to the main total war directory and go into the Battle/Flags/Vikings directory. Make a
copy of FN_04.tga and paste it into Battle/Flags directory. Rename it to FN_FREE21.tga
(Note many thanks to Ithaskar Fearindel for his help in the Adding New
factions in VI thread in the totalwar.org forum. The above section is largely
based on his comments)
Hope this Helps ~:)
Re: Several questions here:
I gotta go and investigate that ~:idea: