Thought I'd start this thread, because BI appeared.
Here's some basic info, posted by gemuse over at TWC.
This info is helpful. Should give us some ideas before we get our greedy hands on BI.Quote:
Originally Posted by gemuse
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Thought I'd start this thread, because BI appeared.
Here's some basic info, posted by gemuse over at TWC.
This info is helpful. Should give us some ideas before we get our greedy hands on BI.Quote:
Originally Posted by gemuse
To help distinguish between BI modding and plain RTW modding, I'd ask everyone who wants to start a BI modding thread to start it with BI (or at least have BI somewhere in the title).
So, for example: "BI: Modding Victory Conditions"
Thanks! :thumbsup:
I made it Official, so everybody can post here. ~:)
I appreciate that (though I don't really know how anything on a fansite can be official :grin: ), but sooner or later, people are going to start new threads for BI and we need to be able to tell the difference :wink:
Perhaps it would be a good idea to list all the elements which have been softcoded? This is the first thing, along with additional elements, the modder must know.
The in-code cultures are now: barbarian (European Barbarian), carthaginian (Berber), eastern (Sassanid), hun (hun), nomad (steppe) and roman (roman).
The factional assignations to these cultures seem to be:
Roman
empire_east_rebels*
empire_west_rebels*
empire_east
empire_west
romano_british*
Hun
huns
Nomad
goths
ostrogoths*
sarmatians
vandals
roxolani
slavs*
Eastern
sassanids
Barbarian
celts
burgundii
lombardi
franks
saxons
alemanni
Carthaginian
berbers
* Faction absent at game start
The druid and warcry special abilities (attributes) now seem to be softcoded.
is_peasant, can_horde, can_swim and power_charge are attributes which have been added. It would be interesting to know what is_peasant does, and if can_horde can be added to (and work for) currently non-hording factions.
I have had no time to mod and won't for a while so I'm relying on others to make use of and add to this ;)
Other useful bit of info from TWC:
If you change the emergent factions from nonplayable to playable it will crash, however if you add an entry for them in BI's campaign_description file (and presumably give them a settlement as well) then they can work.
Posted by cunctator