Re: Adding a new religion
ok but if i replace heretics with protestants then can i build churches?
Re: Adding a new religion
So if we wanted to make a backbone for the 'Pagan' religion already calculated in the game, could we do that? So the player can make a building/unit tree that affects Paganism positively?
Re: Adding a new religion
Quote:
Originally Posted by Sushiman
ok but if i replace heretics with protestants then can i build churches?
You can change the name of the religion Heretic to Protestants by modifying the text\religions.txt like this.
Code:
{heretic} Protestant
However this will not allow the heretics to build churchs (these are a building and need to be asigned to a faction). If you alter the descr_sm_factions.txt file so that the religion of one of the Christian factions is heretic then you can build Churches that will promote Protestantism. However since heresy does not unite a faction like other religions it will cause some problems in the settlement. Also the rebels' religion will be Protestant, rather than heretic.
Quote:
Originally Posted by Eldgrim
So if we wanted to make a backbone for the 'Pagan' religion already calculated in the game, could we do that? So the player can make a building/unit tree that affects Paganism positively?
You can make buildings that promote paganism. All you need to do is set a faction's religion to pagan and any religious building that they build will promote paganism. If also possible to make non-religious buildings promote paganism (or any other religion) by giving a building in the export_descr_buildings.txt file the 'religion_level bonus' trait (this trait must be followed by a number of the game will crash).
Code:
building bullring
{
religion pagan
levels plaza_del_toro
{
plaza_del_toro city requires factions { portugal, spain, }
{
capability
{
recruit_pool "Jinetes" 1 0.5 4 0 requires factions { spain, portugal, }
happiness_bonus bonus 1
religion_level bonus 1
}
material wooden
construction 4
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
You may want to read the guide on adding a new building to the game.
EDIT 10th August 2007: you need to specify which religion this building will promote or it won't work.
Re: Adding a new religion
uanime, I've had some problems with adding new religions. When the campaign loads (normally), if I click on a settlement details, it crashes. Needless to say, priests crash even more. Do you have any experience with this?
Re: Adding a new religion
Did you modify the appropriate files in /text (religions.txt)?
Re: Adding a new religion
But isn't it the case that you only need to modify text files if you want to avoid "unlocalized text" strings? I just want to see that it works at all, before adding text to it. Do you think it's critical? it needs to be placed in this tutorial then.
Re: Adding a new religion
No, if you don't edit text files the game crashes.
It's the #1 major source of CTDs for me because I sometimes forget to add some text entry. The game doesn't even throw a warning to the log or anything, it just craps out with an unspecified error.
Re: Adding a new religion
Hmm I see wow. Some text errors are handled softly, by "unlocalized text", and others just crap out and you don't know what caused it. Alright I'll edit religions.txt, no biggie. Meantime, we're trying to figure this out also -- if you add a new culture properly, it works and everything's fine, but then if you double-click on it as another culture, it craps out. What do you think?
My thinking is that the text strings that show up when clicking another settlement (e.g. "this settlement can hold out for 10 turns") don't exist for the new culture, hence the crap out. It would be strange for such text strings to be specified by culture but hey, worth a try to fix the ctd. But, get this, I just did a search through all 10 gigs of this game, there is no such string "can hold out" anywhere!
EDIT Wow, Alpaca be thanked, settlement details now show up with my custom religion. The fix for this is so trivial, but completely crashes without it -- need to add "{newreligion} Newreligion" to /text/religions.txt.
Re: Adding a new religion
Well I am happy to note that I've been able to disprove two of uanime's bugs with religion; they work as they should. Regions can start with a new religion from more than 0%; you just have to delete map.rwm. Here I create a latin religion (really a latin culture, for our PI mod), competing 50/50 with catholicism, from turn1:
http://img36.picoodle.com/img/img36/...1m_b3630ee.jpg
Also, buildings convert to your religion just fine. As you can see on the bottom, I have a cathedral, which immediately gets to work on converting the populace:
http://img02.picoodle.com/img/img02/...2m_a2f3b21.jpg
However! There's something you have to change. A religious building is designed to convert to a certain religion only, it does not convert to whatever your factional religion is. Here it says in export_descr_buildings.txt:
Code:
building temple_catholic
{
convert_to temple_catholic_castle
religion catholic
levels small_church church abbey cathedral huge_cathedral
{
small_church city requires factions { normans, denmark, hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, sicily, milan, }
{
convert_to 0
capability
{
.
.
.
You need to create your own building complex, and make it convert to your religion:
Code:
building temple_latin
{
religion latin
levels cathedral
{
cathedral city requires factions { normans, denmark, hre, scotland, france, england, hungary, poland, venice, papal_states, portugal, spain, sicily, milan, venice, }
{
capability
{
;agent priest 0 requires factions { normans, denmark, scotland, hre, france, england, }
recruit_pool "Armored Clergy" 1 0.4 3 0 requires factions { denmark, }
happiness_bonus bonus 2
religion_level bonus 5
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 1
}
material wooden
construction 4
cost 6400
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
Presto, done.
Re: Adding a new religion
SigniferOne technically you have not disproved these bugs (since they can occur) but have solved them. I can't believe I forgot about setting the religion of the religious building, though this does explain why my Diabolical faction's religion was not spreading (it was original heretic, so the building was set to heretic).
I've modified the first post to reflect this and have given you credit.
Re: Adding a new religion
Quote:
Originally Posted by uanime5
SigniferOne technically you have not disproved these bugs (since they can occur) but have solved them. I can't believe I forgot about setting the religion of the religious building, though this does explain why my Diabolical faction's religion was not spreading (it was original heretic, so the building was set to heretic).
I've modified the first post to reflect this and have given you credit.
Cool, thanks for updating. This thread is great for help. Also be sure to add that tidbit about text/religions.txt, because if you don't add the text entry the game just crashes, doesn't warn you about 'unlocalized text'. Also, I guess because you removed all the other errors, you don't think anymore that they exist either?
As for the erroneous pip display, try setting the Diabolical to use the catholic pip, it shows up perfectly that way. I haven't created a new pip yet, but I'd be willing to bet that the error has something to do with incorrect .TGA formatting for the new pip, such as that the bit/rate must be set to 24 pixels, not 16 or 32.
EDIT: sorry, I see you did mention text/religions.txt. You might want to use the same religion throughout all of your post, rename mine to Diabolical or something for clarity's sake, but it's up to you.
Re: Adding a new religion
Did you edit expanded.txt for your new culture?
And the pips do have 32bit (i.e. they have an alpha channel).
Re: Adding a new religion
Quote:
Originally Posted by alpaca
And the pips do have 32bit (i.e. they have an alpha channel).
The pips are displayed wrongly for my religion even when I rename the premade ones.
Quote:
Did you edit expanded.txt for your new culture?
This file is not culture specific, but the factions belonging to my new culture are listed.
Re: Adding a new religion
Oh yes, expanded.txt contains the name string for your culture (southern_european, northern_european, middle_eastern, etc.) and it contains any custom armor upgrade strings which appear to be culture-specific, too.
I don't know about the pips really, I didn't add a new religion yet. What happens if you change the link of your religion's pip to an existing one?
Re: Adding a new religion
You're right alpaca, some of the entries do relate to culture. Also adding my new culture to this file prevents the game crashing when I double click on any of the settlements. It also seems that priest are dependent on culture as well, which could explain why my new culture could not recruit priests. Well done alpaca.
Regarding my problem with my religion's symbol when I checked the descr_religions.txt file I found that I had entered the wrong religion for that pip :oops: . Since the game could not find the correct pip it could not display any image.
Re: Adding a new religion
I am having a lot of fun adding and changing religions, and it's working really well. Pips are working as they should, etc. What's the established consensus on the maximum religions? 7 including heretic?
There does seem to be an intermittent problem, but I'm investigating further before posting anything.
Re: Adding a new religion
Here are the findings so far:
1) The existing religions in the game are Catholic, Orthodox, Islam, Pagan, and Heretic.
2) It is possible to add another religion. The maximum number of religions has not yet been determined.
3) It's unknown how many religions an enemy settlement can display (so far they can display 6).
Re: Adding a new religion
Mine shows 7.
http://img39.picoodle.com/img/img39/...lm_c4f96f5.jpg
The intermittent problem I spoke about earlier only occurs if you don't mention one of the religions in descr_regions.txt, or something like that. If you keep playing by the rules and doing everything properly, then everything works like a charm.
Re: Adding a new religion
SigniferOne your images of 7 religions does not contain the pagan symbol (pentacle), how many religions have you added?
Re: Adding a new religion
However many that you see (seven) is how many are there. I simply removed the pagan religion, and temporarily used the existing pips for my new religions.
Re: Adding a new religion
Where is religion.txt or do you have to create it?
Re: Adding a new religion
Quote:
Originally Posted by uanime5
Here are the findings so far:
1) The existing religions in the game are Catholic, Orthodox, Islam, Pagan, and Heretic.
2) It is possible to add another religion. The maximum number of religions has not yet been determined.
3) It's unknown how many religions an enemy settlement can display (so far they can display 6).
At the moment I can confirm that 8 religions are possible and they are all displayed in an enemy settlement.
https://i67.photobucket.com/albums/h.../religions.jpg
:2thumbsup:
Edit: I have confirmed that 9 religions are possible in game.
https://i67.photobucket.com/albums/h...eligiones2.jpg
Moreover, religious buildings for 8 of them are possible without problems.
Re: Adding a new religion
don't know if people still look at this but is it possible to add a new symbol for a religion?
Re: Adding a new religion
Yes you can add a new symbol. In the descr_religions.txt each faction has a .tga assigned to it. For example the Catholic entry:
Code:
religion catholic
{
pip_path ui/pips/pip_catholic.tga
}
Uses the pip_catholic.tga. If you change this file the faction's symbol will change.
Re: Adding a new religion
Quote:
Originally Posted by
uanime5
Yes you can add a new symbol. In the descr_religions.txt each faction has a .tga assigned to it. For example the Catholic entry:
Code:
religion catholic
{
pip_path ui/pips/pip_catholic.tga
}
Uses the pip_catholic.tga. If you change this file the faction's symbol will change.
thanks