Hmm does it work with assassins or diplomats?
In BI, those can have a religion, so I thought it works as character in province type conversion.
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Hmm does it work with assassins or diplomats?
In BI, those can have a religion, so I thought it works as character in province type conversion.
Ahh it seems you can convert, but not affect the religous order(which i tried)... Which menas you can train spies that will convert other cities to you religion... which is kinda cool, since it perfect for my work:)
That is interesting, "spy preachers"~:)Quote:
Originally Posted by Andreas
Would this give a "spy preacher"?
Export_descr_character_trait.txt
-------------
Trigger agentsx
WhenToTest SpyMission
Condition MissionSuccessLevel = slightly_successful
and Trait GoodSpy = 1
Affects GoodSpy 1 Chance 10
Affects ArianPreacher 1 Chance 5
----------
Trait ArianPreacher
Characters spy, assassin
Level ArianPreacer
Description Arian_Preacher_desc
EffectsDescription Arian_Preacher_effects_desc
Threshold 1
---------------
Export_VnVS.txt
-------------
{Arian_Preacher} Pagan
{Arian_Preacher_desc}
This man has specialised in converting the ignorant to the true faith.
{Arian_Preacher_desc}
+5% Arian conversion
-------------
Should be :
{Arian_Preacher__effects_desc}
+5% Arian conversion
With a effect religious_belief, yes.
Yes, that´s right, you got to have this text to get some result (and description of Arian of course)Quote:
Originally Posted by Andreas
-------------
Trait Arian
Characters all
AntiTraits Pagan, Zoroastrian, Christian, Maniche
Level Arian
Description Arian_desc
EffectsDescription Arian_effects_desc
Threshold 1
Religious_Belief arianism 1
----------------------------
COOL! COOL! Know our empiric ages mod can have religions as needed!
Keep in mind that currently only the three first ones cause unrest (unless that will be fixed in the next patch).
Hey Alpaca et al
This is a great topic and looking forward to implementing it....but I am a little confused on how to exactly create the 24 or 32 bit pip???~:confused:
I can follow the rest of the instructions on where to put it, but i can't for the life of me work out how to find the PIP (i can't even find the existing religious ones) and copy the the judaism star into it.
Can someone help me on this step please, I have been modding RTW since it first came out....but his has me stumped ~:confused:
cheers
faulkner
You open Photoshop, create an image, save it as a tga in the right directory.
That's all you have to do, really.
The existing ones are in a pack somewhere so you can't find them ofc.
thanks Alpaca
Will do tonight, I'll let you know.
faulkner
excellent finally got it to work, thanks for the tips :charge:
Has anyone checked if new religions cause disorder with 1.6 ? I'd gladly try to, but I can't install 1.6 cause of my 5 RTW folders (the installer can't find the RTW.exe)
My conclusion was that it is impossible. The test I did was the following:
added to descr_beliefs.txt a religion called shia, used the christian pips, but new tags
added these new tags in text/expanded_bi.txt
edited descr_regions.txt to add a shia minority of 20% in Rome, decreasing the paganism by 20%
deleted map.rwm
opened RTW. When hovering the mouse over the religion bar, I see that there are 20% shias, but no shia unrest appears above.
next I tried removing the pagan minority altogether, using 25% shias. Opened RTW again, when hovering mouse over religion bar, I see that there are 25% shias, but no shia unrest appears above.
"Has anyone checked if new religions cause disorder with 1.6 ? I'd gladly try to, but I can't install 1.6 cause of my 5 RTW folders (the installer can't find the RTW.exe)"
As said above the "unrest" factor does still not work for added religions in 1,06:san_sad: I tested it yesterday but no unrest.
That was bad news, that means that for those religons you will have to add traits to make up for that... A shame, I hoped they would have solved it. But it was a minor thing for us anyway, but could have been away to make culture differences biiger.
Im having a problem when i add buildings i do everything by the guid but as soon as i try to play with my new religion it crashes right at the BI intro movie
can someone take a look at my txt and see if there is anything wrong?
export_descr_buildings------------
----------------------Code:building temple_of_judaism
{
levels temple_of_judaism_shrine
{
temple_of_judaism_shrine requires factions { roman, }
{
capability
{
recruits_exp_bonus bonus 1
religious_belief judaism 1
}
construction 1
cost 400
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
---------------------------Code:export_descr_buildings_enums
temple_of_judaism_shrine_
temple_of_judaism_shrine__desc
temple_of_judaism_shrine__desc_short
---------Code:descr_beliefs
judaism
data/ui/pips/pip_religion_judaism_positive.tga
data/ui/pips/pip_religion_judaism_negative.tga
data/ui/pips/pip_religion_judaism.tga
JEWISH_LABEL
JEWISH_UNREST
JEWISH_ORDER
====Code:text/expanded_bi
{JEWISH_LABEL} Judaism
{JEWISH_UNREST} Judaism is causing unrest in this settlement
{JEWISH_ORDER} Judaism is improving public order in this settlement
Code:
text/export_buildings
{temple_of_judaism_shrine} Jewish Shrine
{temple_of_judaism_shrine__desc} The jewish shrine is very simalar to the christian shrine but the teachings obviously completely diffrent christianity belives in jesus, islam mohammed, but judaism has no massiah.
{temple_of_judaism_shrine__desc_short} The jewish basic building.
I dont know about you guys but i cant see anything wrong please tell me if you do its really starting to piss me off
BTW i got rtw_bi 1.6 fresh (no mods)
Hmm, try it with one underscore (_) in front of "desc" in export_buildings.txt instead of two.
That'd be my first suggestion too. You also should make sure there is a _name entry at the beginning of the EB but the absence of that should not cause a CTD.
Yes, that is a problem and you do not need the enums... but it shouldn't cause a crash with wrong descriptions, IMO. Do you use -show_err?
yea i got show_errs on but it dosent tell me anything ill try wat you guys said
You can change the order of religions. I did it. Actually i add the religions option to RTW. just copy the descr_beliefs.txt to the data folder. Add the religion entri to text files. If you change the order of religions, then in first reload of the game make strange behavior, like no priovincial food production. But quit the game and load again. Then it runs ok. The idea of changin the order is to make paganism the first entry and not christianity because if character has no religious trait and the city has no religious building, its primari religion is christianity. even if you have put paganism to all settlements.
Only 3 religions can add to RTW. More ones caused CTD
Cracking tutorial mate, I'm currently working on importing BI's religious aspects into the mod, A question of faith.... This is inspirational stuff mate, some great research and work you've put in yet again!
Thanks! :medievalcheers:
For anyone who wants to keep their mod contained in BI files you can actually redirect to BI (so possibly also my_mod) for the pips: if you change descr_beliefs.txt to
That will pick up the zoroastrian one from BI/data/ui/pips and the pagan from where-ever the pesky thing is in the RTW paks (never did find that)Quote:
....
data/ui/pips/pip_religion_pagan.tga
PAGAN_LABEL
PAGAN_UNREST
PAGAN_ORDER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
zoroastrian
BI/data/ui/pips/pip_religion_zoroastrian_positive.tga...etc
Data\packs\DATA\UI\PIPS
But do remember that that pak file (patch_0.pak) is not included in the tool's bat file (unless it has been updated recently) and you'll need to add it in.
If it is not unpacked you will see other pips but not the religious ones.
This is 5 billion years late I know - but I've only recently finished modding the religion aspect of BI (though I haven't been trying ALL this time).
Were I able to post links (I'm not very good with technology and so modding required weeks of constant installing uninstalling and so on) I'd show the pictures of my new religions - (if anyone could tell me how to create a link that would be great)
The long and short of my message is that with your help I've created 6 new religions on top of the 3 originals, they are:
1) Judaism 2) Pharaohism 3) Old-Romanism 4) Germanic 5) Britonic and 6) Tribal
Now as you can see these aren't in any way historically accurate but what they help do is create a whole new feel to my game. For example Tribalism (which I created to represent the Celtic form of Paganism) exists in the Isles and Spain (replaced Paganism), while Pharaohism is in deep trouble of being snuffed out in the Egyptian and North African province (since it's such a small relgion confined to just 2 provinces.
Germanic has replaced Paganism in the central European regions with the Saxons, Franks and Alemanni as its main messengers (so to speak). Britonic is a dying religion with no buildings due to the fact that neither the Romans nor Celts would really support it in reality but again was a way of confining the ever present Paganism to just the Steppes. Finally, Old-Romanism replaced paganism in the Roman provinces, again for similar reasons.
I would love to post images of what it looks like because the dynamics of the game really have changed with Christianity much more dominant, Paganism much more restricted and some new ones on the brink of extinction (old-romanism, judaism and pharaohism)
Finally just as a point, I think it's important to add that I essentially removed all religious buildings from the desc_strat file so as to allow the new religious buildings to be constructed and for those religions to possibly flourish - this has meant that each campaign will be interesting in seeing which factions (especially the Germanic tribes - some don't actually convert) will spread the new religions.
Anway, sorry for such a long late post (as this will probably never be read or replied to) - but thanks to the creator of this mod and tutorial. While some of it didn't work for me - it definately gave me the push to keep experimenting and pointed me in the right directions - top geezer!!!:2thumbsup: :2thumbsup: :2thumbsup:
https://i55.photobucket.com/albums/g...8/Celticus.jpg
and
https://i55.photobucket.com/albums/g...anicSaxons.jpg
show off the new ones mentioned.
Do comment if you want.
It might be worth mentioning that if you don't want all your UI images to look like roman temples, you need to add images for your new temples in C:\Program Files\The Creative Assembly\Rome - Total War\BI\data\ui\{race}\buildings
https://i92.photobucket.com/albums/l...l76/Image1.jpg
bartixanism here I comeQuote:
Originally Posted by alpaca